12 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
26 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
32 super.OnUpdate(delta);
36 Param1<float> par =
new Param1<float>(1 -
m_Intensity);
45 if (daytime_toggle <= 5.0)
54 overlay_color[3] = intensity;
PPOperators
PP operators, specify operation between subsequent layers.
proto native Mission GetMission()
static float EaseInQuart(float t)
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
GameplayEffectWidgets_base GetEffectWidgets()
static const int PARAM_INTENSITY
static const int L_0_FLASHBANG
EV postprocess, does not directly use materials.
static const int L_0_FLASHBANG
static const int PARAM_INTENSITY
GaussFilter - PostProcessEffectType.GaussFilter.
static const int PARAM_OVERLAYCOLOR
static const int L_20_FLASHBANG
static const int L_21_FLASHBANG
static const int PARAM_OVERLAYFACTOR
Glow - PostProcessEffectType.Glow.
void OnStart(Param par=null)
void OnUpdate(float delta)
void SetFlashbangIntensity(float intensity, float daytime_toggle)
void OnStop(Param par=null)
base, not to be used directly, would lead to layering collisions!
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()
PostProcessEffectType
Post-process effect type.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.