DayZ 1.24
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PPERShockHit.c
Go to the documentation of this file.
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
22 //vignette
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
28 }
29}
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, ref array< float > val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
GaussFilter - PostProcessEffectType.GaussFilter.
static const int PARAM_INTENSITY
static const int L_0_SHOCK
Glow - PostProcessEffectType.Glow.
Definition PPEGlow.c:8
static const int L_25_SHOCK
Definition PPEGlow.c:58
static const int PARAM_OVERLAYCOLOR
Definition PPEGlow.c:30
static const int L_20_SHOCK
Definition PPEGlow.c:44
static const int L_21_SHOCK
Definition PPEGlow.c:46
static const int PARAM_OVERLAYFACTOR
Definition PPEGlow.c:29
static const int PARAM_VIGNETTE
Definition PPEGlow.c:34
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
PostProcessEffectType
Post-process effect type.
Definition EnWorld.c:72