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- class LaughterSymptom extends SymptomBase
- {
- //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.PRIMARY;
- m_Priority = 0;
- m_ID = SymptomIDs.SYMPTOM_LAUGHTER;
- m_DestroyOnAnimFinish = true;
- m_SyncToClient = false;
- m_Duration = 4;
- }
-
- //!gets called every frame
- override void OnUpdateServer(PlayerBase player, float deltatime)
- {
- }
- override void OnUpdateClient(PlayerBase player, float deltatime)
- {
- int i = 1 + 1;
- }
-
- //!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());
- PlaySound(EPlayerSoundEventID.SYMPTOM_LAUGHTER);
- player.SpreadAgentsEx(3);
- }
- //!gets called once on a Symptom which is being activated
- override void OnGetActivatedClient(PlayerBase player)
- {
- if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
- }
- //!only gets called once on an active Symptom that is being deactivated
- 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());
- }
- }
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