8 static const int PARAM_INTENSITY = 0;
10 static const int L_0_NVG_OPTIC = 100;
11 static const int L_0_NVG_GOGGLES = 200;
12 static const int L_0_NVG_OFF = 300;
13 static const int L_0_FLASHBANG = 400;
14 static const int L_0_BURLAP = 500;
15 static const int L_0_DEATH = 1000;
28 override void SetFinalParameterValue(
int parameter_idx)
31 float value_var_float = Param1<float>.Cast(values).param1;
33 g_Game.SetEVValue(value_var_float);
void RegisterParameterScalarFloat(int idx, string parameter_name, float default_value, float min, float max)
WARNING - min/max values are usually taken from Workbench defaults, may not be actual min/max values ...
void RegisterMaterialParameters()
inserted into associative array by parameter int value, parameter registration order does not matter ...
int GetPostProcessEffectID()
Overriden in all material classes!
PPEMatClassParameterCommandData GetParameterCommandData(int parameter_idx)
Some PP effects are handled as hard-coded exceptions, outside of material system. Default == PPEExcep...
void PPEClassBase(string mat_path_override="")
EV postprocess, does not directly use materials.
Param GetCurrentValues()
Careful, only actual values, WITHOUT string.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...