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- class PPERequester_BurlapSackEffects extends PPERequester_GameplayBase
- {
- override protected void OnStart(Param par = null)
- {
- super.OnStart();
-
- SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,-100.0,PPEExposureNative.L_0_BURLAP,PPOperators.SET);
- SetTargetValueFloat(PPEExceptions.EYEACCOM,PPEEyeAccomodationNative.PARAM_INTENSITY,false,0.0,PPEEyeAccomodationNative.L_0_BURLAP,PPOperators.SET);
- SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,2.0,PPEGlow.L_25_BURLAP,PPOperators.SET);
- SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.0,0.0,0.0,0.0},PPEGlow.L_26_BURLAP,PPOperators.LOWEST);
-
- if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
- {
- GetGame().GetMission().GetEffectWidgets().AddSuspendRequest(EffectWidgetSuspends.BURLAPSACK);//these should probably be elsewhere, PPEs are mission independent
- }
- }
-
- override protected void OnStop(Param par = null)
- {
- super.OnStop();
-
- if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
- {
- GetGame().GetMission().GetEffectWidgets().RemoveSuspendRequest(EffectWidgetSuspends.BURLAPSACK);//these should probably be elsewhere, PPEs are mission independent
- }
- }
- }
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