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- class PPERequester_ShockHitReaction extends PPERequester_GameplayBase
- {
- protected float m_Gauss;
- protected float m_VignetteIntensity;
- protected float m_OverlayFactor;
- protected ref array<float> m_OverlayColor;
-
- override protected void OnStart(Param par = null)
- {
- super.OnStart();
-
- m_Gauss = Param3<float,float,float>.Cast(par).param1;
- m_VignetteIntensity = Param3<float,float,float>.Cast(par).param2;
- m_OverlayFactor = Param3<float,float,float>.Cast(par).param3;
-
- m_OverlayColor = {0.0, 0.0, 0.0, 1.0};
- if (m_OverlayFactor > 0.0)
- m_OverlayColor = {0.1, 0.1, 0.1, 1.0};
-
- //blur
- SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,m_Gauss,PPEGaussFilter.L_0_SHOCK,PPOperators.ADD_RELATIVE);
- //vignette
- SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,m_VignetteIntensity,PPEGlow.L_25_SHOCK,PPOperators.ADD);
- //SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.25,0.25,0.25,0.0},PPEGlow.L_26_SHOCK,PPOperators.ADD_RELATIVE);
- //color overlay
- SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,m_OverlayFactor,PPEGlow.L_20_SHOCK,PPOperators.HIGHEST);
- SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,m_OverlayColor,PPEGlow.L_21_SHOCK,PPOperators.SET);
- }
- }
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