/* 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"); } } */