8 m_ID = SymptomIDs.SYMPTOM_GASP;
9 m_DestroyOnAnimFinish =
true;
10 m_SyncToClient =
false;
14 override bool CanBeInterupted()
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 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)