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class PPERequester_ShockHitReaction extends PPERequester_GameplayBase
{
protected float m_Gauss;
protected float m_VignetteIntensity;
protected float m_OverlayFactor;
protected ref array<float> m_OverlayColor;
override protected void OnStart(Param par = null)
{
super.OnStart();
m_Gauss = Param3<float,float,float>.Cast(par).param1;
m_VignetteIntensity = Param3<float,float,float>.Cast(par).param2;
m_OverlayFactor = Param3<float,float,float>.Cast(par).param3;
m_OverlayColor = {0.0, 0.0, 0.0, 1.0};
if (m_OverlayFactor > 0.0)
m_OverlayColor = {0.1, 0.1, 0.1, 1.0};
//blur
SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,m_Gauss,PPEGaussFilter.L_0_SHOCK,PPOperators.ADD_RELATIVE);
//vignette
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,m_VignetteIntensity,PPEGlow.L_25_SHOCK,PPOperators.ADD);
//SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.25,0.25,0.25,0.0},PPEGlow.L_26_SHOCK,PPOperators.ADD_RELATIVE);
//color overlay
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,m_OverlayFactor,PPEGlow.L_20_SHOCK,PPOperators.HIGHEST);
SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,m_OverlayColor,PPEGlow.L_21_SHOCK,PPOperators.SET);
}
}