Dayz Explorer 1.28.160049
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ppershockhit.c
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1class PPERequester_ShockHitReaction extends PPERequester_GameplayBase
2{
3 protected float m_Gauss;
4 protected float m_VignetteIntensity;
5 protected float m_OverlayFactor;
7
8 override protected void OnStart(Param par = null)
9 {
10 super.OnStart();
11
12 m_Gauss = Param3<float,float,float>.Cast(par).param1;
13 m_VignetteIntensity = Param3<float,float,float>.Cast(par).param2;
14 m_OverlayFactor = Param3<float,float,float>.Cast(par).param3;
15
16 m_OverlayColor = {0.0, 0.0, 0.0, 1.0};
17 if (m_OverlayFactor > 0.0)
18 m_OverlayColor = {0.1, 0.1, 0.1, 1.0};
19
20 //blur
21 SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,m_Gauss,PPEGaussFilter.L_0_SHOCK,PPOperators.ADD_RELATIVE);
22 //vignette
23 SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,m_VignetteIntensity,PPEGlow.L_25_SHOCK,PPOperators.ADD);
24 //SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.25,0.25,0.25,0.0},PPEGlow.L_26_SHOCK,PPOperators.ADD_RELATIVE);
25 //color overlay
26 SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,m_OverlayFactor,PPEGlow.L_20_SHOCK,PPOperators.HIGHEST);
27 SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,m_OverlayColor,PPEGlow.L_21_SHOCK,PPOperators.SET);
28 }
29}
GaussFilter - PostProcessEffectType.GaussFilter.
Glow - PostProcessEffectType.Glow.
Definition ppeglow.c:8
base, not to be used directly, would lead to layering collisions!
void OnStart(Param par=null)
Definition ppershockhit.c:8
ref array< float > m_OverlayColor
Definition ppershockhit.c:6
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
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)
void SetTargetValueColor(int mat_id, int param_idx, array< float > val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)