DayZ 1.30
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◆ SetNVMode()

void PPERequester_GameplayBase::SetNVMode ( int mode)
inlineprotected

См. определение в файле PPERCameraNV.c строка 78

79 {
80 SetTargetValueFloat(PPEExceptions.EYEACCOM,PPEEyeAccomodationNative.PARAM_INTENSITY,false,1.0,PPEEyeAccomodationNative.L_0_NVG_GENERIC,PPOperators.SET);
81
82 switch (mode)
83 {
84 case NV_NO_BATTERY: //battery off
85 SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{0.0,0.0,0.0,0.0},PPEGlow.L_23_NVG,PPOperators.MULTIPLICATIVE);
86 SetTargetValueFloatDefault(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY);
87 SetTargetValueFloatDefault(PostProcessEffectType.FilmGrain,PPEFilmGrain.PARAM_SHARPNESS);
88 SetTargetValueFloatDefault(PostProcessEffectType.FilmGrain,PPEFilmGrain.PARAM_GRAINSIZE);
89 SetTargetValueFloat(PPEExceptions.NVLIGHTPARAMS,PPELightIntensityParamsNative.PARAM_LIGHT_MULT,false,1.0,PPELightIntensityParamsNative.L_0_NVG,PPOperators.HIGHEST);
90 SetTargetValueFloat(PPEExceptions.NVLIGHTPARAMS,PPELightIntensityParamsNative.PARAM_NOISE_MULT,false,0.0,PPELightIntensityParamsNative.L_1_NVG,PPOperators.HIGHEST);
91 break;
92
93 // ============================ OPTICS ============================
94 case NV_DEFAULT_OPTICS: ApplyOpticsProfile(7.0, 2.0); break; //night, surface
95 case NV_DAYTIME_OPTICS: ApplyOpticsProfile(2.0, 1.0); break; //daytime, surface
96 case NV_UNDERGROUND_OPTICS: ApplyOpticsProfile(7.0, 2.0); break; //enclosed/dark, daytime/nighttime
97 case NV_SANDSTORM_OPTICS: ApplyOpticsProfile(3.5, 2.0); break; //surface, sandstorm + nighttime
98 case NV_UNDERGROUND_SANDSTORM_OPTICS: ApplyOpticsProfile(1.0, 2.0); break; //tunnel + daytime/nighttime + sandstorm
99
100 // ============================ GLASSES ===========================
101 case NV_DEFAULT_GLASSES: ApplyGlassesProfile(7.0, 1.0); break; //night, surface
102 case NV_DAYTIME_GLASSES: ApplyGlassesProfile(2.0, 1.0); break; //daytime, surface
103 case NV_UNDERGROUND_GLASSES: ApplyGlassesProfile(7.0, 1.0); break; //enclosed/dark, daytime/nighttime
104 case NV_SANDSTORM_GLASSES: ApplyGlassesProfile(3.5, 1.0); break; //surface, sandstorm + nighttime
105 case NV_UNDERGROUND_SANDSTORM_GLASSES: ApplyGlassesProfile(7.0, 1.0); break; //tunnel + daytime/nighttime + sandstorm
106
107 // ============================ PUMPKIN ===========================
108 case NV_PUMPKIN: ApplyPumpkinProfile(5.5, 0.0); break; //night, surface
109 case NV_DAYTIME_PUMPKIN: ApplyPumpkinProfile(2.0, 0.0); break; //daytime, surface
110 case NV_UNDERGROUND_PUMPKIN: ApplyPumpkinProfile(5.5, 0.0); break; //enclosed/dark, daytime/nighttime
111 case NV_SANDSTORM_PUMPKIN: ApplyPumpkinProfile(4.5, 0.0); break; //surface, sandstorm + nighttime
112 case NV_UNDERGROUND_SANDSTORM_PUMPKIN: ApplyPumpkinProfile(5.5, 0.0); break; //tunnel + daytime/nighttime + sandstorm
113
114 case NV_TRANSITIVE: //camera transition
115 SetTargetValueFloatDefault(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY);
116 break;
117 }
118
119 m_CurrentMode = mode;
120 }
PPOperators
PP operators, specify operation between subsequent layers.
Определения PPEConstants.c:53
PPEExceptions
Определения PPEConstants.c:43
void SetTargetValueFloatDefault(int mat_id, int param_idx)
Определения PPERequestPlatformsBase.c:611
void SetTargetValueFloat(int mat_id, int param_idx, bool relative, float val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
Определения PPERequestPlatformsBase.c:588
void SetTargetValueColor(int mat_id, int param_idx, array< float > val, int priority_layer, int operator=PPOperators.ADD_RELATIVE)
Определения PPERequestPlatformsBase.c:630
static const int NV_UNDERGROUND_OPTICS
Определения PPERCameraNV.c:11
static const int NV_SANDSTORM_GLASSES
Определения PPERCameraNV.c:18
static const int NV_NO_BATTERY
Определения PPERCameraNV.c:3
static const int NV_UNDERGROUND_SANDSTORM_GLASSES
Определения PPERCameraNV.c:19
static const int NV_DAYTIME_PUMPKIN
Определения PPERCameraNV.c:22
static const int NV_DEFAULT_GLASSES
Определения PPERCameraNV.c:5
void ApplyOpticsProfile(float exposure, float noiseMult)
Определения PPERCameraNV.c:46
int m_CurrentMode
Определения PPERCameraNV.c:34
static const int NV_UNDERGROUND_GLASSES
Определения PPERCameraNV.c:17
static const int NV_DAYTIME_OPTICS
Определения PPERCameraNV.c:8
static const int NV_DAYTIME_GLASSES
Определения PPERCameraNV.c:16
static const int NV_SANDSTORM_PUMPKIN
Определения PPERCameraNV.c:24
static const int NV_UNDERGROUND_SANDSTORM_PUMPKIN
Определения PPERCameraNV.c:25
static const int NV_SANDSTORM_OPTICS
Определения PPERCameraNV.c:12
static const int NV_PUMPKIN
Определения PPERCameraNV.c:6
static const int NV_DEFAULT_OPTICS
Определения PPERCameraNV.c:4
void ApplyPumpkinProfile(float exposure, float noiseMult)
Определения PPERCameraNV.c:68
void ApplyGlassesProfile(float exposure, float noiseMult)
Определения PPERCameraNV.c:57
static const int NV_UNDERGROUND_PUMPKIN
Определения PPERCameraNV.c:23
static const int NV_TRANSITIVE
Определения PPERCameraNV.c:7
static const int NV_UNDERGROUND_SANDSTORM_OPTICS
Определения PPERCameraNV.c:13
PostProcessEffectType
Post-process effect type.
Определения EnWorld.c:72

Перекрестные ссылки ApplyGlassesProfile(), ApplyOpticsProfile(), ApplyPumpkinProfile(), PPELightIntensityParamsNative::L_0_NVG, PPEEyeAccomodationNative::L_0_NVG_GENERIC, PPELightIntensityParamsNative::L_1_NVG, PPEGlow::L_23_NVG, m_CurrentMode, NV_DAYTIME_GLASSES, NV_DAYTIME_OPTICS, NV_DAYTIME_PUMPKIN, NV_DEFAULT_GLASSES, NV_DEFAULT_OPTICS, NV_NO_BATTERY, NV_PUMPKIN, NV_SANDSTORM_GLASSES, NV_SANDSTORM_OPTICS, NV_SANDSTORM_PUMPKIN, NV_TRANSITIVE, NV_UNDERGROUND_GLASSES, NV_UNDERGROUND_OPTICS, NV_UNDERGROUND_PUMPKIN, NV_UNDERGROUND_SANDSTORM_GLASSES, NV_UNDERGROUND_SANDSTORM_OPTICS, NV_UNDERGROUND_SANDSTORM_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().

Используется в OnStart() и SetUndergroundExposureCoef().