160 {
162 return;
163
164 SetAnimationPhase("rotate", !state);
166
167 PlayerBase player;
168 int slotId;
170 if (
m_Strap &&
m_Strap.GetInventory().GetCurrentAttachmentSlotInfo(slotId,
slotName) && PlayerBase.CastTo(player,
m_Strap.GetHierarchyParent()))
171 m_Strap.UpdateNVGStatus(player);
172
173 if (GetCompEM())
174 {
175 if (!state && GetCompEM().CanWork())
176 GetCompEM().SwitchOn();
177 else
178 GetCompEM().SwitchOff();
179 }
180 }
PlayerSpawnPreset slotName