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pperdeathdarkening.c
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1class PPERequester_DeathDarkening extends PPERequester_GameplayBase
2{
3 protected float m_Value;
4
5 override protected void OnStart(Param par = null)
6 {
7 super.OnStart();
8
9 m_Value = Param1<float>.Cast(par).param1;
10 //Print("PPERequester_DeathDarkening | level: " + m_Value);
11 m_Value = Easing.EaseInCubic(m_Value);
12 m_Value = Math.Lerp(0,-10,m_Value);
13 //Print("PPERequester_DeathDarkening | value: " + value);
14
15 SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,m_Value,PPEExposureNative.L_0_DEATH,PPOperators.SET);
16 }
17}
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
Definition easing.c:3
Definition enmath.c:7
EV postprocess, does not directly use materials.
base, not to be used directly, would lead to layering collisions!
void OnStart(Param par=null)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
string m_Value
Definition enentity.c:808
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)