BulletHitState.c
/*
class BulletHitSymptom extends SymptomBase
{
float m_HitDuration;
float m_BreakPoint;
float m_TimeActive;
//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_BULLET_HIT;
m_DestroyOnAnimFinish = true;
m_SyncToClient = false;
m_HitDuration = 0.4;
m_BreakPoint = 0.1;
}
override void OnUpdateClient(PlayerBase player, float deltatime)
{
m_TimeActive += deltatime;
if(m_TimeActive >= m_HitDuration)
{
RequestDestroy();
}
float value;
if( m_TimeActive <= m_BreakPoint )
{
value = Math.InverseLerp(0, m_BreakPoint, m_TimeActive);
}
else
{
float tmp_value = Math.InverseLerp(m_BreakPoint, m_HitDuration, m_TimeActive);
value = 1 - tmp_value;
}
PPEffects.HitEffect(value);
}
override void OnGetActivatedClient(PlayerBase player)
{
//PPEffects.EnableBurlapSackBlindness();
//PPEffects.HitEffect(1);
}
//!only gets called once on an active Symptom that is being deactivated
override void OnGetDeactivatedClient(PlayerBase player)
{
PPEffects.HitEffect(0);
Debug.Log("OnGetDeactivated CoughSymptom called", "PlayerSymptom");
}
}
*/