8554 {
8555 super.SetDeathDarknessLevel(duration, tick_time);
8556
8557 if (IsControlledPlayer())
8558 {
8559 float actual_tick = tick_time;
8562
8565
8566 float progress;
8567 if (duration > 0)
8568 progress = 1 - ((duration - m_DeathDarkeningCurrentTime) / duration);
8569
8570 m_DeathDarkeningCurrentTime += actual_tick;
8571
8572 if (!IsAlive() && IsPlayerSelected())
8573 {
8576 }
8577
8578 if (m_DeathDarkeningCurrentTime >= duration)
8579 {
8580 StopDeathDarkeningEffect();
8581 }
8582 }
8583 else
8584 {
8585 StopDeathDarkeningEffect();
8586 }
8587 }
DamageDealtEffect GetDamageDealtEffect()
ref Param1< float > m_DeathDarkeningParam
FlashbangEffect GetFlashbangEffect()
ref DamageDealtEffect m_DamageDealtEffect
ref FlashbangEffect m_FlashbangEffect