12 m_Player.GetSymptomManager().OnAnimationFinished();
20 m_RunTime = run_time * 1000;
26 m_Player.GetSymptomManager().OnAnimationStarted();
32 if(m_RunTime > 0 && (
GetGame().
GetTime() > m_StartingTime + m_RunTime))
proto int GetTime()
returns mission time in milliseconds
override void OnFinish(bool pCanceled)
void Init(float run_time, PlayerBase player)
override bool IsSymptomCallback()
proto native CGame GetGame()
proto native void EnableCancelCondition(bool pEnable)