4 const int BLUR_DURATION = 3000;
6 PPERequester_BloodLoss m_RequesterBloodLoss;
13 m_ID = SymptomIDs.SYMPTOM_BLOODLOSS;
14 m_DestroyOnAnimFinish =
true;
16 m_SyncToClient =
true;
19 if ( !
GetGame().IsDedicatedServer() )
21 Class.CastTo(m_RequesterBloodLoss,PPERequester_BloodLoss.Cast(PPERequesterBank.GetRequester(PPERequester_BloodLoss)));
33 if ( player.IsPlayerSelected() && player.GetTransferValues() && player.GetTransferValues().GetBlood() != m_BloodSet )
35 m_BloodSet = player.GetTransferValues().GetBlood();
38 m_RequesterBloodLoss.SetBloodLossLevel(m_BloodSet);
42 m_RequesterBloodLoss.Stop();
Super root of all classes in Enforce script.
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)
proto native CGame GetGame()
bool m_IsPersistent
should this modifier track overall time it was active ?