# We subscribe each character's DamagedEvent after they spawn. # This helper is called from OnPlayerSpawned (see updated version below). OnPlayerDamaged(SpawnedAgent : agent) : void = # Cast to fort_character to access Hide/Show if (Character := SpawnedAgent.GetFortCharacter[]): # Start flickering on a new async task so this handler returns fast spawn { DoFlicker(SpawnedAgent, Character) }