3 const float VAL_FACTOR = 0.85;
4 const float EXPOSURE_MAX = 50;
12 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
26 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
50 m_Exposure =
Math.
Clamp(EXPOSURE_MAX * m_Exposure, 0.0, EXPOSURE_MAX);
PPOperators
PP operators, specify operation between subsequent layers.
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
static float EaseInQuart(float t)
EV postprocess, does not directly use materials.
static const int PARAM_INTENSITY
static const int L_0_FLASHBANG
GaussFilter - PostProcessEffectType.GaussFilter.
static const int L_0_FLASHBANG
static const int PARAM_INTENSITY
Glow - PostProcessEffectType.Glow.
static const int PARAM_OVERLAYCOLOR
static const int L_20_FLASHBANG
static const int L_21_FLASHBANG
static const int PARAM_OVERLAYFACTOR
base, not to be used directly, would lead to layering collisions!
void OnStart(Param par=null)
void OnUpdate(float delta)
void SetFlashbangIntensity(float intensity, float daytime_toggle)
void OnStop(Param par=null)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
proto native CGame GetGame()
PostProcessEffectType
Post-process effect type.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.