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class PPERequester_CameraADS extends PPERequester_GameplayBase
{
void SetValuesOptics(out array<float> mask_array, out array<float> lens_array, float gauss = 0.0)
{
//mask
GetGame().ResetPPMask();
if (mask_array.Count() != 4)
{
mask_array = {0.0,0.0,0.0,0.0};
}
GetGame().AddPPMask(mask_array[0], mask_array[1], mask_array[2], mask_array[3]);
//lens
if (lens_array.Count() != 4)
{
lens_array = {0.0,0.0,0.0,0.0};
}
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSDISTORT,false,lens_array[0],PPEGlow.L_27_ADS,PPOperators.SET);
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_MAXCHROMABBERATION,false,lens_array[1],PPEGlow.L_28_ADS,PPOperators.SET);
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERX,false,lens_array[2],PPEGlow.L_29_ADS,PPOperators.SET);
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERY,false,lens_array[3],PPEGlow.L_30_ADS,PPOperators.SET);
//DOF - no DOF in optics
SetTargetValueBoolDefault(PPEExceptions.DOF,PPEDOF.PARAM_ENABLE);
//blur
SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,false,gauss,PPEGaussFilter.L_0_ADS,PPOperators.ADD_RELATIVE);
}
void SetValuesIronsights(out array<float> DOF_array)
{
//mask - no mask
GetGame().ResetPPMask();
//lens - no lens
SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSDISTORT);
SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_MAXCHROMABBERATION);
SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERX);
SetTargetValueFloatDefault(PostProcessEffectType.Glow,PPEGlow.PARAM_LENSCENTERY);
//DOF
SetTargetValueBool(PPEExceptions.DOF,PPEDOF.PARAM_ENABLE,DOF_array[0],PPEDOF.L_0_ADS,PPOperators.SET);
SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_DIST,false,DOF_array[1],PPEDOF.L_1_ADS,PPOperators.SET);
SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_LEN,false,DOF_array[2],PPEDOF.L_2_ADS,PPOperators.SET);
SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_LEN_NEAR,false,DOF_array[3],PPEDOF.L_3_ADS,PPOperators.SET);
SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_BLUR,false,DOF_array[4],PPEDOF.L_4_ADS,PPOperators.SET);
SetTargetValueFloat(PPEExceptions.DOF,PPEDOF.PARAM_FOCUS_DEPTH_OFFSET,false,DOF_array[5],PPEDOF.L_5_ADS,PPOperators.SET);
//blur - no gauss blur (DOF bokeh only)
SetTargetValueFloatDefault(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY);
}
override protected void OnStop(Param par = null)
{
super.OnStop(par);
if ( !GetGame() )
return;
GetGame().ResetPPMask();
//material parameter values reset by default on stop
}
}