class BlindnessSymptom extends SymptomBase { Material m_MatGauss; const int BLUR_DURATION = 3000; ref Param1 m_Position = new Param1("0 0 0"); //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_BLINDNESS; m_DestroyOnAnimFinish = true; m_IsPersistent = false; MakeParamObjectPersistent(m_Position); } //!gets called every frame override void OnUpdateServer(PlayerBase player, float deltatime) { } override void OnUpdateClient(PlayerBase player, float deltatime) { } //!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()); PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); //TODO - use different PPERequester when connected, otherwise it would interfere with burlapsack blindness } }