3 const float VAL_FACTOR = 0.85;
4 const float EXPOSURE_MAX = 50;
12 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
26 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
32 super.OnUpdate(delta);
36 Param1<float> par =
new Param1<float>(1 - m_Intensity);
37 GetGame().GetMission().GetEffectWidgets().
UpdateWidgets(EffectWidgetsTypes.COVER_FLASHBANG,0,par,EffectWidgetHandles.FLASHBANG);
43 m_Intensity = intensity;
45 if (daytime_toggle <= 5.0)
47 m_Exposure =
Math.Clamp(intensity * daytime_toggle,0.0,EXPOSURE_MAX);
51 m_Exposure =
Easing.EaseInQuart(intensity);
52 m_Exposure =
Math.Clamp(EXPOSURE_MAX * m_Exposure,0.0,EXPOSURE_MAX);
54 overlay_color[3] = intensity;
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
EV postprocess, does not directly use materials.
GaussFilter - PostProcessEffectType.GaussFilter.
Glow - PostProcessEffectType.Glow.
base, not to be used directly, would lead to layering collisions!
void OnStart(Param par=null)
void OnUpdate(float delta)
void SetFlashbangIntensity(float intensity, float daytime_toggle)
void OnStop(Param par=null)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()
PostProcessEffectType
Post-process effect type.
PPOperators
PP operators, specify operation between subsequent layers.