| | class PPERequester_ShockHitReaction extends PPERequester_GameplayBase |
| | { |
| | protected float m_Gauss; |
| | protected float m_VignetteIntensity; |
| | protected float m_OverlayFactor; |
| | protected ref array<float> m_OverlayColor; |
| | |
| | override protected void OnStart(Param par = null) |
| | { |
| | super.OnStart(); |
| | |
| | m_Gauss = Param3<float,float,float>.Cast(par).param1; |
| | m_VignetteIntensity = Param3<float,float,float>.Cast(par).param2; |
| | m_OverlayFactor = Param3<float,float,float>.Cast(par).param3; |
| | |
| | m_OverlayColor = {0.0, 0.0, 0.0, 1.0}; |
| | if (m_OverlayFactor > 0.0) |
| | m_OverlayColor = {0.1, 0.1, 0.1, 1.0}; |
| | |
| | |
| | SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,m_Gauss,PPEGaussFilter.L_0_SHOCK,PPOperators.ADD_RELATIVE); |
| | |
| | SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,m_VignetteIntensity,PPEGlow.L_25_SHOCK,PPOperators.ADD); |
| | |
| | |
| | SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,m_OverlayFactor,PPEGlow.L_20_SHOCK,PPOperators.HIGHEST); |
| | SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,m_OverlayColor,PPEGlow.L_21_SHOCK,PPOperators.SET); |
| | } |
| | } |