//TODO trees are static objects, there is no script event for playing sounds on clients when they are chopped down. class ToolBase extends ItemBase { protected int m_MineDisarmRate = 60; //Success rate when disarming with this tool void ToolBase() { } //! If used to un/lock doors, which does it open. Bitwise. int GetKeyCompatibilityType() { //you can combine the bit values like so: //return (1 << EBuildingLockType.LOCKPICK) | (1 << EBuildingLockType.SHIP_CONTAINER_1); return EBuildingLockType.NONE; //pure '0' } int GetDisarmRate() { return m_MineDisarmRate; } override void OnRPC(PlayerIdentity sender, int rpc_type,ParamsReadContext ctx) { super.OnRPC(sender, rpc_type,ctx); switch(rpc_type) { case PlantType.TREE_HARD: SoundHardTreeFallingPlay(); break; case PlantType.TREE_SOFT: SoundSoftTreeFallingPlay(); break; case PlantType.BUSH_HARD: SoundHardBushFallingPlay(); break; case PlantType.BUSH_SOFT: SoundSoftBushFallingPlay(); break; } } }