private void Disarm() { if (!m_weaponArmed) { return; } Log.DebugLog("Disarming", Logger.severity.DEBUG); foreach (FixedWeapon weapon in m_weapons_fixed) { weapon.EngagerReleaseControl(); } foreach (WeaponTargeting weapon in m_weapons_all) { weapon.CubeBlock.OnClosing -= Weapon_OnClosing; } m_weapons_fixed.ClearImmediate(); m_weapons_all.ClearImmediate(); m_weaponArmed = false; m_weaponDataDirty = true; }
public void Clear() { m_obstacles.ClearImmediate(); }