DayZ 1.24
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PPEEyeAccomodationNative.c
Go to the documentation of this file.
1//---------------------------------------------------------
2//Native exceptions - legacy methods for direct access to specific postprocesses. Each one is evaluated and handled separately, this just connects them to the system.
3
6{
7 //g_Game.GetWorld().SetEyeAccom
8 static const int PARAM_INTENSITY = 0;
9
10 static const int L_0_UNDERGROUND = 100;
11 static const int L_0_NVG_GENERIC = 300;
12 /*static const int L_0_NVG_OPTIC = 400;
13 static const int L_0_NVG_GOGGLES = 401;
14 static const int L_0_NVG_OFF = 402;*/
15 static const int L_0_BURLAP = 500;
16
18 {
19 return PPEExceptions.EYEACCOM;
20 }
21
23 {
24 RegisterParameterScalarFloat(PARAM_INTENSITY, "Intensity", 1.0, 0.0, 1000.0); //no known max. 1000 used as max
25 }
26
29 {
31 float value_var_float = Param1<float>.Cast(values).param1;
32
33 g_Game.GetWorld().SetEyeAccom(value_var_float);
34 //DbgPrnt("PPEDebug | SetFinalParameterValue | PPEEyeAccomodationNative | float val: " + value_var_float);
35 }
36}
DayZGame g_Game
Definition DayZGame.c:3528
PPEExceptions
Created once, on manager init. Script-side representation of C++ material class, separate handling.
void RegisterParameterScalarFloat(int idx, string parameter_name, float default_value, float min, float max)
WARNING - min/max values are usually taken from Workbench defaults, may not be actual min/max values ...
PPEMatClassParameterCommandData GetParameterCommandData(int parameter_idx)
Some PP effects are handled as hard-coded exceptions, outside of material system. Default == PPEExcep...
Eye Accomodation postprocess, does not directly use materials.
override void SetFinalParameterValue(int parameter_idx)
Overriden to handle the specific exception.
Param GetCurrentValues()
Careful, only actual values, WITHOUT string.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12