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 (!
g_Game.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)