Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
pperburlapsack.c
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1 class 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);
8  SetTargetValueFloat(PPEExceptions.EYEACCOM,PPEEyeAccomodationNative.PARAM_INTENSITY,false,0.0,PPEEyeAccomodationNative.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 }
PostProcessEffectType
PostProcessEffectType
Post-process effect type.
Definition: enworld.c:71
GetGame
proto native CGame GetGame()
PPEExposureNative
EV postprocess, does not directly use materials.
Definition: ppeexposurenative.c:5
Param
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition: param.c:11
SetTargetValueColor
protected void SetTargetValueColor(int mat_id, int param_idx, ref array< float > val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
Definition: pperequestplatformsbase.c:195
OnStop
protected void OnStop(Param par=null)
automatically resets all material parameters of this requester to defaults
Definition: pperequestplatformsbase.c:358
PPEGlow
Glow - PostProcessEffectType.Glow.
Definition: ppeglow.c:7
PPERequester_GameplayBase
base, not to be used directly, would lead to layering collisions!
Definition: pperbloodloss.c:1
SetTargetValueFloat
protected void SetTargetValueFloat(int mat_id, int param_idx, bool relative, float val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
Definition: pperequestplatformsbase.c:153
PPEExceptions
PPEExceptions
Definition: ppeconstants.c:41
PPEEyeAccomodationNative
Eye Accomodation postprocess, does not directly use materials.
Definition: ppeeyeaccomodationnative.c:5
PPOperators
PPOperators
PP operators, specify operation between subsequent layers.
Definition: ppeconstants.c:51
OnStart
enum EAchievementError OnStart
Definition: pperglasses.c:2