130 {
132 return;
133
134 SetAnimationPhase("rotate", !state);
136
137 PlayerBase player;
138 int slotId;
140 if (
m_Strap &&
m_Strap.GetInventory().GetCurrentAttachmentSlotInfo(slotId,
slotName) && PlayerBase.CastTo(player,
m_Strap.GetHierarchyParent()))
141 m_Strap.UpdateNVGStatus(player);
142
143 if (GetCompEM())
144 {
145 if (!state && GetCompEM().CanWork())
146 GetCompEM().SwitchOn();
147 else
148 GetCompEM().SwitchOff();
149 }
150 }
PlayerSpawnPreset slotName