80 {
81#ifdef DIAG_DEVELOPER
82 _boat = this;
83#endif
84
87
90
91 RegisterNetSyncVariableBool("m_PlaySoundEngineStopNoFuel");
92 RegisterNetSyncVariableBool("m_PlaySoundPushBoat");
93 RegisterNetSyncVariableBoolSignal("m_PlaySoundImpactLight");
94 RegisterNetSyncVariableBoolSignal("m_PlaySoundImpactHeavy");
95
104
106 {
109 }
110
111 if (
GetGame().IsDedicatedServer())
112 return;
113
118
119 if (MemoryPointExists("ptcFxFront"))
121
122 if (MemoryPointExists("ptcFxBack"))
124
125 if (MemoryPointExists("ptcFxSide1"))
127
128 if (MemoryPointExists("ptcFxSide2"))
130 }
void EffectBoatWaterFront()
void EffectBoatWaterSide()
ref EffectBoatWaterBase m_WaterEffects[4]
string m_SoundEngineStopNoFuel
string m_SoundImpactHeavy
string m_SoundWaterSplash
string m_SoundImpactLight
string m_SoundEngineStart
bool m_PlaySoundImpactLight
const float DECAY_TICK_FREQUENCY
bool m_PlaySoundImpactHeavy
string m_SoundEngineStartNoFuel
proto native CGame GetGame()
EntityEvent
Entity events for event-mask, or throwing event from code.