Dayz
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ppertunnel.c
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1
class
PPERequester_TunnelVisionEffects
extends
PPERequester_GameplayBase
2
{
3
protected
float
m_Intensity;
4
5
override
protected
void
OnStart
(
Param
par = null)
6
{
7
super.OnStart();
8
9
m_Intensity
= Param1<float>.Cast(par).param1;
10
11
SetTargetValueFloat
(
PostProcessEffectType
.Glow,
PPEGlow
.
PARAM_VIGNETTE
,
false
,
m_Intensity
,
PPEGlow
.
L_25_TUNNEL
,
PPOperators
.HIGHEST);
12
SetTargetValueColor
(
PostProcessEffectType
.Glow,
PPEGlow
.
PARAM_VIGNETTECOLOR
,{0.0,0.0,0.0,0.0},
PPEGlow
.
L_26_TUNNEL
,
PPOperators
.LOWEST);
13
}
14
}
PPEGlow
Glow - PostProcessEffectType.Glow.
Definition
ppeglow.c:8
PPEGlow::L_25_TUNNEL
static const int L_25_TUNNEL
Definition
ppeglow.c:58
PPEGlow::PARAM_VIGNETTE
static const int PARAM_VIGNETTE
Definition
ppeglow.c:34
PPEGlow::PARAM_VIGNETTECOLOR
static const int PARAM_VIGNETTECOLOR
Definition
ppeglow.c:35
PPEGlow::L_26_TUNNEL
static const int L_26_TUNNEL
Definition
ppeglow.c:64
PPERequester_GameplayBase
base, not to be used directly, would lead to layering collisions!
Definition
pperbloodloss.c:2
PPERequester_GameplayBase::OnStart
void OnStart(Param par=null)
Definition
ppertunnel.c:5
PPERequester_GameplayBase::m_Intensity
float m_Intensity
Definition
pperflashbangeffects.c:6
Param
Base Param Class with no parameters.
Definition
param.c:12
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
Games
Dayz
scripts
3_game
ppemanager
requesters
ppertunnel.c
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