10 m_ID = SymptomIDs.SYMPTOM_IRRITATED_EYES;
20 if (params && params.param1 == SymptomIDs.SYMPTOM_IRRITATED_EYES)
33 Param1<float> params =
new Param1<float>(0.0);
35 g_Game.GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.EYE_VEINS, deltatime, params, EffectWidgetHandles.EYE_VEINS);
44 g_Game.GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.EYE_VEINS});
53 Param1<float> params =
new Param1<float>(0.0);
54 g_Game.GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.EYE_VEINS, 0.0, params, EffectWidgetHandles.EYE_VEINS);
55 g_Game.GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.EYE_VEINS});
static ref Param1< float > PARAM1_FLOAT
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
override void OnUpdateClient(PlayerBase player, float deltatime)
override void OnGetActivatedClient(PlayerBase player)
gets called once on an Symptom which is being activated
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
override void SetParam(Param p)
static bool IsSymptomLogEnable()
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
float m_ServerUpdateInterval
bool m_DestroyOnAnimFinish
ref TFloatArray m_FloatArray