8 float m_EffectStartTime;
26 m_ID = SymptomIDs.SYMPTOM_FEVERBLUR;
27 m_DestroyOnAnimFinish =
true;
28 m_IsPersistent =
false;
29 m_SyncToClient =
true;
31 if ( !
g_Game.IsDedicatedServer() )
33 Class.CastTo(
m_Requester,PPERequesterBank.GetRequester(PPERequester_FeverEffects));
47 if ( m_EffectStartTime <= 0 )
55 if ( m_EffectStartTime > 0 && m_Time > m_EffectStartTime )
57 m_EffectTime += deltatime / m_BlurDuration;
58 float cos_value =
Math.Sin(m_EffectTime *
Math.PI);
59 float val = cos_value * m_BlurStrength;
64 if ( m_EffectTime >= 1 )
67 m_EffectStartTime = -1;
76 if (
LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated", m_Player.ToString());
81 if (
LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated", m_Player.ToString());
86 if (
LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated", m_Player.ToString());
93 if (
LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated", m_Player.ToString());
Super root of all classes in Enforce script.
const float BLUR_STRENGTH_MIN
override void OnGetActivatedClient(PlayerBase player)
const float BLUR_STRENGTH_MAX
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
override void OnGetDeactivatedServer(PlayerBase player)
const int BLUR_DURATION_TIME_MIN
const int MAX_TIME_BETWEEN_EFFECTS
override void OnUpdateClient(PlayerBase player, float deltatime)
PPERequester_FeverEffects m_Requester
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
const int MIN_TIME_BETWEEN_EFFECTS
const int BLUR_DURATION_TIME_MAX