8908 {
8909 super.SetDeathDarknessLevel(duration, tick_time);
8910
8911 if (IsControlledPlayer())
8912 {
8913 float actual_tick = tick_time;
8916
8919
8920 float progress;
8921 if (duration > 0)
8922 progress = 1 - ((duration - m_DeathDarkeningCurrentTime) / duration);
8923
8924 m_DeathDarkeningCurrentTime += actual_tick;
8925
8926 if (!IsAlive() && IsPlayerSelected())
8927 {
8930 }
8931
8932 if (m_DeathDarkeningCurrentTime >= duration)
8933 {
8934 StopDeathDarkeningEffect();
8935 }
8936 }
8937 else
8938 {
8939 StopDeathDarkeningEffect();
8940 }
8941 }
DamageDealtEffect GetDamageDealtEffect()
ref Param1< float > m_DeathDarkeningParam
FlashbangEffect GetFlashbangEffect()
ref DamageDealtEffect m_DamageDealtEffect
ref FlashbangEffect m_FlashbangEffect