4 ref Param1<float> m_SomeValue;
12 m_SomeValue =
new Param1<float>(0);
19 override bool ActivateCondition(
PlayerBase player)
39 override bool DeactivateCondition(
PlayerBase player)
44 override void OnTick(
PlayerBase player,
float deltaT)
46 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_LAUGHTER);
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
overall time this modifier was active
void DisableDeactivateCheck()
void DisableActivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
void MakeParamObjectPersistent(Param object)
const int DEFAULT_TICK_TIME_INACTIVE