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class PPERequester_BurlapSackEffects extends PPERequester_GameplayBase |
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{ |
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override protected void OnStart(Param par = null) |
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{ |
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super.OnStart(); |
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SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,-100.0,PPEExposureNative.L_0_BURLAP,PPOperators.SET); |
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SetTargetValueFloat(PPEExceptions.EYEACCOM,PPEEyeAccomodationNative.PARAM_INTENSITY,false,0.0,PPEEyeAccomodationNative.L_0_BURLAP,PPOperators.SET); |
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SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,2.0,PPEGlow.L_25_BURLAP,PPOperators.SET); |
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SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.0,0.0,0.0,0.0},PPEGlow.L_26_BURLAP,PPOperators.LOWEST); |
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if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets()) |
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{ |
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GetGame().GetMission().GetEffectWidgets().AddSuspendRequest(EffectWidgetSuspends.BURLAPSACK); |
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} |
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} |
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override protected void OnStop(Param par = null) |
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{ |
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super.OnStop(); |
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if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets()) |
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{ |
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GetGame().GetMission().GetEffectWidgets().RemoveSuspendRequest(EffectWidgetSuspends.BURLAPSACK); |
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} |
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} |
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} |