4 const int BLUR_DURATION = 3000;
14 m_DestroyOnAnimFinish =
true;
16 m_SyncToClient =
true;
19 if (!
GetGame().IsDedicatedServer())
31 if (
player.IsPlayerSelected() &&
player.GetTransferValues() &&
player.GetTransferValues().GetBlood() != m_BloodSet)
33 m_BloodSet =
player.GetTransferValues().GetBlood();
35 m_RequesterBloodLoss.SetBloodLossLevel(m_BloodSet);
37 m_RequesterBloodLoss.Stop();
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Super root of all classes in Enforce script.
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
static bool IsSymptomLogEnable()
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)
PPERequester_BloodLoss m_RequesterBloodLoss
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.