135 {
137 return;
138
139 SetAnimationPhase("rotate", !state);
141
142 PlayerBase player;
143 int slotId;
145 if (
m_Strap &&
m_Strap.GetInventory().GetCurrentAttachmentSlotInfo(slotId,
slotName) && PlayerBase.CastTo(player,
m_Strap.GetHierarchyParent()))
146 m_Strap.UpdateNVGStatus(player);
147
148 if (GetCompEM())
149 {
150 if (!state && GetCompEM().CanWork())
151 GetCompEM().SwitchOn();
152 else
153 GetCompEM().SwitchOff();
154 }
155 }
PlayerSpawnPreset slotName