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pperburlapsack.c
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1class PPERequester_BurlapSackEffects extends PPERequester_GameplayBase
2{
3 override protected void OnStart(Param par = null)
4 {
5 super.OnStart();
6
7 SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,-100.0,PPEExposureNative.L_0_BURLAP,PPOperators.SET);
9 SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,2.0,PPEGlow.L_25_BURLAP,PPOperators.SET);
10 SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.0,0.0,0.0,0.0},PPEGlow.L_26_BURLAP,PPOperators.LOWEST);
11
12 if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
13 {
14 GetGame().GetMission().GetEffectWidgets().AddSuspendRequest(EffectWidgetSuspends.BURLAPSACK);//these should probably be elsewhere, PPEs are mission independent
15 }
16 }
17
18 override protected void OnStop(Param par = null)
19 {
20 super.OnStop();
21
22 if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
23 {
24 GetGame().GetMission().GetEffectWidgets().RemoveSuspendRequest(EffectWidgetSuspends.BURLAPSACK);//these should probably be elsewhere, PPEs are mission independent
25 }
26 }
27}
override void AddSuspendRequest(int request_id)
override void RemoveSuspendRequest(int request_id)
EV postprocess, does not directly use materials.
Eye Accomodation postprocess, does not directly use materials.
Glow - PostProcessEffectType.Glow.
Definition ppeglow.c:8
base, not to be used directly, would lead to layering collisions!
void OnStart(Param par=null)
void OnStop(Param par=null)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
proto native CGame GetGame()
PostProcessEffectType
Post-process effect type.
Definition enworld.c:72
PPOperators
PP operators, specify operation between subsequent layers.
PPEExceptions
void SetTargetValueFloat(int mat_id, int param_idx, bool relative, float val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
void SetTargetValueColor(int mat_id, int param_idx, array< float > val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)