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- class PPERequester_CameraADS extends PPERequester_GameplayBase
- {
- void SetValuesOptics(out array<float> mask_array, out array<float> lens_array, float gauss = 0.0)
- {
- //mask
- GetGame().ResetPPMask();
- if (mask_array.Count() != 4)
- {
- mask_array = {0.0,0.0,0.0,0.0};
- }
- GetGame().AddPPMask(mask_array[0], mask_array[1], mask_array[2], mask_array[3]);
-
- //lens
- if (lens_array.Count() != 4)
- {
- lens_array = {0.0,0.0,0.0,0.0};
- }
- SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSDISTORT,false,lens_array[0],PPEGlow.L_27_ADS,PPOperators.SET);
- SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_MAXCHROMABBERATION,false,lens_array[1],PPEGlow.L_28_ADS,PPOperators.SET);
- SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERX,false,lens_array[2],PPEGlow.L_29_ADS,PPOperators.SET);
- SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERY,false,lens_array[3],PPEGlow.L_30_ADS,PPOperators.SET);
-
- //DOF - no DOF in optics
- SetTargetValueBoolDefault(PPEExceptions.DOF,PPEDOF.PARAM_ENABLE);
-
- //blur
- SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,false,gauss,PPEGaussFilter.L_0_ADS,PPOperators.ADD_RELATIVE);
- }
-
- void SetValuesIronsights(out array<float> DOF_array)
- {
- //mask - no mask
- GetGame().ResetPPMask();
-
- //lens - no lens
- SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSDISTORT);
- SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_MAXCHROMABBERATION);
- SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERX);
- SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERY);
-
- //DOF
- SetTargetValueBool(PPEExceptions.DOF,PPEDOF.PARAM_ENABLE,DOF_array[0],PPEDOF.L_0_ADS,PPOperators.SET);
- SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_DIST,false,DOF_array[1],PPEDOF.L_1_ADS,PPOperators.SET);
- SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_LEN,false,DOF_array[2],PPEDOF.L_2_ADS,PPOperators.SET);
- SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_LEN_NEAR,false,DOF_array[3],PPEDOF.L_3_ADS,PPOperators.SET);
- SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_BLUR,false,DOF_array[4],PPEDOF.L_4_ADS,PPOperators.SET);
- SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_DEPTH_OFFSET,false,DOF_array[5],PPEDOF.L_5_ADS,PPOperators.SET);
-
- //blur - no gauss blur (DOF bokeh only)
- SetTargetValueFloatDefault(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY);
- }
-
- override protected void OnStop(Param par = null)
- {
- super.OnStop(par);
-
- if ( !GetGame() )
- return;
-
- GetGame().ResetPPMask();
- //material parameter values reset by default on stop
- }
- }
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