8 float m_EffectStartTime;
12 const float BLUR_STRENGTH_MIN = 0.15;
13 const float BLUR_STRENGTH_MAX = 0.25;
15 const int BLUR_DURATION_TIME_MIN = 1.5;
16 const int BLUR_DURATION_TIME_MAX = 2.5;
18 const int MIN_TIME_BETWEEN_EFFECTS = 25.0;
19 const int MAX_TIME_BETWEEN_EFFECTS = 35.0;
26 m_ID = SymptomIDs.SYMPTOM_FEVERBLUR;
27 m_DestroyOnAnimFinish =
true;
29 m_SyncToClient =
true;
31 if ( !
GetGame().IsDedicatedServer() )
33 Class.CastTo(
m_Requester,PPERequesterBank.GetRequester(PPERequester_FeverEffects));
47 if ( m_EffectStartTime <= 0 )
49 m_EffectStartTime =
Math.RandomFloatInclusive(MIN_TIME_BETWEEN_EFFECTS, MAX_TIME_BETWEEN_EFFECTS);
50 m_BlurDuration =
Math.RandomFloatInclusive(BLUR_DURATION_TIME_MIN, BLUR_DURATION_TIME_MAX);
51 m_BlurStrength =
Math.RandomFloat(BLUR_STRENGTH_MIN, BLUR_STRENGTH_MAX);
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;
Super root of all classes in Enforce script.
override void OnGetActivatedClient(PlayerBase player)
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
override void OnGetDeactivatedServer(PlayerBase player)
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
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 ?
PPERUndergroundAcco m_Requester