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ppershockhit.c
Go to the documentation of this file.
1
class
PPERequester_ShockHitReaction
extends
PPERequester_GameplayBase
2
{
3
protected
float
m_Gauss
;
4
protected
float
m_VignetteIntensity
;
5
protected
float
m_OverlayFactor
;
6
protected
ref
array<float>
m_OverlayColor
;
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
}
PPEGaussFilter
GaussFilter - PostProcessEffectType.GaussFilter.
Definition
ppegaussfilter.c:3
PPEGaussFilter::L_0_SHOCK
static const int L_0_SHOCK
Definition
ppegaussfilter.c:7
PPEGaussFilter::PARAM_INTENSITY
static const int PARAM_INTENSITY
Definition
ppegaussfilter.c:4
PPEGlow
Glow - PostProcessEffectType.Glow.
Definition
ppeglow.c:8
PPEGlow::L_21_SHOCK
static const int L_21_SHOCK
Definition
ppeglow.c:46
PPEGlow::L_25_SHOCK
static const int L_25_SHOCK
Definition
ppeglow.c:59
PPEGlow::PARAM_OVERLAYFACTOR
static const int PARAM_OVERLAYFACTOR
Definition
ppeglow.c:29
PPEGlow::PARAM_VIGNETTE
static const int PARAM_VIGNETTE
Definition
ppeglow.c:34
PPEGlow::PARAM_OVERLAYCOLOR
static const int PARAM_OVERLAYCOLOR
Definition
ppeglow.c:30
PPEGlow::L_20_SHOCK
static const int L_20_SHOCK
Definition
ppeglow.c:44
PPERequester_GameplayBase
base, not to be used directly, would lead to layering collisions!
Definition
pperbloodloss.c:2
PPERequester_GameplayBase::m_Gauss
float m_Gauss
Definition
ppershockhit.c:3
PPERequester_GameplayBase::OnStart
void OnStart(Param par=null)
Definition
ppershockhit.c:8
PPERequester_GameplayBase::m_VignetteIntensity
float m_VignetteIntensity
Definition
ppershockhit.c:4
PPERequester_GameplayBase::m_OverlayFactor
float m_OverlayFactor
Definition
ppershockhit.c:5
PPERequester_GameplayBase::m_OverlayColor
ref array< float > m_OverlayColor
Definition
ppershockhit.c:6
Param3
Definition
entityai.c:102
Param
Base Param Class with no parameters.
Definition
param.c:12
array
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition
isboxcollidinggeometryproxyclasses.c:28
PostProcessEffectType
PostProcessEffectType
Post-process effect type.
Definition
enworld.c:72
PPOperators
PPOperators
PP operators, specify operation between subsequent layers.
Definition
ppeconstants.c:53
SetTargetValueFloat
void SetTargetValueFloat(int mat_id, int param_idx, bool relative, float val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
Definition
pperequestplatformsbase.c:588
SetTargetValueColor
void SetTargetValueColor(int mat_id, int param_idx, array< float > val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
Definition
pperequestplatformsbase.c:630
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Dayz
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3_game
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ppershockhit.c
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