//glasses and helmets //! base, not to be used directly, would lead to layering collisions! class PPERequester_GenericBlackGlassesBase extends PPERequester_GameplayBase { override protected void OnStart(Param par = null) { super.OnStart(); SetTargetValueFloat(PostProcessEffectType.GodRays,PPEGodRays.PARAM_INTENSITY,true,0,PPEGodRays.L_0_GLASSES,PPOperators.LOWEST); SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{0.4,0.4,0.4,0.0},PPEGlow.L_23_GLASSES,PPOperators.SUBSTRACT); } } class PPERequester_GlassesSportBlack extends PPERequester_GenericBlackGlassesBase{} class PPERequester_GlassesDesignerBlack extends PPERequester_GenericBlackGlassesBase{} class PPERequester_MotoHelmetBlack extends PPERequester_GenericBlackGlassesBase{} class PPERequester_GlassesSportBlue extends PPERequester_GameplayBase { override protected void OnStart(Param par = null) { super.OnStart(); SetTargetValueFloat(PostProcessEffectType.GodRays,PPEGodRays.PARAM_INTENSITY,true,0,PPEGodRays.L_0_GLASSES,PPOperators.LOWEST); SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{0.3,0.3,0.0,0.0},PPEGlow.L_23_GLASSES,PPOperators.SUBSTRACT); } } class PPERequester_GlassesSportGreen extends PPERequester_GameplayBase { override protected void OnStart(Param par = null) { super.OnStart(); SetTargetValueFloat(PostProcessEffectType.GodRays,PPEGodRays.PARAM_INTENSITY,true,0,PPEGodRays.L_0_GLASSES,PPOperators.LOWEST); SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{0.2,0.0,0.2,0.0},PPEGlow.L_23_GLASSES,PPOperators.SUBSTRACT); } } class PPERequester_GlassesSportOrange extends PPERequester_GameplayBase { override protected void OnStart(Param par = null) { super.OnStart(); SetTargetValueFloat(PostProcessEffectType.GodRays,PPEGodRays.PARAM_INTENSITY,true,0,PPEGodRays.L_0_GLASSES,PPOperators.LOWEST); SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{0.0,0.3,0.5,0.0},PPEGlow.L_23_GLASSES,PPOperators.SUBSTRACT); } } class PPERequester_GlassesAviator extends PPERequester_GameplayBase { override protected void OnStart(Param par = null) { super.OnStart(); SetTargetValueFloat(PostProcessEffectType.GodRays,PPEGodRays.PARAM_INTENSITY,true,0,PPEGodRays.L_0_GLASSES,PPOperators.LOWEST); SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{0.3,0.3,0.1,0.0},PPEGlow.L_23_GLASSES,PPOperators.SUBSTRACT); } } class PPERequester_TacticalGoggles extends PPERequester_GameplayBase { override protected void OnStart(Param par = null) { super.OnStart(); SetTargetValueFloat(PostProcessEffectType.GodRays,PPEGodRays.PARAM_INTENSITY,true,0,PPEGodRays.L_0_GLASSES,PPOperators.LOWEST); } } class PPERequester_WeldingMask extends PPERequester_GameplayBase { override protected void OnStart(Param par = null) { super.OnStart(); SetTargetValueFloat(PostProcessEffectType.GodRays,PPEGodRays.PARAM_INTENSITY,true,0,PPEGodRays.L_0_GLASSES,PPOperators.LOWEST); SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{0.7,0.7,0.7,0.0},PPEGlow.L_23_GLASSES,PPOperators.SUBSTRACT); } }