37 m_Requester = PPERequester_TunnelVisionEffects.Cast(PPERequesterBank.GetRequester(PPERequester_TunnelVisionEffects));
146 return effectIntensity;
153 float bobbingVal = 0.0;
172 float normShock = shock / base;
195 float shockDifference = compareBase -
m_Player.m_CurrentShock;
static void SendShock(DayZPlayer pPlayer, float shockValue)
static float EaseInQuart(float t)
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
const float SMOOTHING_MAX_INCR
const int HEAVY_SHOCK_HIT
Deprecated.
const float PULSE_AMPLITUDE
void CheckValue(bool forceUpdate)
void ShockHitEffect(float compareBase)
Deprecated.
void ShockHandler(PlayerBase player)
const int INTENSITY_FACTOR
float SetMultiplier(float mult)
void Update(float deltaT)
const int VIGNETTE_INTENSITY_MAX
ref Param1< float > m_Param
const int MID_SHOCK_HIT
Deprecated.
void SetShock(float dealtShock)
PPERequester_TunnelVisionEffects m_Requester
float m_LastEffectIntensityValue
float LerpVignette(float x, float y, float deltaT)
const float SMOOTHING_MAX_DECR
float BaseEffectIntensityCalc()
float AddEffectBobbing(float baseVal)
adds bobbing, also clamps to valid range
float m_TimeSinceLastTick
works ok on server, but does nothing for client. See deprecated stuff.
const int LIGHT_SHOCK_HIT
const float UPDATE_THRESHOLD
float NormalizeShockVal(float shock)
float m_ShockValueThreshold
Deprecated.
const int VIGNETTE_INTENSITY_MAX_TOTAL
float m_LerpRes
Deprecated.
const float VALUE_CHECK_INTERVAL
proto native CGame GetGame()
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
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'.