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pperpain.c
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1class PPERequester_PainBlur extends PPERequester_GameplayBase
2{
3 void SetRadialBlur(float power_x, float power_y, float offset_x, float offset_y, float pixel_scale = 0.5 )
4 {
5 SetTargetValueFloat(PostProcessEffectType.RadialBlur,PPERadialBlur.PARAM_POWERX,false,power_x, PPERadialBlur.L_0_PAIN_BLUR ,PPOperators.SET);
6 SetTargetValueFloat(PostProcessEffectType.RadialBlur,PPERadialBlur.PARAM_POWERY,false,power_y, PPERadialBlur.L_0_PAIN_BLUR,PPOperators.SET);
7 SetTargetValueFloat(PostProcessEffectType.RadialBlur,PPERadialBlur.PARAM_OFFSETX,false,offset_x, PPERadialBlur.L_0_PAIN_BLUR,PPOperators.SET);
8 SetTargetValueFloat(PostProcessEffectType.RadialBlur,PPERadialBlur.PARAM_OFFSETY,false,offset_y, PPERadialBlur.L_0_PAIN_BLUR,PPOperators.SET);
9 SetTargetValueFloat(PostProcessEffectType.RadialBlur,PPERadialBlur.PARAM_PIXELSCALE,false,pixel_scale,PPERadialBlur.L_0_PAIN_BLUR ,PPOperators.SET);
10 }
11}
RadialBlur - PostProcessEffectType.RadialBlur.
base, not to be used directly, would lead to layering collisions!
PostProcessEffectType
Post-process effect type.
Definition enworld.c:72
PPOperators
PP operators, specify operation between subsequent layers.
void SetTargetValueFloat(int mat_id, int param_idx, bool relative, float val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)