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- class HandShiversSymptom extends SymptomBase
- {
- int m_ShakeLevel;
- //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_HAND_SHIVER;
- m_SyncToClient = false;
- }
-
- override void SetParam(Param p)
- {
- Param1<int> p1 = Param1<int>.Cast(p);
- if ( p1 )
- {
- m_ShakeLevel = p1.param1;
-
- if ( m_ShakeLevel > PlayerBase.SHAKE_LEVEL_MAX )
- {
- m_ShakeLevel = PlayerBase.SHAKE_LEVEL_MAX;
- }
- }
- }
-
- override void OnUpdateClient(PlayerBase player, float deltatime)
- {
- }
-
- override void OnGetActivatedServer(PlayerBase player)
- {
- player.SetShakesForced(m_ShakeLevel);
- }
-
- override void OnGetDeactivatedServer(PlayerBase player)
- {
- player.SetShakesForced(0);
- }
- override void OnGetActivatedClient(PlayerBase player)
- {
-
- }
- //!only gets called once on an active Symptom that is being deactivated
- override void OnGetDeactivatedClient(PlayerBase player)
- {
- }
-
- }
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