ppertunnel.c 506 B

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  1. class PPERequester_TunnelVisionEffects extends PPERequester_GameplayBase
  2. {
  3. protected float m_Intensity;
  4. override protected void OnStart(Param par = null)
  5. {
  6. super.OnStart();
  7. m_Intensity = Param1<float>.Cast(par).param1;
  8. SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,m_Intensity,PPEGlow.L_25_TUNNEL,PPOperators.HIGHEST);
  9. SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.0,0.0,0.0,0.0},PPEGlow.L_26_TUNNEL,PPOperators.LOWEST);
  10. }
  11. }