4 // Note: the time components are arranged this way because I want to be able to nest effects
6 .vector time; // <totalTime, startTime, (elapsedTime / totalTime)> all values from 0 to 1, so the parent can vary in its length
10 bool() Item_Fx_Mutator_IsActive;
11 void() Item_Fx_Destroy;
13 void() Item_UpdateTarget;
15 // Item_Fx_Effect [Item_Fx_Mutator]
17 void() Item_Fx_Effect_Update;
18 void() Item_Fx_Effect_Spawn;
20 // Item_Fx_Effect_Control