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