8206 {
8207 super.SetDeathDarknessLevel(duration, tick_time);
8208
8209 if (IsControlledPlayer())
8210 {
8211 float actual_tick = tick_time;
8214
8217
8218 float progress;
8219 if (duration > 0)
8220 progress = 1 - ((duration - m_DeathDarkeningCurrentTime) / duration);
8221
8222 m_DeathDarkeningCurrentTime += actual_tick;
8223
8224 if (!IsAlive() && IsPlayerSelected())
8225 {
8228 }
8229
8230 if (m_DeathDarkeningCurrentTime >= duration)
8231 {
8232 StopDeathDarkeningEffect();
8233 }
8234 }
8235 else
8236 {
8237 StopDeathDarkeningEffect();
8238 }
8239 }
DamageDealtEffect GetDamageDealtEffect()
ref Param1< float > m_DeathDarkeningParam
FlashbangEffect GetFlashbangEffect()
ref DamageDealtEffect m_DamageDealtEffect
ref FlashbangEffect m_FlashbangEffect