9 if (!
GetGame().IsDedicatedServer())
49 GetCompEM().SwitchOn();
54 GetCompEM().SwitchOff();
65 m_AdvComTypeActionsMap.Insert(this.
Type(), m_InputActionMap);
89 ActionBase action = ActionManagerBase.GetAction(actionName);
93 Debug.LogError(
"Action " + actionName +
" dosn't exist!");
114 Debug.ActionLog(action.ToString() +
" -> " + ai,
this.ToString() ,
"n/a",
"Add action" );
116 action_array.Insert(action);
122 ActionBase action = player.GetActionManager().GetAction(actionName);
128 action_array.RemoveItem(action);
143 proto native
void SwitchOn(
bool onOff);
144 proto native
bool IsOn();
149 proto native
void SwitchOn(
bool onOff);
150 proto native
bool IsOn();
151 proto native
void SetNextChannel();
152 proto native
void SetPrevChannel();
153 proto native
float GetTunedFrequency();
154 proto native
void EnableBroadcast(
bool state);
155 proto native
void EnableReceive(
bool state);
156 proto native
bool IsBroadcasting();
157 proto native
bool IsReceiving();
158 proto native
int GetTunedFrequencyIndex();
159 proto native
void SetFrequencyByIndex(
int index);
map< typename, ref array< ActionBase_Basic > > TInputActionMap
void AddAction(typename actionName)
void RemoveAction(typename actionName)
void AdvancedCommunication()
TInputActionMap m_InputActionMap
void TurnOffTransmitter()
class PASBroadcaster extends AdvancedCommunication IsInventoryVisible
override void GetActions(typename action_input_type, out array< ActionBase_Basic > actions)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()