4 const int BLUR_DURATION = 3000;
5 ref Param1<vector>
m_Position =
new Param1<vector>(
"0 0 0");
12 m_ID = SymptomIDs.SYMPTOM_BLINDNESS;
13 m_DestroyOnAnimFinish =
true;
49 PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop();
void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
void OnGetActivatedClient(PlayerBase player)
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...
void OnGetDeactivatedClient(PlayerBase player)
void OnUpdateClient(PlayerBase player, float deltatime)
gets called every frame
void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
vector m_Position
Cached world position.
void MakeParamObjectPersistent(Param object)
bool m_IsPersistent
should this modifier track overall time it was active ?