DayZ 1.24
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PPERBurlapSack.c
Go to the documentation of this file.
2{
3 override protected void OnStart(Param par = null)
4 {
5 super.OnStart();
6
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}
PPOperators
PP operators, specify operation between subsequent layers.
PPEExceptions
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)
EV postprocess, does not directly use materials.
static const int PARAM_INTENSITY
static const int L_0_BURLAP
Eye Accomodation postprocess, does not directly use materials.
Glow - PostProcessEffectType.Glow.
Definition PPEGlow.c:8
static const int L_26_BURLAP
Definition PPEGlow.c:66
static const int PARAM_VIGNETTECOLOR
Definition PPEGlow.c:35
static const int L_25_BURLAP
Definition PPEGlow.c:60
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)
void OnStop(Param par=null)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
proto native CGame GetGame()
PostProcessEffectType
Post-process effect type.
Definition EnWorld.c:72