45 float value_var_float = Param1<float>.Cast(values).
param1;
46 array_values.Insert(value_var_float);
Created once, on manager init. Script-side representation of C++ material class, separate handling.
protected 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...
protected ref array< int > m_UpdatedParameters
g_Game.NightVissionLightParams, does not directly use materials. Controls light multiplication and fi...
override void RegisterMaterialParameters()
override int GetPostProcessEffectID()
static const int PARAM_LIGHT_MULT
static const int L_0_TOXIC_TINT
static const int L_1_TOXIC_TINT
static const int PARAM_NOISE_MULT
override void SetFinalParameterValue(int parameter_idx)
Overriden to handle the specific exception.
override void ApplyValueChanges()
Param GetCurrentValues()
Careful, only actual values, WITHOUT string.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Result for an object found in CGame.IsBoxCollidingGeometryProxy.