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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
}
}
}