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- class GaspSymptom 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 = 100;
- m_ID = SymptomIDs.SYMPTOM_GASP;
- m_DestroyOnAnimFinish = true;
- m_SyncToClient = false;
- m_Duration = 2.5;
- }
-
- override bool CanBeInterupted()
- {
- return false;
- }
-
- //!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_GASP);
- }
- //!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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