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class PPERequester_TunnelVisionEffects extends PPERequester_GameplayBase
{
protected float m_Intensity;
override protected void OnStart(Param par = null)
{
super.OnStart();
m_Intensity = Param1<float>.Cast(par).param1;
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,m_Intensity,PPEGlow.L_25_TUNNEL,PPOperators.HIGHEST);
SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.0,0.0,0.0,0.0},PPEGlow.L_26_TUNNEL,PPOperators.LOWEST);
}
}