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class PPERequester_CameraADS extends PPERequester_GameplayBase |
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{ |
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void SetValuesOptics(out array<float> mask_array, out array<float> lens_array, float gauss = 0.0) |
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{ |
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GetGame().ResetPPMask(); |
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if (mask_array.Count() != 4) |
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{ |
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mask_array = {0.0,0.0,0.0,0.0}; |
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} |
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GetGame().AddPPMask(mask_array[0], mask_array[1], mask_array[2], mask_array[3]); |
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if (lens_array.Count() != 4) |
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{ |
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lens_array = {0.0,0.0,0.0,0.0}; |
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} |
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SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSDISTORT,false,lens_array[0],PPEGlow.L_27_ADS,PPOperators.SET); |
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SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_MAXCHROMABBERATION,false,lens_array[1],PPEGlow.L_28_ADS,PPOperators.SET); |
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SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERX,false,lens_array[2],PPEGlow.L_29_ADS,PPOperators.SET); |
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SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERY,false,lens_array[3],PPEGlow.L_30_ADS,PPOperators.SET); |
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SetTargetValueBoolDefault(PPEExceptions.DOF,PPEDOF.PARAM_ENABLE); |
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SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,false,gauss,PPEGaussFilter.L_0_ADS,PPOperators.ADD_RELATIVE); |
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} |
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void SetValuesIronsights(out array<float> DOF_array) |
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{ |
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GetGame().ResetPPMask(); |
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SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSDISTORT); |
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SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_MAXCHROMABBERATION); |
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SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERX); |
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SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERY); |
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SetTargetValueBool(PPEExceptions.DOF,PPEDOF.PARAM_ENABLE,DOF_array[0],PPEDOF.L_0_ADS,PPOperators.SET); |
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SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_DIST,false,DOF_array[1],PPEDOF.L_1_ADS,PPOperators.SET); |
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SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_LEN,false,DOF_array[2],PPEDOF.L_2_ADS,PPOperators.SET); |
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SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_LEN_NEAR,false,DOF_array[3],PPEDOF.L_3_ADS,PPOperators.SET); |
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SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_BLUR,false,DOF_array[4],PPEDOF.L_4_ADS,PPOperators.SET); |
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SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_DEPTH_OFFSET,false,DOF_array[5],PPEDOF.L_5_ADS,PPOperators.SET); |
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SetTargetValueFloatDefault(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY); |
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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(par); |
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if ( !GetGame() ) |
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return; |
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GetGame().ResetPPMask(); |
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} |
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} |