5 EnableStateChangeCallback();
13 override void OnStateChange(
int pOldState,
int pCurrentState)
15 if (pCurrentState == STATE_NONE && (!
g_Game.IsDedicatedServer()))
20 else if (pCurrentState == STATE_LOOP_LOOP && pOldState != STATE_LOOP_LOOP && (!
g_Game.IsMultiplayer() ||
g_Game.IsServer()))
24 paper_item.RPCSingleParam(
ERPCs.RPC_READ_NOTE, text,
true,
m_ActionData.m_Player.GetIdentity());