490 {
491
493 {
494 float value = 0;
495 SetAnimationPhase( "Wall_Interact_Rotate", value );
496 SetAnimationPhase( "Wall_Barbedwire_1_Mounted_Rotate", value );
497 SetAnimationPhase( "Wall_Barbedwire_2_Mounted_Rotate", value );
498 SetAnimationPhase( "Wall_Camonet_Rotate", value );
499 SetAnimationPhase( "Wall_Gate_Rotate", value );
500 SetAnimationPhase( "Wall_Base_Down_Rotate", value );
501 SetAnimationPhase( "Wall_Base_Up_Rotate", value );
502 SetAnimationPhase( "Wall_Wood_Down_Rotate", value );
503 SetAnimationPhase( "Wall_Wood_Up_Rotate", value );
504 SetAnimationPhase( "Wall_Metal_Down_Rotate", value );
505 SetAnimationPhase( "Wall_Metal_Up_Rotate", value );
506
508
509
511
512
514 }
515
516
517 if ( !
GetGame().IsDedicatedServer() )
518 {
519
521 }
522
523
525
526
529 }
void SynchronizeBaseState()
void SetOpenedState(bool state)
const float GATE_ROTATION_TIME_APPROX
void SoundGateCloseStart()
void UpdateBarbedWireAreaDamagePos(float rotation_angle=0, bool to_delete=false)
override ScriptCallQueue GetCallQueue(int call_category)
proto void Remove(func fn)
remove specific call from queue
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()