virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		switch (event)
		{
		case eFE_Initialize:
			break;
		case eFE_Activate:
      if (IsPortActive(pActInfo, EIP_Enable))
      {
          CActor* pLocalActor = static_cast<CActor*>(g_pGame->GetIGameFramework()->GetClientActor());
          if ( pLocalActor != NULL)
          {
            PlayerActor::Stumble::StumbleParameters stumbleParameters;
            stumbleParameters.minDamping   = GetPortFloat(pActInfo, EIP_MinDamping);
            stumbleParameters.maxDamping   = GetPortFloat(pActInfo, EIP_MaxDamping);

            stumbleParameters.periodicTime = GetPortFloat(pActInfo, EIP_PeriodicTime);
            stumbleParameters.strengthX    = GetPortFloat(pActInfo, EIP_StrengthX);
            stumbleParameters.strengthY    = GetPortFloat(pActInfo, EIP_StrengthY);
            stumbleParameters.randomness   = GetPortFloat(pActInfo, EIP_Randomness);

            pLocalActor->EnableStumbling(&stumbleParameters);
          }
      }
      else if (IsPortActive(pActInfo, EIP_Disable))
			{
        CActor* pLocalActor = static_cast<CActor*>(g_pGame->GetIGameFramework()->GetClientActor());
        if ( pLocalActor != NULL)
        {
          pLocalActor->DisableStumbling();
        }
			}
			break;
		}
	}