31 float value_var_float = Param1<float>.Cast(values).
param1;
33 g_Game.SetEVValue(value_var_float);
void RegisterParameterScalarFloat(int idx, string parameter_name, float default_value, float min, float max)
WARNING - min/max values are usually taken from Workbench defaults, may not be actual min/max values ...
PPEMatClassParameterCommandData GetParameterCommandData(int parameter_idx)
Some PP effects are handled as hard-coded exceptions, outside of material system. Default == PPEExcep...
void PPEClassBase(string mat_path_override="")
static const int L_0_NVG_GOGGLES
override void SetFinalParameterValue(int parameter_idx)
Overriden to handle the specific exception.
static const int PARAM_INTENSITY
static const int L_0_NVG_OFF
override void RegisterMaterialParameters()
override int GetPostProcessEffectID()
static const int L_0_FLASHBANG
static const int L_0_NVG_OPTIC
static const int L_0_BURLAP
static const int L_0_DEATH
EV postprocess, does not directly use materials.
Param GetCurrentValues()
Careful, only actual values, WITHOUT string.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...