DayZ 1.24
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PPERequester_GameplayBase Class Reference

base, not to be used directly, would lead to layering collisions! More...

Collaboration diagram for PPERequester_GameplayBase:
[legend]

Protected Member Functions

void OnStart (Param par=null)
 
void OnStop (Param par=null)
 
void OnStop (Param par=null)
 
void SetNVMode (int mode)
 
void OnStart (Param par=null)
 
void OnStop (Param par=null)
 
void SetUndergroundExposureCoef (float coef)
 
void OnStart (Param par=null)
 
void OnUpdate (float delta)
 
override void OnStop (Param par=null)
 
float FadeColourMult (float x, float y, float deltaT)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnUpdate (float delta)
 
void SetStamina01 (float stamina01)
 
void OnStart (Param par=null)
 
void OnStop (Param par=null)
 
void OnUpdate (float delta)
 
void SetFlashbangIntensity (float intensity, float daytime_toggle)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnUpdate (float delta)
 
override void OnStop (Param par=null)
 
float FadeColourMult (float x, float y, float deltaT)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 

Protected Attributes

int m_CurrentMode
 
float m_UGExposureCoef = 1.0
 
vector m_StartRGB = vector.Zero
 
float m_AccumulatedTime = 0
 
bool m_FadeIn = false
 
bool m_FadeOut = false
 
const float FADE_TIME = 3
 
const float R_TARGET = 0.142
 
const float G_TARGET = 0.15
 
const float B_TARGET = 0.44
 
float m_Value
 
float m_Exposure
 
float m_Intensity
 
float m_Gauss
 
float m_VignetteIntensity
 
float m_OverlayFactor
 
ref array< floatm_OverlayColor
 

Private Member Functions

void SetBloodLossLevel (float level)
 
void SetValuesOptics (out array< float > mask_array, out array< float > lens_array, float gauss=0.0)
 
void SetValuesIronsights (out array< float > DOF_array)
 
void SetFeverIntensity (float intensity)
 
void SetHitIntensity (float intensity)
 
void SetRadialBlur (float power_x, float power_y, float offset_x, float offset_y, float pixel_scale=0.5)
 
void SetEyeAccommodation (float value)
 

Private Attributes

float m_EffectPhase = 0
 
float m_Magnitude = 0
 
float m_MinMagnitude = 0.3
 
float m_MaxMagnitude = 0.3
 
float m_Frequency = 5
 
float m_Stamina01
 
const float VAL_FACTOR = 0.85
 
const float EXPOSURE_MAX = 50
 
const float INTENSITY_MULT = 6.0
 

Static Private Attributes

static const int NV_NO_BATTERY = 0
 
static const int NV_DEFAULT_OPTICS = 1
 
static const int NV_DEFAULT_GLASSES = 2
 
static const int NV_PUMPKIN = 3
 
static const int NV_TRANSITIVE = 4
 
static const int NV_DAYTIME_OPTICS = 5
 

Detailed Description

base, not to be used directly, would lead to layering collisions!

Definition at line 1 of file PPERBloodLoss.c.

Member Function Documentation

◆ FadeColourMult() [1/2]

float PPERequester_GameplayBase::FadeColourMult ( float x,
float y,
float deltaT )
inlineprotected

Definition at line 77 of file PPERContaminated.c.

78 {
79 float output;
80 output = Math.Lerp(x, y, deltaT);
82 return output;
83 }
Icon x
Icon y
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
Definition Easing.c:3
static float EaseInOutSine(float t)
Definition Easing.c:14
Definition EnMath.c:7
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.

References Easing::EaseInOutSine(), Math::Lerp(), x, and y.

◆ FadeColourMult() [2/2]

float PPERequester_GameplayBase::FadeColourMult ( float x,
float y,
float deltaT )
inlineprotected

Definition at line 77 of file PPERSpooky.c.

78 {
79 float output;
80 output = Math.Lerp(x, y, deltaT);
82 return output;
83 }

References Easing::EaseInOutSine(), Math::Lerp(), x, and y.

◆ OnStart() [1/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 3 of file PPERBurlapSack.c.

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 }
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
proto native CGame GetGame()
PostProcessEffectType
Post-process effect type.
Definition EnWorld.c:72

References GetGame(), PPEExposureNative::L_0_BURLAP, PPEEyeAccomodationNative::L_0_BURLAP, PPEGlow::L_25_BURLAP, PPEGlow::L_26_BURLAP, PPEExposureNative::PARAM_INTENSITY, PPEEyeAccomodationNative::PARAM_INTENSITY, PPEGlow::PARAM_VIGNETTE, PPEGlow::PARAM_VIGNETTECOLOR, SetTargetValueColor(), and SetTargetValueFloat().

◆ OnStart() [2/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 73 of file PPERCameraNV.c.

74 {
75 super.OnStart();
76
77 SetNVMode(Param1<int>.Cast(par).param1);
78 }

◆ OnStart() [3/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 15 of file PPERContaminated.c.

16 {
17 super.OnStart(par);
18
20
21 m_FadeIn = true;
22 m_FadeOut = false;
23
26 }
FilmGrain - PostProcessEffectType.FilmGrain.
Definition PPEFilmGrain.c:7
static const int L_1_TOXIC_TINT
static const int PARAM_SHARPNESS
Definition PPEFilmGrain.c:9
static const int L_2_TOXIC_TINT
static const int PARAM_GRAINSIZE

References PPEFilmGrain::L_1_TOXIC_TINT, PPEFilmGrain::L_2_TOXIC_TINT, PPEFilmGrain::PARAM_GRAINSIZE, PPEFilmGrain::PARAM_SHARPNESS, and SetTargetValueFloat().

◆ OnStart() [4/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 5 of file PPERDeathDarkening.c.

6 {
7 super.OnStart();
8
9 m_Value = Param1<float>.Cast(par).param1;
10 //Print("PPERequester_DeathDarkening | level: " + m_Value);
12 m_Value = Math.Lerp(0, -10, m_Value);
13 //Print("PPERequester_DeathDarkening | value: " + value);
14
16 }
static float EaseInCubic(float t)
Definition Easing.c:37
static const int L_0_DEATH

References Easing::EaseInCubic(), PPEExposureNative::L_0_DEATH, Math::Lerp(), m_Value, PPEExposureNative::PARAM_INTENSITY, and SetTargetValueFloat().

◆ OnStart() [5/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 10 of file PPERDrowningEffect.c.

11 {
12 super.OnStart(par);
13
14 m_EffectPhase = 0;
15 m_Magnitude = 0;
16 }

◆ OnStart() [6/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 8 of file PPERFlashbangEffects.c.

9 {
10 if (!m_IsRunning)
11 {
12 if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
13 GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.COVER_FLASHBANG});
14 }
15
16 super.OnStart();
17 }
bool m_IsRunning

References GetGame(), and m_IsRunning.

◆ OnStart() [7/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 5 of file PPERGlasses.c.

6 {
7 super.OnStart();
8
11 }
static const int L_23_GLASSES
Definition PPEGlow.c:52
static const int PARAM_COLORIZATIONCOLOR
Definition PPEGlow.c:32
GodRays - PostProcessEffectType.GodRays.
Definition PPEGodRays.c:3
static const int PARAM_INTENSITY
Definition PPEGodRays.c:4
static const int L_0_GLASSES
Definition PPEGodRays.c:11

References PPEGodRays::L_0_GLASSES, PPEGlow::L_23_GLASSES, PPEGlow::PARAM_COLORIZATIONCOLOR, PPEGodRays::PARAM_INTENSITY, SetTargetValueColor(), and SetTargetValueFloat().

◆ OnStart() [8/15]

◆ OnStart() [9/15]

◆ OnStart() [10/15]

◆ OnStart() [11/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 3 of file PPERInventoryBlur.c.

4 {
5 super.OnStart();
7 }
GaussFilter - PostProcessEffectType.GaussFilter.
static const int L_0_INV
static const int PARAM_INTENSITY

References PPEGaussFilter::L_0_INV, PPEGaussFilter::PARAM_INTENSITY, and SetTargetValueFloat().

◆ OnStart() [12/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

Definition at line 8 of file PPERShockHit.c.

9 {
10 super.OnStart();
11
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 }
static const int L_0_SHOCK
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
ref array< float > m_OverlayColor
Definition PPERShockHit.c:6

References PPEGaussFilter::L_0_SHOCK, PPEGlow::L_20_SHOCK, PPEGlow::L_21_SHOCK, PPEGlow::L_25_SHOCK, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_OVERLAYCOLOR, PPEGlow::PARAM_OVERLAYFACTOR, PPEGlow::PARAM_VIGNETTE, SetTargetValueColor(), and SetTargetValueFloat().

◆ OnStart() [13/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

◆ OnStart() [14/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

◆ OnStart() [15/15]

void PPERequester_GameplayBase::OnStart ( Param par = null)
inlineprotected

◆ OnStop() [1/6]

void PPERequester_GameplayBase::OnStop ( Param par = null)
inlineprotected

Definition at line 18 of file PPERBurlapSack.c.

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 }

References GetGame().

◆ OnStop() [2/6]

void PPERequester_GameplayBase::OnStop ( Param par = null)
inlineprotected

Definition at line 53 of file PPERCameraADS_Opt.c.

54 {
55 super.OnStop(par);
56
57 if (!GetGame())
58 return;
59
60 GetGame().ResetPPMask();
61 //material parameter values reset by default on stop
62 }

References GetGame().

◆ OnStop() [3/6]

void PPERequester_GameplayBase::OnStop ( Param par = null)
inlineprotected

Definition at line 81 of file PPERCameraNV.c.

82 {
83 super.OnStop(par);
84 }

◆ OnStop() [4/6]

override void PPERequester_GameplayBase::OnStop ( Param par = null)
inlineprotected

Definition at line 62 of file PPERContaminated.c.

63 {
64 m_FadeIn = false;
65 m_FadeOut = false;
67
68 if (par && Class.CastTo(p, par))
69 m_FadeOut = p.param1;
70
72
73 super.OnStop(par);
74 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

References Class::CastTo().

◆ OnStop() [5/6]

void PPERequester_GameplayBase::OnStop ( Param par = null)
inlineprotected

Definition at line 19 of file PPERFlashbangEffects.c.

20 {
21 super.OnStop();
22
23 m_Intensity = 0.0;
24 m_Exposure = 0.0;
25
26 if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
27 GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.COVER_FLASHBANG});
28 }

References GetGame().

◆ OnStop() [6/6]

override void PPERequester_GameplayBase::OnStop ( Param par = null)
inlineprotected

Definition at line 62 of file PPERSpooky.c.

63 {
64 m_FadeIn = false;
65 m_FadeOut = false;
67
68 if (par && Class.CastTo(p, par))
69 m_FadeOut = p.param1;
70
72
73 super.OnStop(par);
74 }

References Class::CastTo().

◆ OnUpdate() [1/4]

void PPERequester_GameplayBase::OnUpdate ( float delta)
inlineprotected

Definition at line 28 of file PPERContaminated.c.

29 {
30 super.OnUpdate(delta);
31
33 {
35
39
40 SetTargetValueColor(PostProcessEffectType.Glow, PPEGlow.PARAM_COLORIZATIONCOLOR, {m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0}, PPEGlow.L_23_TOXIC_TINT, PPOperators.MULTIPLICATIVE);
41 }
42
43 if (m_FadeOut)
44 {
46 {
48
52
53 SetTargetValueColor(PostProcessEffectType.Glow, PPEGlow.PARAM_COLORIZATIONCOLOR, {m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0}, PPEGlow.L_23_TOXIC_TINT, PPOperators.MULTIPLICATIVE);
54 }
55 else
56 {
57 Stop(); //proper termination after a fadeout
58 }
59 }
60 }
void Stop()
Stops all elements this effect consists of.
Definition Effect.c:175
static const int L_23_TOXIC_TINT
Definition PPEGlow.c:53
float FadeColourMult(float x, float y, float deltaT)

References PPEGlow::L_23_TOXIC_TINT, PPEGlow::PARAM_COLORIZATIONCOLOR, SetTargetValueColor(), and Stop().

◆ OnUpdate() [2/4]

void PPERequester_GameplayBase::OnUpdate ( float delta)
inlineprotected

Definition at line 18 of file PPERDrowningEffect.c.

19 {
20 super.OnUpdate(delta);
21
22 if (!m_IsRunning)
23 return;
24
25 m_EffectPhase += delta * m_Frequency / (m_Stamina01 + 1); // Start with lower frequency and increase it as it gets closer to danger
26
27 float currentVal = (Math.Sin(m_EffectPhase) + 1) / 2; // Makes current val oscillate between 0 and 1 (normlization)
28 currentVal = Easing.EaseInExpo(currentVal); // Ease it to tweak the effect
29 currentVal *= currentVal * m_MaxMagnitude; // Scale the normalized value to make it proportional to the Max Magnitude
31 m_Magnitude = Math.Lerp(m_Magnitude, currentVal, delta * m_Frequency); // Learp to smooth the changes
32
35 }
static float EaseInExpo(float t)
Definition Easing.c:99
static proto float Sin(float angle)
Returns sinus of angle in radians.

References Easing::EaseInExpo(), PPEGodRays::L_0_GLASSES, PPEGlow::L_23_GLASSES, Math::Lerp(), m_IsRunning, PPEGlow::PARAM_VIGNETTE, PPEGlow::PARAM_VIGNETTECOLOR, SetTargetValueColor(), SetTargetValueFloat(), and Math::Sin().

◆ OnUpdate() [3/4]

void PPERequester_GameplayBase::OnUpdate ( float delta)
inlineprotected

Definition at line 30 of file PPERFlashbangEffects.c.

31 {
32 super.OnUpdate(delta);
33
34 if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
35 {
37 GetGame().GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.COVER_FLASHBANG, 0, par, EffectWidgetHandles.FLASHBANG);
38 }
39 }

References GetGame().

◆ OnUpdate() [4/4]

void PPERequester_GameplayBase::OnUpdate ( float delta)
inlineprotected

Definition at line 28 of file PPERSpooky.c.

29 {
30 super.OnUpdate(delta);
31
33 {
35
39
40 SetTargetValueColor(PostProcessEffectType.Glow, PPEGlow.PARAM_COLORIZATIONCOLOR, {m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0}, PPEGlow.L_23_TOXIC_TINT, PPOperators.MULTIPLICATIVE);
41 }
42
43 if (m_FadeOut)
44 {
46 {
48
52
53 SetTargetValueColor(PostProcessEffectType.Glow, PPEGlow.PARAM_COLORIZATIONCOLOR, {m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0}, PPEGlow.L_23_TOXIC_TINT, PPOperators.MULTIPLICATIVE);
54 }
55 else
56 {
57 Stop(); //proper termination after a fadeout
58 }
59 }
60 }

References PPEGlow::L_23_TOXIC_TINT, PPEGlow::PARAM_COLORIZATIONCOLOR, SetTargetValueColor(), and Stop().

◆ SetBloodLossLevel()

void PPERequester_GameplayBase::SetBloodLossLevel ( float level)
inlineprivate

Definition at line 3 of file PPERBloodLoss.c.

4 {
6 }
static const int PARAM_SATURATION
Definition PPEGlow.c:31
static const int L_22_BLOODLOSS
Definition PPEGlow.c:50

References PPEGlow::L_22_BLOODLOSS, PPEGlow::PARAM_SATURATION, and SetTargetValueFloat().

◆ SetEyeAccommodation()

◆ SetFeverIntensity()

void PPERequester_GameplayBase::SetFeverIntensity ( float intensity)
inlineprivate

◆ SetFlashbangIntensity()

void PPERequester_GameplayBase::SetFlashbangIntensity ( float intensity,
float daytime_toggle )
inlineprotected

Definition at line 41 of file PPERFlashbangEffects.c.

42 {
44 array<float> overlay_color = {1.0, 1.0, 1.0, intensity};
45 if (daytime_toggle <= 5.0)
47 else
48 {
51 }
53
54 //blur
56 //overlay
59 //exposure
61 }
static float EaseInQuart(float t)
Definition Easing.c:56
static const int L_0_FLASHBANG
static const int L_0_FLASHBANG
static const int L_20_FLASHBANG
Definition PPEGlow.c:43
static const int L_21_FLASHBANG
Definition PPEGlow.c:48
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'.

References Math::Clamp(), Easing::EaseInQuart(), PPEExposureNative::L_0_FLASHBANG, PPEGaussFilter::L_0_FLASHBANG, PPEGlow::L_20_FLASHBANG, PPEGlow::L_21_FLASHBANG, PPEExposureNative::PARAM_INTENSITY, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_OVERLAYCOLOR, PPEGlow::PARAM_OVERLAYFACTOR, SetTargetValueColor(), and SetTargetValueFloat().

◆ SetHitIntensity()

void PPERequester_GameplayBase::SetHitIntensity ( float intensity)
inlineprivate

Definition at line 5 of file PPERHealthHit.c.

6 {
7 //color overlay
9 SetTargetValueColor(PostProcessEffectType.Glow, PPEGlow.PARAM_OVERLAYCOLOR, {intensity * INTENSITY_MULT, 0.0, 0.0, 1.0}, PPEGlow.L_21_HIT, PPOperators.HIGHEST);
10 }
static const int L_21_HIT
Definition PPEGlow.c:47
static const int L_20_HIT
Definition PPEGlow.c:42

References PPEGlow::L_20_HIT, PPEGlow::L_21_HIT, PPEGlow::PARAM_OVERLAYCOLOR, PPEGlow::PARAM_OVERLAYFACTOR, SetTargetValueColor(), and SetTargetValueFloat().

◆ SetNVMode()

void PPERequester_GameplayBase::SetNVMode ( int mode)
inlineprotected

Definition at line 13 of file PPERCameraNV.c.

14 {
16
17 switch (mode)
18 {
19 case NV_NO_BATTERY: //battery off
26 break;
27
28 case NV_DEFAULT_OPTICS: //NV optic on
35 break;
36
37 case NV_DAYTIME_OPTICS: //NV optic in daytime mode
44 break;
45
46 case NV_DEFAULT_GLASSES: //goggles on
53 break;
54
55 case NV_PUMPKIN: //pumpkin-o-vision
62 break;
63
64 case NV_TRANSITIVE: //camera transition
65 //SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,0,PPEExposureNative.L_0_NVG_OFF,PPOperators.SET);
67 break;
68 }
69
71 }
void SetTargetValueFloatDefault(int mat_id, int param_idx)
static const int L_0_NVG_GOGGLES
static const int L_0_NVG_OPTIC
static const int L_2_NVG
static const int L_1_NVG
static const int L_23_NVG
Definition PPEGlow.c:54
g_Game.NightVissionLightParams, does not directly use materials. Controls light multiplication and fi...
static const int NV_NO_BATTERY
Definition PPERCameraNV.c:3
static const int NV_DEFAULT_GLASSES
Definition PPERCameraNV.c:5
static const int NV_DAYTIME_OPTICS
Definition PPERCameraNV.c:8
static const int NV_PUMPKIN
Definition PPERCameraNV.c:6
static const int NV_DEFAULT_OPTICS
Definition PPERCameraNV.c:4
static const int NV_TRANSITIVE
Definition PPERCameraNV.c:7

References PPELightIntensityParamsNative::L_0_NVG, PPEEyeAccomodationNative::L_0_NVG_GENERIC, PPEExposureNative::L_0_NVG_GOGGLES, PPEExposureNative::L_0_NVG_OPTIC, PPELightIntensityParamsNative::L_1_NVG, PPEFilmGrain::L_1_NVG, PPEGlow::L_23_NVG, PPEFilmGrain::L_2_NVG, m_CurrentMode, NV_PUMPKIN, PPEGlow::PARAM_COLORIZATIONCOLOR, PPEFilmGrain::PARAM_GRAINSIZE, PPEExposureNative::PARAM_INTENSITY, PPEEyeAccomodationNative::PARAM_INTENSITY, PPELightIntensityParamsNative::PARAM_LIGHT_MULT, PPELightIntensityParamsNative::PARAM_NOISE_MULT, PPEFilmGrain::PARAM_SHARPNESS, SetTargetValueColor(), SetTargetValueFloat(), and SetTargetValueFloatDefault().

◆ SetRadialBlur()

void PPERequester_GameplayBase::SetRadialBlur ( float power_x,
float power_y,
float offset_x,
float offset_y,
float pixel_scale = 0.5 )
inlineprivate

Definition at line 3 of file PPERPain.c.

References PPERadialBlur::L_0_PAIN_BLUR, PPERadialBlur::PARAM_OFFSETX, PPERadialBlur::PARAM_OFFSETY, PPERadialBlur::PARAM_PIXELSCALE, PPERadialBlur::PARAM_POWERX, PPERadialBlur::PARAM_POWERY, and SetTargetValueFloat().

◆ SetStamina01()

void PPERequester_GameplayBase::SetStamina01 ( float stamina01)
inlineprotected

Definition at line 37 of file PPERDrowningEffect.c.

38 {
40 }

◆ SetUndergroundExposureCoef()

void PPERequester_GameplayBase::SetUndergroundExposureCoef ( float coef)
inlineprotected

Definition at line 86 of file PPERCameraNV.c.

87 {
88 m_UGExposureCoef = coef;
89
90 if (m_IsRunning)
91 SetNVMode(m_CurrentMode); //TODO: improve (oof...)
92 }

References m_CurrentMode, and m_IsRunning.

◆ SetValuesIronsights()

void PPERequester_GameplayBase::SetValuesIronsights ( out array< float > DOF_array)
inlineprivate

Definition at line 30 of file PPERCameraADS_Opt.c.

31 {
32 //mask - no mask
33 GetGame().ResetPPMask();
34
35 //lens - no lens
40
41 //DOF
48
49 //blur - no gauss blur (DOF bokeh only)
51 }
void SetTargetValueBool(int mat_id, int param_idx, bool val, int priority_layer, int operator=PPOperators.SET)
DOF postprocess, does not directly use materials.
Definition PPEDOF.c:6
static const int L_5_ADS
Definition PPEDOF.c:20
static const int L_1_ADS
Definition PPEDOF.c:16
static const int PARAM_FOCUS_LEN
Definition PPEDOF.c:10
static const int L_4_ADS
Definition PPEDOF.c:19
static const int L_3_ADS
Definition PPEDOF.c:18
static const int PARAM_FOCUS_LEN_NEAR
Definition PPEDOF.c:11
static const int PARAM_FOCUS_DIST
Definition PPEDOF.c:9
static const int PARAM_BLUR
Definition PPEDOF.c:12
static const int PARAM_FOCUS_DEPTH_OFFSET
Definition PPEDOF.c:13
static const int L_0_ADS
Definition PPEDOF.c:15
static const int L_2_ADS
Definition PPEDOF.c:17
static const int PARAM_ENABLE
Definition PPEDOF.c:8
static const int PARAM_MAXCHROMABBERATION
Definition PPEGlow.c:37
static const int PARAM_LENSDISTORT
Definition PPEGlow.c:36
static const int PARAM_LENSCENTERY
Definition PPEGlow.c:39
static const int PARAM_LENSCENTERX
Definition PPEGlow.c:38

References GetGame(), PPEDOF::L_0_ADS, PPEDOF::L_1_ADS, PPEDOF::L_2_ADS, PPEDOF::L_3_ADS, PPEDOF::L_4_ADS, PPEDOF::L_5_ADS, PPEDOF::PARAM_BLUR, PPEDOF::PARAM_ENABLE, PPEDOF::PARAM_FOCUS_DEPTH_OFFSET, PPEDOF::PARAM_FOCUS_DIST, PPEDOF::PARAM_FOCUS_LEN, PPEDOF::PARAM_FOCUS_LEN_NEAR, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_LENSCENTERX, PPEGlow::PARAM_LENSCENTERY, PPEGlow::PARAM_LENSDISTORT, PPEGlow::PARAM_MAXCHROMABBERATION, SetTargetValueBool(), SetTargetValueFloat(), and SetTargetValueFloatDefault().

◆ SetValuesOptics()

void PPERequester_GameplayBase::SetValuesOptics ( out array< float > mask_array,
out array< float > lens_array,
float gauss = 0.0 )
inlineprivate

Definition at line 3 of file PPERCameraADS_Opt.c.

4 {
5 //mask
6 GetGame().ResetPPMask();
7 if (mask_array.Count() != 4)
8 {
9 mask_array = {0.0, 0.0, 0.0, 0.0};
10 }
11 GetGame().AddPPMask(mask_array[0], mask_array[1], mask_array[2], mask_array[3]);
12
13 //lens
14 if (lens_array.Count() != 4)
15 {
16 lens_array = {0.0, 0.0, 0.0, 0.0};
17 }
22
23 //DOF - no DOF in optics
25
26 //blur
28 }
void SetTargetValueBoolDefault(int mat_id, int param_idx)
static const int L_0_ADS
static const int L_27_ADS
Definition PPEGlow.c:68
static const int L_28_ADS
Definition PPEGlow.c:70
static const int L_29_ADS
Definition PPEGlow.c:72
static const int L_30_ADS
Definition PPEGlow.c:74

References GetGame(), PPEGaussFilter::L_0_ADS, PPEGlow::L_27_ADS, PPEGlow::L_28_ADS, PPEGlow::L_29_ADS, PPEGlow::L_30_ADS, PPEDOF::PARAM_ENABLE, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_LENSCENTERX, PPEGlow::PARAM_LENSCENTERY, PPEGlow::PARAM_LENSDISTORT, PPEGlow::PARAM_MAXCHROMABBERATION, SetTargetValueBoolDefault(), and SetTargetValueFloat().

Member Data Documentation

◆ B_TARGET

const float PPERequester_GameplayBase::B_TARGET = 0.44
protected

Definition at line 13 of file PPERContaminated.c.

◆ EXPOSURE_MAX

const float PPERequester_GameplayBase::EXPOSURE_MAX = 50
private

Definition at line 4 of file PPERFlashbangEffects.c.

◆ FADE_TIME

const float PPERequester_GameplayBase::FADE_TIME = 3
protected

Definition at line 9 of file PPERContaminated.c.

◆ G_TARGET

const float PPERequester_GameplayBase::G_TARGET = 0.15
protected

Definition at line 12 of file PPERContaminated.c.

◆ INTENSITY_MULT

const float PPERequester_GameplayBase::INTENSITY_MULT = 6.0
private

Definition at line 3 of file PPERHealthHit.c.

◆ m_AccumulatedTime

float PPERequester_GameplayBase::m_AccumulatedTime = 0
protected

Definition at line 5 of file PPERContaminated.c.

◆ m_CurrentMode

int PPERequester_GameplayBase::m_CurrentMode
protected

Definition at line 10 of file PPERCameraNV.c.

◆ m_EffectPhase

float PPERequester_GameplayBase::m_EffectPhase = 0
private

Definition at line 3 of file PPERDrowningEffect.c.

◆ m_Exposure

float PPERequester_GameplayBase::m_Exposure
protected

Definition at line 5 of file PPERFlashbangEffects.c.

◆ m_FadeIn

bool PPERequester_GameplayBase::m_FadeIn = false
protected

Definition at line 6 of file PPERContaminated.c.

◆ m_FadeOut

bool PPERequester_GameplayBase::m_FadeOut = false
protected

Definition at line 7 of file PPERContaminated.c.

◆ m_Frequency

float PPERequester_GameplayBase::m_Frequency = 5
private

Definition at line 7 of file PPERDrowningEffect.c.

◆ m_Gauss

float PPERequester_GameplayBase::m_Gauss
protected

Definition at line 3 of file PPERShockHit.c.

◆ m_Intensity

float PPERequester_GameplayBase::m_Intensity
protected

Definition at line 6 of file PPERFlashbangEffects.c.

◆ m_Magnitude

float PPERequester_GameplayBase::m_Magnitude = 0
private

Definition at line 4 of file PPERDrowningEffect.c.

◆ m_MaxMagnitude

float PPERequester_GameplayBase::m_MaxMagnitude = 0.3
private

Definition at line 6 of file PPERDrowningEffect.c.

◆ m_MinMagnitude

float PPERequester_GameplayBase::m_MinMagnitude = 0.3
private

Definition at line 5 of file PPERDrowningEffect.c.

◆ m_OverlayColor

ref array<float> PPERequester_GameplayBase::m_OverlayColor
protected

Definition at line 6 of file PPERShockHit.c.

◆ m_OverlayFactor

float PPERequester_GameplayBase::m_OverlayFactor
protected

Definition at line 5 of file PPERShockHit.c.

◆ m_Stamina01

float PPERequester_GameplayBase::m_Stamina01
private

Definition at line 8 of file PPERDrowningEffect.c.

◆ m_StartRGB

vector PPERequester_GameplayBase::m_StartRGB = vector.Zero
protected

Definition at line 4 of file PPERContaminated.c.

◆ m_UGExposureCoef

float PPERequester_GameplayBase::m_UGExposureCoef = 1.0
protected

Definition at line 11 of file PPERCameraNV.c.

◆ m_Value

float PPERequester_GameplayBase::m_Value
protected

Definition at line 3 of file PPERDeathDarkening.c.

◆ m_VignetteIntensity

float PPERequester_GameplayBase::m_VignetteIntensity
protected

Definition at line 4 of file PPERShockHit.c.

◆ NV_DAYTIME_OPTICS

const int PPERequester_GameplayBase::NV_DAYTIME_OPTICS = 5
staticprivate

Definition at line 8 of file PPERCameraNV.c.

◆ NV_DEFAULT_GLASSES

const int PPERequester_GameplayBase::NV_DEFAULT_GLASSES = 2
staticprivate

Definition at line 5 of file PPERCameraNV.c.

◆ NV_DEFAULT_OPTICS

const int PPERequester_GameplayBase::NV_DEFAULT_OPTICS = 1
staticprivate

Definition at line 4 of file PPERCameraNV.c.

◆ NV_NO_BATTERY

const int PPERequester_GameplayBase::NV_NO_BATTERY = 0
staticprivate

Definition at line 3 of file PPERCameraNV.c.

◆ NV_PUMPKIN

const int PPERequester_GameplayBase::NV_PUMPKIN = 3
staticprivate

Definition at line 6 of file PPERCameraNV.c.

◆ NV_TRANSITIVE

const int PPERequester_GameplayBase::NV_TRANSITIVE = 4
staticprivate

Definition at line 7 of file PPERCameraNV.c.

◆ R_TARGET

const float PPERequester_GameplayBase::R_TARGET = 0.142
protected

Definition at line 11 of file PPERContaminated.c.

◆ VAL_FACTOR

const float PPERequester_GameplayBase::VAL_FACTOR = 0.85
private

Definition at line 3 of file PPERFlashbangEffects.c.


The documentation for this class was generated from the following files: