11 m_SyncToClient =
false;
20 m_ShakeLevel =
p1.param1;
35 player.SetShakesForced(m_ShakeLevel);
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
override void OnGetActivatedClient(PlayerBase player)
override void OnGetActivatedServer(PlayerBase player)
override void SetParam(Param p)
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