4 protected float m_EffectTime;
5 protected float m_EffectStartTime;
6 protected float m_Time;
21 m_ID = SymptomIDs.SYMPTOM_HMP_SEVERE;
22 m_IsPersistent =
false;
23 m_SyncToClient =
true;
26 if (!
g_Game.IsDedicatedServer())
28 Class.CastTo(
m_Requester,PPERequesterBank.GetRequester(PPERequesterBank.REQ_HMP_GHOST));
35 if (m_EffectStartTime <= 0)
41 if (m_EffectStartTime > 0 && m_Time > m_EffectStartTime)
46 if (m_EffectTime >= 1)
49 m_EffectStartTime = -1;
58 if (
LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated", m_Player.ToString());
64 if (
LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated", m_Player.ToString());
69 if (
LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated", m_Player.ToString());
76 if (
LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated", m_Player.ToString());
Super root of all classes in Enforce script.
const int EFFECT_DURATION_TIME_MAX
override void OnGetActivatedClient(PlayerBase player)
const int EFFECT_DURATION_TIME_MIN
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
override void OnGetDeactivatedServer(PlayerBase player)
const int MAX_TIME_BETWEEN_EFFECTS
override void OnUpdateClient(PlayerBase player, float deltatime)
PPERequester_FeverEffects m_Requester
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
const int MIN_TIME_BETWEEN_EFFECTS