305 {
306 super.OnRPC(sender, rpc_type, ctx);
307
308 if ( !
g_Game.IsDedicatedServer() )
309 {
310 switch (rpc_type)
311 {
312 case ERPCs.RPC_TRAP_VICTIM:
313 Param1<EntityAI> victim = new Param1<EntityAI>(null);
314
315 if (ctx.
Read(victim))
316 {
317 if (victim.param1)
319 }
320
321 break;
322
323 case ERPCs.RPC_TRAP_DISARM:
325 break;
326 }
327 }
328 }
void SnapOnObject(EntityAI victim)
void OnDisarm()
also called from RPC on client
proto bool Read(void value_in)