489 {
490
492 {
494 SetAnimationPhase( "Wall_Interact_Rotate", value );
495 SetAnimationPhase( "Wall_Barbedwire_1_Mounted_Rotate", value );
496 SetAnimationPhase( "Wall_Barbedwire_2_Mounted_Rotate", value );
497 SetAnimationPhase( "Wall_Camonet_Rotate", value );
498 SetAnimationPhase( "Wall_Gate_Rotate", value );
499 SetAnimationPhase( "Wall_Base_Down_Rotate", value );
500 SetAnimationPhase( "Wall_Base_Up_Rotate", value );
501 SetAnimationPhase( "Wall_Wood_Down_Rotate", value );
502 SetAnimationPhase( "Wall_Wood_Up_Rotate", value );
503 SetAnimationPhase( "Wall_Metal_Down_Rotate", value );
504 SetAnimationPhase( "Wall_Metal_Up_Rotate", value );
505
507
508
510
511
513 }
514
515
516 if (!
g_Game.IsHeadlessOrDedicatedServer())
517 {
518
520 }
521
522
524
525
528 }
void SynchronizeBaseState()
override void UpdateNavmesh()
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)