4 protected float m_EffectTime;
5 protected float m_EffectStartTime;
10 const int EFFECT_DURATION_TIME_MIN = 6;
11 const int EFFECT_DURATION_TIME_MAX = 10;
13 const int MIN_TIME_BETWEEN_EFFECTS = 24.0;
14 const int MAX_TIME_BETWEEN_EFFECTS = 30.0;
21 m_ID = SymptomIDs.SYMPTOM_HMP_SEVERE;
23 m_SyncToClient =
true;
26 if (!
GetGame().IsDedicatedServer())
28 Class.CastTo(
m_Requester,PPERequesterBank.GetRequester(PPERequesterBank.REQ_HMP_GHOST));
35 if (m_EffectStartTime <= 0)
37 m_EffectStartTime =
Math.RandomFloatInclusive(MIN_TIME_BETWEEN_EFFECTS, MAX_TIME_BETWEEN_EFFECTS);
38 m_EffectDuration =
Math.RandomFloatInclusive(EFFECT_DURATION_TIME_MIN, EFFECT_DURATION_TIME_MAX);
41 if (m_EffectStartTime > 0 &&
m_Time > m_EffectStartTime)
46 if (m_EffectTime >= 1)
49 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)
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
PPERequester_HMPGhosts m_Requester
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