DIFF

BloodLoss.c

class BloodLoss extends SymptomBase
{
	Material m_MatGauss;
	const int BLUR_DURATION = 3000;
	float m_BloodSet;
	PPERequester_BloodLoss m_RequesterBloodLoss;
	
	//this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute, don't put any gameplay code in here
	override void OnInit()
	{
		m_SymptomType = SymptomTypes.SECONDARY;
		m_Priority = 0;
		m_ID = SymptomIDs.SYMPTOM_BLOODLOSS;
		m_DestroyOnAnimFinish = true;
		m_IsPersistent = false;
		m_SyncToClient = true;
		m_BloodSet = -1;
		
		if ( !g_Game.IsDedicatedServer() )
		{
			Class.CastTo(m_RequesterBloodLoss,PPERequester_BloodLoss.Cast(PPERequesterBank.GetRequester(PPERequester_BloodLoss)));
		}
		
	}
	
	override bool AllowInUnconscious()
	{
		return true;
	}
	
	//!gets called every frame
	override void OnUpdateServer(PlayerBase player, float deltatime)
	{
	}

	override void OnUpdateClient(PlayerBase player, float deltatime)
	{
		if ( player.IsPlayerSelected() && player.GetTransferValues() && player.GetTransferValues().GetBlood() != m_BloodSet ) 
		{
			m_BloodSet = player.GetTransferValues().GetBlood();
			if (m_BloodSet < 1.0)
			{
				m_RequesterBloodLoss.SetBloodLossLevel(m_BloodSet);
			}
			else
			{
				m_RequesterBloodLoss.Stop();
			}
		}
	}
	
	//!gets called once on an Symptom which is being activated
	override void OnGetActivatedServer(PlayerBase player)
	{
		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
	}

	override void OnGetActivatedClient(PlayerBase player)
	{
		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
	}

	override void OnGetDeactivatedServer(PlayerBase player)
	{
		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
	}
	
	//!only gets called once on an active Symptom that is being deactivated
	override void OnGetDeactivatedClient(PlayerBase player)
	{
		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
	}
}