class PPERequester_HealthHitReaction extends PPERequester_GameplayBase { const float INTENSITY_MULT = 6.0; void SetHitIntensity(float intensity) { //color overlay SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,0.05,PPEGlow.L_20_HIT,PPOperators.HIGHEST); SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,{intensity * INTENSITY_MULT, 0.0, 0.0, 1.0},PPEGlow.L_21_HIT,PPOperators.HIGHEST); } }