531 {
532
534 {
535 float value = 0;
536 SetAnimationPhase( "Wall_Interact_Rotate", value );
537 SetAnimationPhase( "Wall_Barbedwire_1_Mounted_Rotate", value );
538 SetAnimationPhase( "Wall_Barbedwire_2_Mounted_Rotate", value );
539 SetAnimationPhase( "Wall_Camonet_Rotate", value );
540 SetAnimationPhase( "Wall_Gate_Rotate", value );
541 SetAnimationPhase( "Wall_Base_Down_Rotate", value );
542 SetAnimationPhase( "Wall_Base_Up_Rotate", value );
543 SetAnimationPhase( "Wall_Wood_Down_Rotate", value );
544 SetAnimationPhase( "Wall_Wood_Up_Rotate", value );
545 SetAnimationPhase( "Wall_Metal_Down_Rotate", value );
546 SetAnimationPhase( "Wall_Metal_Up_Rotate", value );
547
549
550
552
553
555 }
556
557
558 if (!
g_Game.IsHeadlessOrDedicatedServer())
559 {
560
562 }
563
564
566
567
570 }
void SynchronizeBaseState()
override void UpdateNavmesh()
void SetOpenedState(bool state)
const float GATE_ROTATION_TIME_APPROX
void SoundGateCloseStart()
void UpdateBarbedWireAreaDamagePos(float rotation_angle=0, bool to_delete=false)