Dayz 1.25
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Класс PPERequester_GameplayBase

base, not to be used directly, would lead to layering collisions! Подробнее...

Защищенные члены

void OnStart (Param par=null)
 
void OnStop (Param par=null)
 
void OnStop (Param par=null)
 
void SetNVMode (int mode)
 
void OnStart (Param par=null)
 
void OnStop (Param par=null)
 
void SetUndergroundExposureCoef (float coef)
 
void OnStart (Param par=null)
 
void OnUpdate (float delta)
 
override void OnStop (Param par=null)
 
float FadeColourMult (float x, float y, float deltaT)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnUpdate (float delta)
 
void SetStamina01 (float stamina01)
 
void OnStart (Param par=null)
 
void OnStop (Param par=null)
 
void OnUpdate (float delta)
 
void SetFlashbangIntensity (float intensity, float daytime_toggle)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 
void OnUpdate (float delta)
 
override void OnStop (Param par=null)
 
float FadeColourMult (float x, float y, float deltaT)
 
void OnStart (Param par=null)
 
void OnStart (Param par=null)
 

Защищенные данные

int m_CurrentMode
 
float m_UGExposureCoef = 1.0
 
vector m_StartRGB = vector.Zero
 
float m_AccumulatedTime = 0
 
bool m_FadeIn = false
 
bool m_FadeOut = false
 
const float FADE_TIME = 3
 
const float R_TARGET = 0.142
 
const float G_TARGET = 0.15
 
const float B_TARGET = 0.44
 
float m_Value
 
float m_Exposure
 
float m_Intensity
 
float m_Gauss
 
float m_VignetteIntensity
 
float m_OverlayFactor
 
ref array< floatm_OverlayColor
 

Закрытые члены

void SetBloodLossLevel (float level)
 
void SetValuesOptics (out array< float > mask_array, out array< float > lens_array, float gauss=0.0)
 
void SetValuesIronsights (out array< float > DOF_array)
 
void SetFeverIntensity (float intensity)
 
void SetHitIntensity (float intensity)
 
void SetRadialBlur (float power_x, float power_y, float offset_x, float offset_y, float pixel_scale=0.5)
 
void SetEyeAccommodation (float value)
 

Закрытые данные

float m_EffectPhase = 0
 
float m_Magnitude = 0
 
float m_MinMagnitude = 0.3
 
float m_MaxMagnitude = 0.3
 
float m_Frequency = 5
 
float m_Stamina01
 
const float VAL_FACTOR = 0.85
 
const float EXPOSURE_MAX = 50
 
const float INTENSITY_MULT = 6.0
 

Закрытые статические данные

static const int NV_NO_BATTERY = 0
 
static const int NV_DEFAULT_OPTICS = 1
 
static const int NV_DEFAULT_GLASSES = 2
 
static const int NV_PUMPKIN = 3
 
static const int NV_TRANSITIVE = 4
 
static const int NV_DAYTIME_OPTICS = 5
 

Подробное описание

base, not to be used directly, would lead to layering collisions!

Методы

◆ FadeColourMult() [1/2]

float FadeColourMult ( float x,
float y,
float deltaT )
inlineprotected
78 {
79 float output;
80 output = Math.Lerp( x, y, deltaT );
82 return output;
83 }
Icon x
Icon y
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
Definition Easing.c:3
static float EaseInOutSine(float t)
Definition Easing.c:14
Definition EnMath.c:7
Definition EntityAI.c:95
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.

Перекрестные ссылки Easing::EaseInOutSine(), Math::Lerp(), x и y.

◆ FadeColourMult() [2/2]

float FadeColourMult ( float x,
float y,
float deltaT )
inlineprotected
78 {
79 float output;
80 output = Math.Lerp( x, y, deltaT );
82 return output;
83 }

Перекрестные ссылки Easing::EaseInOutSine(), Math::Lerp(), x и y.

◆ OnStart() [1/15]

void OnStart ( Param par = null)
inlineprotected
4 {
5 super.OnStart();
6
11
12 if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
13 {
14 GetGame().GetMission().GetEffectWidgets().AddSuspendRequest(EffectWidgetSuspends.BURLAPSACK);//these should probably be elsewhere, PPEs are mission independent
15 }
16 }
PPOperators
PP operators, specify operation between subsequent layers.
Definition PPEConstants.c:52
PPEExceptions
Definition PPEConstants.c:42
void SetTargetValueFloat(int mat_id, int param_idx, bool relative, float val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
Definition PPERequestPlatformsBase.c:588
void SetTargetValueColor(int mat_id, int param_idx, ref array< float > val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
Definition PPERequestPlatformsBase.c:630
EV postprocess, does not directly use materials.
Definition PPEExposureNative.c:6
static const int PARAM_INTENSITY
Definition PPEExposureNative.c:8
static const int L_0_BURLAP
Definition PPEExposureNative.c:14
Eye Accomodation postprocess, does not directly use materials.
Definition PPEEyeAccomodationNative.c:6
static const int PARAM_INTENSITY
Definition PPEEyeAccomodationNative.c:8
static const int L_0_BURLAP
Definition PPEEyeAccomodationNative.c:15
Glow - PostProcessEffectType.Glow.
Definition PPEGlow.c:8
static const int L_25_BURLAP
Definition PPEGlow.c:60
static const int PARAM_VIGNETTE
Definition PPEGlow.c:34
static const int PARAM_VIGNETTECOLOR
Definition PPEGlow.c:35
static const int L_26_BURLAP
Definition PPEGlow.c:66
proto native CGame GetGame()
PostProcessEffectType
Post-process effect type.
Definition EnWorld.c:72

Перекрестные ссылки GetGame(), PPEExposureNative::L_0_BURLAP, PPEEyeAccomodationNative::L_0_BURLAP, PPEGlow::L_25_BURLAP, PPEGlow::L_26_BURLAP, PPEExposureNative::PARAM_INTENSITY, PPEEyeAccomodationNative::PARAM_INTENSITY, PPEGlow::PARAM_VIGNETTE, PPEGlow::PARAM_VIGNETTECOLOR, SetTargetValueColor() и SetTargetValueFloat().

◆ OnStart() [2/15]

void OnStart ( Param par = null)
inlineprotected
74 {
75 super.OnStart();
76
77 SetNVMode(Param1<int>.Cast(par).param1);
78 }
void SetNVMode(int mode)
Definition PPERCameraNV.c:13

◆ OnStart() [3/15]

void OnStart ( Param par = null)
inlineprotected
16 {
17 super.OnStart( par );
18
20
21 m_FadeIn = true;
22 m_FadeOut = false;
23
26 }
FilmGrain - PostProcessEffectType.FilmGrain.
Definition PPEFilmGrain.c:7
static const int L_2_TOXIC_TINT
Definition PPEFilmGrain.c:22
static const int PARAM_SHARPNESS
Definition PPEFilmGrain.c:9
static const int PARAM_GRAINSIZE
Definition PPEFilmGrain.c:10
static const int L_1_TOXIC_TINT
Definition PPEFilmGrain.c:20
bool m_FadeOut
Definition PPERContaminated.c:7
float m_AccumulatedTime
Definition PPERContaminated.c:5
bool m_FadeIn
Definition PPERContaminated.c:6

Перекрестные ссылки PPEFilmGrain::L_1_TOXIC_TINT, PPEFilmGrain::L_2_TOXIC_TINT, PPEFilmGrain::PARAM_GRAINSIZE, PPEFilmGrain::PARAM_SHARPNESS и SetTargetValueFloat().

◆ OnStart() [4/15]

void OnStart ( Param par = null)
inlineprotected
6 {
7 super.OnStart();
8
9 m_Value = Param1<float>.Cast(par).param1;
10 //Print("PPERequester_DeathDarkening | level: " + m_Value);
12 m_Value = Math.Lerp(0,-10,m_Value);
13 //Print("PPERequester_DeathDarkening | value: " + value);
14
16 }
static float EaseInCubic(float t)
Definition Easing.c:37
static const int L_0_DEATH
Definition PPEExposureNative.c:15
float m_Value
Definition PPERDeathDarkening.c:3

Перекрестные ссылки Easing::EaseInCubic(), PPEExposureNative::L_0_DEATH, Math::Lerp(), m_Value, PPEExposureNative::PARAM_INTENSITY и SetTargetValueFloat().

◆ OnStart() [5/15]

void OnStart ( Param par = null)
inlineprotected
11 {
12 super.OnStart(par);
13
14 m_EffectPhase = 0;
15 m_Magnitude = 0;
16 }
float m_Magnitude
Definition PPERDrowningEffect.c:4
float m_EffectPhase
Definition PPERDrowningEffect.c:3

◆ OnStart() [6/15]

void OnStart ( Param par = null)
inlineprotected
9 {
10 if (!m_IsRunning)
11 {
12 if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
13 GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.COVER_FLASHBANG});
14 }
15
16 super.OnStart();
17 }
bool m_IsRunning
Definition PPERequestPlatformsBase.c:437

Перекрестные ссылки GetGame() и m_IsRunning.

◆ OnStart() [7/15]

void OnStart ( Param par = null)
inlineprotected
6 {
7 super.OnStart();
8
11 }
static const int PARAM_COLORIZATIONCOLOR
Definition PPEGlow.c:32
static const int L_23_GLASSES
Definition PPEGlow.c:52
GodRays - PostProcessEffectType.GodRays.
Definition PPEGodRays.c:3
static const int L_0_GLASSES
Definition PPEGodRays.c:11
static const int PARAM_INTENSITY
Definition PPEGodRays.c:4

Перекрестные ссылки PPEGodRays::L_0_GLASSES, PPEGlow::L_23_GLASSES, PPEGlow::PARAM_COLORIZATIONCOLOR, PPEGodRays::PARAM_INTENSITY, SetTargetValueColor() и SetTargetValueFloat().

◆ OnStart() [8/15]

◆ OnStart() [9/15]

◆ OnStart() [10/15]

◆ OnStart() [11/15]

void OnStart ( Param par = null)
inlineprotected
4 {
5 super.OnStart();
7 }
GaussFilter - PostProcessEffectType.GaussFilter.
Definition PPEGaussFilter.c:3
static const int L_0_INV
Definition PPEGaussFilter.c:10
static const int PARAM_INTENSITY
Definition PPEGaussFilter.c:4

Перекрестные ссылки PPEGaussFilter::L_0_INV, PPEGaussFilter::PARAM_INTENSITY и SetTargetValueFloat().

◆ OnStart() [12/15]

void OnStart ( Param par = null)
inlineprotected
9 {
10 super.OnStart();
11
15
16 m_OverlayColor = {0.0, 0.0, 0.0, 1.0};
17 if (m_OverlayFactor > 0.0)
18 m_OverlayColor = {0.1, 0.1, 0.1, 1.0};
19
20 //blur
22 //vignette
24 //SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.25,0.25,0.25,0.0},PPEGlow.L_26_SHOCK,PPOperators.ADD_RELATIVE);
25 //color overlay
28 }
static const int L_0_SHOCK
Definition PPEGaussFilter.c:7
static const int L_21_SHOCK
Definition PPEGlow.c:46
static const int L_25_SHOCK
Definition PPEGlow.c:58
static const int PARAM_OVERLAYFACTOR
Definition PPEGlow.c:29
static const int PARAM_OVERLAYCOLOR
Definition PPEGlow.c:30
static const int L_20_SHOCK
Definition PPEGlow.c:44
float m_Gauss
Definition PPERShockHit.c:3
float m_VignetteIntensity
Definition PPERShockHit.c:4
float m_OverlayFactor
Definition PPERShockHit.c:5
ref array< float > m_OverlayColor
Definition PPERShockHit.c:6

Перекрестные ссылки PPEGaussFilter::L_0_SHOCK, PPEGlow::L_20_SHOCK, PPEGlow::L_21_SHOCK, PPEGlow::L_25_SHOCK, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_OVERLAYCOLOR, PPEGlow::PARAM_OVERLAYFACTOR, PPEGlow::PARAM_VIGNETTE, SetTargetValueColor() и SetTargetValueFloat().

◆ OnStart() [13/15]

◆ OnStart() [14/15]

void OnStart ( Param par = null)
inlineprotected
6 {
7 super.OnStart();
8
9 m_Intensity = Param1<float>.Cast(par).param1;
10
13 }
static const int L_25_TUNNEL
Definition PPEGlow.c:57
static const int L_26_TUNNEL
Definition PPEGlow.c:63
float m_Intensity
Definition PPERFlashbangEffects.c:6

Перекрестные ссылки PPEGlow::L_25_TUNNEL, PPEGlow::L_26_TUNNEL, PPEGlow::PARAM_VIGNETTE, PPEGlow::PARAM_VIGNETTECOLOR, SetTargetValueColor() и SetTargetValueFloat().

◆ OnStart() [15/15]

void OnStart ( Param par = null)
inlineprotected
6 {
7 super.OnStart();
8
9 m_Intensity = Param1<float>.Cast(par).param1;
10
13 }
static const int L_25_UNCON
Definition PPEGlow.c:59
static const int L_26_UNCON
Definition PPEGlow.c:65

Перекрестные ссылки PPEGlow::L_25_UNCON, PPEGlow::L_26_UNCON, PPEGlow::PARAM_VIGNETTE, PPEGlow::PARAM_VIGNETTECOLOR, SetTargetValueColor() и SetTargetValueFloat().

◆ OnStop() [1/6]

void OnStop ( Param par = null)
inlineprotected
19 {
20 super.OnStop();
21
22 if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
23 {
24 GetGame().GetMission().GetEffectWidgets().RemoveSuspendRequest(EffectWidgetSuspends.BURLAPSACK);//these should probably be elsewhere, PPEs are mission independent
25 }
26 }

Перекрестные ссылки GetGame().

◆ OnStop() [2/6]

void OnStop ( Param par = null)
inlineprotected
54 {
55 super.OnStop(par);
56
57 if ( !GetGame() )
58 return;
59
60 GetGame().ResetPPMask();
61 //material parameter values reset by default on stop
62 }

Перекрестные ссылки GetGame().

◆ OnStop() [3/6]

void OnStop ( Param par = null)
inlineprotected
82 {
83 super.OnStop(par);
84 }

◆ OnStop() [4/6]

override void OnStop ( Param par = null)
inlineprotected
63 {
64 m_FadeIn = false;
65 m_FadeOut = false;
67
68 if (par && Class.CastTo(p,par))
69 m_FadeOut = p.param1;
70
72
73 super.OnStop(par);
74 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo().

◆ OnStop() [5/6]

void OnStop ( Param par = null)
inlineprotected
20 {
21 super.OnStop();
22
23 m_Intensity = 0.0;
24 m_Exposure = 0.0;
25
26 if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
27 GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.COVER_FLASHBANG});
28 }
float m_Exposure
Definition PPERFlashbangEffects.c:5

Перекрестные ссылки GetGame().

◆ OnStop() [6/6]

override void OnStop ( Param par = null)
inlineprotected
63 {
64 m_FadeIn = false;
65 m_FadeOut = false;
67
68 if (par && Class.CastTo(p,par))
69 m_FadeOut = p.param1;
70
72
73 super.OnStop(par);
74 }

Перекрестные ссылки Class::CastTo().

◆ OnUpdate() [1/4]

void OnUpdate ( float delta)
inlineprotected
29 {
30 super.OnUpdate( delta );
31
33 {
35
39
40 SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0},PPEGlow.L_23_TOXIC_TINT,PPOperators.MULTIPLICATIVE);
41 }
42
43 if ( m_FadeOut )
44 {
46 {
48
52
53 SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0},PPEGlow.L_23_TOXIC_TINT,PPOperators.MULTIPLICATIVE);
54 }
55 else
56 {
57 Stop(); //proper termination after a fadeout
58 }
59 }
60 }
void Stop()
Stops all elements this effect consists of.
Definition Effect.c:179
static const int L_23_TOXIC_TINT
Definition PPEGlow.c:53
const float G_TARGET
Definition PPERContaminated.c:12
const float B_TARGET
Definition PPERContaminated.c:13
const float FADE_TIME
Definition PPERContaminated.c:9
vector m_StartRGB
Definition PPERContaminated.c:4
float FadeColourMult(float x, float y, float deltaT)
Definition PPERContaminated.c:77
const float R_TARGET
Definition PPERContaminated.c:11

Перекрестные ссылки PPEGlow::L_23_TOXIC_TINT, PPEGlow::PARAM_COLORIZATIONCOLOR, SetTargetValueColor() и Stop().

◆ OnUpdate() [2/4]

void OnUpdate ( float delta)
inlineprotected
19 {
20 super.OnUpdate(delta);
21
22 if (!m_IsRunning)
23 return;
24
25 m_EffectPhase += delta * m_Frequency / (m_Stamina01 + 1); // Start with lower frequency and increase it as it gets closer to danger
26
27 float currentVal = (Math.Sin(m_EffectPhase) +1)/2; // Makes current val oscillate between 0 and 1 (normlization)
28 currentVal = Easing.EaseInExpo(currentVal); // Ease it to tweak the effect
29 currentVal *= currentVal * m_MaxMagnitude; // Scale the normalized value to make it proportional to the Max Magnitude
31 m_Magnitude = Math.Lerp(m_Magnitude, currentVal, delta * m_Frequency); // Learp to smooth the changes
32
35 }
static float EaseInExpo(float t)
Definition Easing.c:103
float m_MaxMagnitude
Definition PPERDrowningEffect.c:6
float m_Stamina01
Definition PPERDrowningEffect.c:8
float m_Frequency
Definition PPERDrowningEffect.c:7
float m_MinMagnitude
Definition PPERDrowningEffect.c:5
static proto float Sin(float angle)
Returns sinus of angle in radians.

Перекрестные ссылки Easing::EaseInExpo(), PPEGodRays::L_0_GLASSES, PPEGlow::L_23_GLASSES, Math::Lerp(), m_IsRunning, PPEGlow::PARAM_VIGNETTE, PPEGlow::PARAM_VIGNETTECOLOR, SetTargetValueColor(), SetTargetValueFloat() и Math::Sin().

◆ OnUpdate() [3/4]

void OnUpdate ( float delta)
inlineprotected
31 {
32 super.OnUpdate(delta);
33
34 if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
35 {
37 GetGame().GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.COVER_FLASHBANG,0,par,EffectWidgetHandles.FLASHBANG);
38 }
39 }

Перекрестные ссылки GetGame().

◆ OnUpdate() [4/4]

void OnUpdate ( float delta)
inlineprotected
29 {
30 super.OnUpdate( delta );
31
33 {
35
39
40 SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0},PPEGlow.L_23_TOXIC_TINT,PPOperators.MULTIPLICATIVE);
41 }
42
43 if ( m_FadeOut )
44 {
46 {
48
52
53 SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0},PPEGlow.L_23_TOXIC_TINT,PPOperators.MULTIPLICATIVE);
54 }
55 else
56 {
57 Stop(); //proper termination after a fadeout
58 }
59 }
60 }

Перекрестные ссылки PPEGlow::L_23_TOXIC_TINT, PPEGlow::PARAM_COLORIZATIONCOLOR, SetTargetValueColor() и Stop().

◆ SetBloodLossLevel()

void SetBloodLossLevel ( float level)
inlineprivate
4 {
6 }
static const int PARAM_SATURATION
Definition PPEGlow.c:31
static const int L_22_BLOODLOSS
Definition PPEGlow.c:50

Перекрестные ссылки PPEGlow::L_22_BLOODLOSS, PPEGlow::PARAM_SATURATION и SetTargetValueFloat().

◆ SetEyeAccommodation()

void SetEyeAccommodation ( float value)
inlineprivate

◆ SetFeverIntensity()

void SetFeverIntensity ( float intensity)
inlineprivate
4 {
6 }
static const int L_0_FEVER
Definition PPEGaussFilter.c:8

Перекрестные ссылки PPEGaussFilter::L_0_FEVER, PPEGaussFilter::PARAM_INTENSITY и SetTargetValueFloat().

◆ SetFlashbangIntensity()

void SetFlashbangIntensity ( float intensity,
float daytime_toggle )
inlineprotected
42 {
44 array<float> overlay_color = {1.0, 1.0, 1.0, intensity};
45 if (daytime_toggle <= 5.0)
46 {
48 }
49 else
50 {
53 }
55
56 //blur
58 //overlay
61 //exposure
63 }
static float EaseInQuart(float t)
Definition Easing.c:56
static const int L_0_FLASHBANG
Definition PPEExposureNative.c:13
static const int L_0_FLASHBANG
Definition PPEGaussFilter.c:9
static const int L_20_FLASHBANG
Definition PPEGlow.c:43
static const int L_21_FLASHBANG
Definition PPEGlow.c:48
const float EXPOSURE_MAX
Definition PPERFlashbangEffects.c:4
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'.

Перекрестные ссылки Math::Clamp(), Easing::EaseInQuart(), PPEExposureNative::L_0_FLASHBANG, PPEGaussFilter::L_0_FLASHBANG, PPEGlow::L_20_FLASHBANG, PPEGlow::L_21_FLASHBANG, PPEExposureNative::PARAM_INTENSITY, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_OVERLAYCOLOR, PPEGlow::PARAM_OVERLAYFACTOR, SetTargetValueColor() и SetTargetValueFloat().

◆ SetHitIntensity()

void SetHitIntensity ( float intensity)
inlineprivate
6 {
7 //color overlay
9 SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,{intensity * INTENSITY_MULT, 0.0, 0.0, 1.0},PPEGlow.L_21_HIT,PPOperators.HIGHEST);
10 }
static const int L_20_HIT
Definition PPEGlow.c:42
static const int L_21_HIT
Definition PPEGlow.c:47

Перекрестные ссылки PPEGlow::L_20_HIT, PPEGlow::L_21_HIT, PPEGlow::PARAM_OVERLAYCOLOR, PPEGlow::PARAM_OVERLAYFACTOR, SetTargetValueColor() и SetTargetValueFloat().

◆ SetNVMode()

void SetNVMode ( int mode)
inlineprotected
14 {
16
17 switch (mode)
18 {
19 case NV_NO_BATTERY: //battery off
26 break;
27
28 case NV_DEFAULT_OPTICS: //NV optic on
35 break;
36
37 case NV_DAYTIME_OPTICS: //NV optic in daytime mode
44 break;
45
46 case NV_DEFAULT_GLASSES: //goggles on
53 break;
54
55 case NV_PUMPKIN: //pumpkin-o-vision
62 break;
63
64 case NV_TRANSITIVE: //camera transition
65 //SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,0,PPEExposureNative.L_0_NVG_OFF,PPOperators.SET);
67 break;
68 }
69
71 }
void SetTargetValueFloatDefault(int mat_id, int param_idx)
Definition PPERequestPlatformsBase.c:611
static const int L_0_NVG_GOGGLES
Definition PPEExposureNative.c:11
static const int L_0_NVG_OPTIC
Definition PPEExposureNative.c:10
static const int L_0_NVG_GENERIC
Definition PPEEyeAccomodationNative.c:11
static const int L_2_NVG
Definition PPEFilmGrain.c:21
static const int L_1_NVG
Definition PPEFilmGrain.c:19
static const int L_23_NVG
Definition PPEGlow.c:54
g_Game.NightVissionLightParams, does not directly use materials. Controls light multiplication and fi...
Definition PPELightIntensityParamsNative.c:6
static const int L_0_NVG
Definition PPELightIntensityParamsNative.c:11
static const int PARAM_LIGHT_MULT
Definition PPELightIntensityParamsNative.c:8
static const int L_1_NVG
Definition PPELightIntensityParamsNative.c:13
static const int PARAM_NOISE_MULT
Definition PPELightIntensityParamsNative.c:9
static const int NV_DAYTIME_OPTICS
Definition PPERCameraNV.c:8
static const int NV_NO_BATTERY
Definition PPERCameraNV.c:3
float m_UGExposureCoef
Definition PPERCameraNV.c:11
int m_CurrentMode
Definition PPERCameraNV.c:10
static const int NV_DEFAULT_OPTICS
Definition PPERCameraNV.c:4
static const int NV_DEFAULT_GLASSES
Definition PPERCameraNV.c:5
static const int NV_TRANSITIVE
Definition PPERCameraNV.c:7
static const int NV_PUMPKIN
Definition PPERCameraNV.c:6

Перекрестные ссылки PPELightIntensityParamsNative::L_0_NVG, PPEEyeAccomodationNative::L_0_NVG_GENERIC, PPEExposureNative::L_0_NVG_GOGGLES, PPEExposureNative::L_0_NVG_OPTIC, PPELightIntensityParamsNative::L_1_NVG, PPEFilmGrain::L_1_NVG, PPEGlow::L_23_NVG, PPEFilmGrain::L_2_NVG, m_CurrentMode, NV_PUMPKIN, PPEGlow::PARAM_COLORIZATIONCOLOR, PPEFilmGrain::PARAM_GRAINSIZE, PPEExposureNative::PARAM_INTENSITY, PPEEyeAccomodationNative::PARAM_INTENSITY, PPELightIntensityParamsNative::PARAM_LIGHT_MULT, PPELightIntensityParamsNative::PARAM_NOISE_MULT, PPEFilmGrain::PARAM_SHARPNESS, SetTargetValueColor(), SetTargetValueFloat() и SetTargetValueFloatDefault().

◆ SetRadialBlur()

void SetRadialBlur ( float power_x,
float power_y,
float offset_x,
float offset_y,
float pixel_scale = 0.5 )
inlineprivate
4 {
10 }
RadialBlur - PostProcessEffectType.RadialBlur.
Definition PPERadialBlur.c:3
static const int PARAM_PIXELSCALE
Definition PPERadialBlur.c:8
static const int PARAM_POWERX
Definition PPERadialBlur.c:4
static const int PARAM_OFFSETX
Definition PPERadialBlur.c:6
static const int L_0_PAIN_BLUR
Definition PPERadialBlur.c:11
static const int PARAM_OFFSETY
Definition PPERadialBlur.c:7
static const int PARAM_POWERY
Definition PPERadialBlur.c:5

Перекрестные ссылки PPERadialBlur::L_0_PAIN_BLUR, PPERadialBlur::PARAM_OFFSETX, PPERadialBlur::PARAM_OFFSETY, PPERadialBlur::PARAM_PIXELSCALE, PPERadialBlur::PARAM_POWERX, PPERadialBlur::PARAM_POWERY и SetTargetValueFloat().

◆ SetStamina01()

void SetStamina01 ( float stamina01)
inlineprotected
38 {
40 }

◆ SetUndergroundExposureCoef()

void SetUndergroundExposureCoef ( float coef)
inlineprotected
87 {
88 m_UGExposureCoef = coef;
89
90 if (m_IsRunning)
91 SetNVMode(m_CurrentMode); //TODO: improve (oof...)
92 }

Перекрестные ссылки m_CurrentMode и m_IsRunning.

◆ SetValuesIronsights()

void SetValuesIronsights ( out array< float > DOF_array)
inlineprivate
31 {
32 //mask - no mask
33 GetGame().ResetPPMask();
34
35 //lens - no lens
40
41 //DOF
48
49 //blur - no gauss blur (DOF bokeh only)
51 }
void SetTargetValueBool(int mat_id, int param_idx, bool val, int priority_layer, int operator=PPOperators.SET)
Definition PPERequestPlatformsBase.c:511
DOF postprocess, does not directly use materials.
Definition PPEDOF.c:6
static const int L_5_ADS
Definition PPEDOF.c:20
static const int PARAM_FOCUS_DIST
Definition PPEDOF.c:9
static const int PARAM_ENABLE
Definition PPEDOF.c:8
static const int PARAM_FOCUS_LEN
Definition PPEDOF.c:10
static const int L_4_ADS
Definition PPEDOF.c:19
static const int L_2_ADS
Definition PPEDOF.c:17
static const int PARAM_FOCUS_DEPTH_OFFSET
Definition PPEDOF.c:13
static const int L_0_ADS
Definition PPEDOF.c:15
static const int PARAM_FOCUS_LEN_NEAR
Definition PPEDOF.c:11
static const int L_1_ADS
Definition PPEDOF.c:16
static const int L_3_ADS
Definition PPEDOF.c:18
static const int PARAM_BLUR
Definition PPEDOF.c:12
static const int PARAM_LENSDISTORT
Definition PPEGlow.c:36
static const int PARAM_MAXCHROMABBERATION
Definition PPEGlow.c:37
static const int PARAM_LENSCENTERX
Definition PPEGlow.c:38
static const int PARAM_LENSCENTERY
Definition PPEGlow.c:39

Перекрестные ссылки GetGame(), PPEDOF::L_0_ADS, PPEDOF::L_1_ADS, PPEDOF::L_2_ADS, PPEDOF::L_3_ADS, PPEDOF::L_4_ADS, PPEDOF::L_5_ADS, PPEDOF::PARAM_BLUR, PPEDOF::PARAM_ENABLE, PPEDOF::PARAM_FOCUS_DEPTH_OFFSET, PPEDOF::PARAM_FOCUS_DIST, PPEDOF::PARAM_FOCUS_LEN, PPEDOF::PARAM_FOCUS_LEN_NEAR, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_LENSCENTERX, PPEGlow::PARAM_LENSCENTERY, PPEGlow::PARAM_LENSDISTORT, PPEGlow::PARAM_MAXCHROMABBERATION, SetTargetValueBool(), SetTargetValueFloat() и SetTargetValueFloatDefault().

◆ SetValuesOptics()

void SetValuesOptics ( out array< float > mask_array,
out array< float > lens_array,
float gauss = 0.0 )
inlineprivate
4 {
5 //mask
6 GetGame().ResetPPMask();
7 if (mask_array.Count() != 4)
8 {
9 mask_array = {0.0,0.0,0.0,0.0};
10 }
11 GetGame().AddPPMask(mask_array[0], mask_array[1], mask_array[2], mask_array[3]);
12
13 //lens
14 if (lens_array.Count() != 4)
15 {
16 lens_array = {0.0,0.0,0.0,0.0};
17 }
22
23 //DOF - no DOF in optics
25
26 //blur
28 }
void SetTargetValueBoolDefault(int mat_id, int param_idx)
Definition PPERequestPlatformsBase.c:533
static const int L_0_ADS
Definition PPEGaussFilter.c:6
static const int L_27_ADS
Definition PPEGlow.c:68
static const int L_28_ADS
Definition PPEGlow.c:70
static const int L_30_ADS
Definition PPEGlow.c:74
static const int L_29_ADS
Definition PPEGlow.c:72

Перекрестные ссылки GetGame(), PPEGaussFilter::L_0_ADS, PPEGlow::L_27_ADS, PPEGlow::L_28_ADS, PPEGlow::L_29_ADS, PPEGlow::L_30_ADS, PPEDOF::PARAM_ENABLE, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_LENSCENTERX, PPEGlow::PARAM_LENSCENTERY, PPEGlow::PARAM_LENSDISTORT, PPEGlow::PARAM_MAXCHROMABBERATION, SetTargetValueBoolDefault() и SetTargetValueFloat().

Поля

◆ B_TARGET

const float B_TARGET = 0.44
protected

◆ EXPOSURE_MAX

const float EXPOSURE_MAX = 50
private

◆ FADE_TIME

const float FADE_TIME = 3
protected

◆ G_TARGET

const float G_TARGET = 0.15
protected

◆ INTENSITY_MULT

const float INTENSITY_MULT = 6.0
private

◆ m_AccumulatedTime

float m_AccumulatedTime = 0
protected

◆ m_CurrentMode

int m_CurrentMode
protected

◆ m_EffectPhase

float m_EffectPhase = 0
private

◆ m_Exposure

float m_Exposure
protected

◆ m_FadeIn

bool m_FadeIn = false
protected

◆ m_FadeOut

bool m_FadeOut = false
protected

◆ m_Frequency

float m_Frequency = 5
private

◆ m_Gauss

float m_Gauss
protected

◆ m_Intensity

float m_Intensity
protected

◆ m_Magnitude

float m_Magnitude = 0
private

◆ m_MaxMagnitude

float m_MaxMagnitude = 0.3
private

◆ m_MinMagnitude

float m_MinMagnitude = 0.3
private

◆ m_OverlayColor

ref array<float> m_OverlayColor
protected

◆ m_OverlayFactor

float m_OverlayFactor
protected

◆ m_Stamina01

float m_Stamina01
private

◆ m_StartRGB

vector m_StartRGB = vector.Zero
protected

◆ m_UGExposureCoef

float m_UGExposureCoef = 1.0
protected

◆ m_Value

float m_Value
protected

◆ m_VignetteIntensity

float m_VignetteIntensity
protected

◆ NV_DAYTIME_OPTICS

const int NV_DAYTIME_OPTICS = 5
staticprivate

◆ NV_DEFAULT_GLASSES

const int NV_DEFAULT_GLASSES = 2
staticprivate

◆ NV_DEFAULT_OPTICS

const int NV_DEFAULT_OPTICS = 1
staticprivate

◆ NV_NO_BATTERY

const int NV_NO_BATTERY = 0
staticprivate

◆ NV_PUMPKIN

const int NV_PUMPKIN = 3
staticprivate

◆ NV_TRANSITIVE

const int NV_TRANSITIVE = 4
staticprivate

◆ R_TARGET

const float R_TARGET = 0.142
protected

◆ VAL_FACTOR

const float VAL_FACTOR = 0.85
private

Объявления и описания членов классов находятся в файлах: