448 {
449
451 {
453 SetAnimationPhase( "Wall_Interact_Rotate", value );
454 SetAnimationPhase( "Wall_Barbedwire_1_Mounted_Rotate", value );
455 SetAnimationPhase( "Wall_Barbedwire_2_Mounted_Rotate", value );
456 SetAnimationPhase( "Wall_Camonet_Rotate", value );
457 SetAnimationPhase( "Wall_Gate_Rotate", value );
458 SetAnimationPhase( "Wall_Base_Down_Rotate", value );
459 SetAnimationPhase( "Wall_Base_Up_Rotate", value );
460 SetAnimationPhase( "Wall_Wood_Down_Rotate", value );
461 SetAnimationPhase( "Wall_Wood_Up_Rotate", value );
462 SetAnimationPhase( "Wall_Metal_Down_Rotate", value );
463 SetAnimationPhase( "Wall_Metal_Up_Rotate", value );
464
466
467
469
470
472 }
473
474
475 if (!
g_Game.IsDedicatedServer())
476 {
477
479 }
480
481
483
484
487 }
void SynchronizeBaseState()
void SetOpenedState(bool state)
const float GATE_ROTATION_ANGLE_DEG
void SoundGateOpenStart()
const float GATE_ROTATION_TIME_APPROX
void UpdateBarbedWireAreaDamagePos(float rotation_angle=0, bool to_delete=false)