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; } }