ppershockhit.c 1.3 KB

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  1. class PPERequester_ShockHitReaction extends PPERequester_GameplayBase
  2. {
  3. protected float m_Gauss;
  4. protected float m_VignetteIntensity;
  5. protected float m_OverlayFactor;
  6. protected ref array<float> m_OverlayColor;
  7. override protected void OnStart(Param par = null)
  8. {
  9. super.OnStart();
  10. m_Gauss = Param3<float,float,float>.Cast(par).param1;
  11. m_VignetteIntensity = Param3<float,float,float>.Cast(par).param2;
  12. m_OverlayFactor = Param3<float,float,float>.Cast(par).param3;
  13. m_OverlayColor = {0.0, 0.0, 0.0, 1.0};
  14. if (m_OverlayFactor > 0.0)
  15. m_OverlayColor = {0.1, 0.1, 0.1, 1.0};
  16. //blur
  17. SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,m_Gauss,PPEGaussFilter.L_0_SHOCK,PPOperators.ADD_RELATIVE);
  18. //vignette
  19. SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,m_VignetteIntensity,PPEGlow.L_25_SHOCK,PPOperators.ADD);
  20. //SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.25,0.25,0.25,0.0},PPEGlow.L_26_SHOCK,PPOperators.ADD_RELATIVE);
  21. //color overlay
  22. SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,m_OverlayFactor,PPEGlow.L_20_SHOCK,PPOperators.HIGHEST);
  23. SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,m_OverlayColor,PPEGlow.L_21_SHOCK,PPOperators.SET);
  24. }
  25. }