//--------------------------------------------------------- //Native exceptions - legacy methods for direct access to specific postprocesses. Each one is evaluated and handled separately, this just connects them to the system. //!Eye Accomodation postprocess, does not directly use materials class PPEEyeAccomodationNative: PPEClassBase { //g_Game.GetWorld().SetEyeAccom static const int PARAM_INTENSITY = 0; static const int L_0_UNDERGROUND = 100; static const int L_0_NVG_GENERIC = 300; /*static const int L_0_NVG_OPTIC = 400; static const int L_0_NVG_GOGGLES = 401; static const int L_0_NVG_OFF = 402;*/ static const int L_0_BURLAP = 500; override int GetPostProcessEffectID() { return PPEExceptions.EYEACCOM; } override void RegisterMaterialParameters() { RegisterParameterScalarFloat(PARAM_INTENSITY,"Intensity",1.0,0.0,1000.0); //no known max. 1000 used as max } //! Overriden to handle the specific exception override void SetFinalParameterValue(int parameter_idx) { Param values = GetParameterCommandData(parameter_idx).GetCurrentValues(); float value_var_float = Param1.Cast(values).param1; g_Game.GetWorld().SetEyeAccom(value_var_float); //DbgPrnt("PPEDebug | SetFinalParameterValue | PPEEyeAccomodationNative | float val: " + value_var_float); } }