8304 {
8305 super.SetDeathDarknessLevel(duration, tick_time);
8306
8307 if (IsControlledPlayer())
8308 {
8309 float actual_tick = tick_time;
8312
8315
8316 float progress;
8317 if (duration > 0)
8318 progress = 1 - ((duration - m_DeathDarkeningCurrentTime) / duration);
8319
8320 m_DeathDarkeningCurrentTime += actual_tick;
8321
8322 if (!IsAlive() && IsPlayerSelected())
8323 {
8326 }
8327
8328 if (m_DeathDarkeningCurrentTime >= duration)
8329 {
8330 StopDeathDarkeningEffect();
8331 }
8332 }
8333 else
8334 {
8335 StopDeathDarkeningEffect();
8336 }
8337 }
DamageDealtEffect GetDamageDealtEffect()
ref Param1< float > m_DeathDarkeningParam
FlashbangEffect GetFlashbangEffect()
ref DamageDealtEffect m_DamageDealtEffect
ref FlashbangEffect m_FlashbangEffect