DayZ 1.27
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◆ Update()

void ShockDealtEffect::Update ( float deltatime)
inlineprivate

См. определение в файле ShockHitReaction.c строка 34

35 {
36 float value;
37
39 {
40 value = Math.InverseLerp(0, m_BreakPoint, m_TimeActive);
41 }
42 else
43 {
44 float tmp_value = Math.InverseLerp(m_BreakPoint, m_HitDuration, m_TimeActive);
45 value = 1 - tmp_value;
46 }
47
48 m_TimeActive += deltatime;
49 value = Math.Clamp(value,0,1);
50
51 //value calculations
52 float val = Math.Clamp(Math.Lerp(0, m_ShockIntensityMax, value),0,m_ShockIntensityMax);
53 float val_color = Math.Clamp(val * INTENSITY_COEF_COLOR,0,m_ShockIntensityMax);
54
55 //Postprocess application
57 float factor = val_color * INTENSITY_COEF_OVERALL;
58 float vignette = val * INTENSITY_COEF_OVERALL * INTENSITY_COEF_VIGNETTE;
59
60 m_EffectParam.param1 = blur;
61 m_EffectParam.param2 = vignette;
62 m_EffectParam.param3 = factor;
63 PPERequesterBank.GetRequester(PPERequester_ShockHitReaction).Start(m_EffectParam);
64
66 {
67 delete this;
68 }
69 }
ref Param3< float, float, float > m_EffectParam
Определения ShockHitReaction.c:9
const float INTENSITY_COEF_VIGNETTE
Определения ShockHitReaction.c:6
const float INTENSITY_COEF_COLOR
Определения ShockHitReaction.c:5
float m_TimeActive
Определения ShockHitReaction.c:13
const float INTENSITY_COEF_BLUR
Определения ShockHitReaction.c:4
float m_ShockIntensityMax
Определения ShockHitReaction.c:14
float m_BreakPoint
Определения ShockHitReaction.c:12
const float INTENSITY_COEF_OVERALL
Определения ShockHitReaction.c:3
float m_HitDuration
Определения ShockHitReaction.c:11

Перекрестные ссылки Math::Clamp(), INTENSITY_COEF_BLUR, INTENSITY_COEF_COLOR, INTENSITY_COEF_OVERALL, INTENSITY_COEF_VIGNETTE, Math::InverseLerp(), Math::Lerp(), m_BreakPoint, m_EffectParam, m_HitDuration, m_ShockIntensityMax и m_TimeActive.