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PPERequester_GameplayBase Class Reference

base, not to be used directly, would lead to layering collisions! More...

Private Member Functions

void SetBloodLossLevel (float level)
 
override protected void OnStart (Param par=null)
 
override protected void OnStop (Param par=null)
 
void SetValuesOptics (out array< float > mask_array, out array< float > lens_array, float gauss=0.0)
 
void SetValuesIronsights (out array< float > DOF_array)
 
override protected void OnStop (Param par=null)
 
protected void SetNVMode (int mode)
 
override protected void OnStart (Param par=null)
 
override protected void OnStop (Param par=null)
 
void SetUndergroundExposureCoef (float coef)
 
override protected void OnStart (Param par=null)
 
override protected void OnUpdate (float delta)
 
override void OnStop (Param par=null)
 
protected float FadeColourMult (float x, float y, float deltaT)
 
override protected void OnStart (Param par=null)
 
override protected void OnStart (Param par=null)
 
override protected void OnUpdate (float delta)
 
void SetStamina01 (float stamina01)
 
void SetFeverIntensity (float intensity)
 
override protected void OnStart (Param par=null)
 
override protected void OnStop (Param par=null)
 
override protected void OnUpdate (float delta)
 
void SetFlashbangIntensity (float intensity, float daytime_toggle)
 
override protected void OnStart (Param par=null)
 
override protected void OnStart (Param par=null)
 
override protected void OnStart (Param par=null)
 
override protected void OnStart (Param par=null)
 
void SetHitIntensity (float intensity)
 
void SetInitialLenseOffset (float offsetAngle, float offsetDistance=0.5)
 
void SetEffectProgress (float progress)
 
override protected void OnStart (Param par=null)
 
override protected void OnUpdate (float delta)
 
protected void ProcessSimulation (float delta)
 
protected void SampleChannels (float time)
 
protected void ReSampleChannels (float time)
 
protected void ProcessFading (float delta)
 
void SetPulseProgress (float progress)
 
void FadeOutEffect (float targetTime)
 
override protected void OnStart (Param par=null)
 
void SetRadialBlur (float power_x, float power_y, float offset_x, float offset_y, float pixel_scale=0.5)
 
override protected void OnStart (Param par=null)
 
override protected void OnStart (Param par=null)
 
override protected void OnUpdate (float delta)
 
override void OnStop (Param par=null)
 
protected float FadeColourMult (float x, float y, float deltaT)
 
override protected void OnStart (Param par=null)
 
override protected void OnStart (Param par=null)
 
override protected void OnStop (Param par=null)
 
override protected void OnUpdate (float delta)
 
void FadeOutEffect (float targetTime=FADING_TIME_DEFAULT)
 
protected void ProcessFading (float delta)
 
void SetEyeAccommodation (float value)
 

Private Attributes

protected int m_CurrentMode
 
protected float m_UGExposureCoef = 1.0
 
protected vector m_StartRGB = vector.Zero
 
protected float m_AccumulatedTime = 0
 
protected bool m_FadeIn = false
 
protected bool m_FadeOut = false
 
const float FADE_TIME = 3
 
const float R_TARGET = 0.142
 
const float G_TARGET = 0.15
 
const float B_TARGET = 0.44
 
protected float m_Value
 
private float m_EffectPhase = 0
 
private float m_Magnitude = 0
 
private float m_MinMagnitude = 0.3
 
private float m_MaxMagnitude = 0.3
 
private float m_Frequency = 5
 
private float m_Stamina01
 
const float VAL_FACTOR = 0.85
 
const float EXPOSURE_MAX = 50
 
protected float m_Exposure
 
protected float m_Intensity
 
const float INTENSITY_MULT = 6.0
 
const float WAVE_PROGRESS_MIN = 0
 
const float WAVE_PROGRESS_MAX = Math.PI
 
const float WAVE_AMPLITUDE_COEF = 0.7
 
const float WAVE_TILT = -0.12
 
const float DISTORT_MIN = 0
 
const float DISTORT_MAX = -0.8
 
float m_ProgressAngle
 
float m_CurveValue
 
float m_CurveValueClamped
 
float m_LenseOffsetAngle
 
float m_LenseOffsetDist
 
protected bool m_PulseActive
 
protected float m_PulseProgress
 
protected ref array< floatm_ChannelWeights = { 0, 0, 0, 0 }
 
protected ref array< floatm_ColorMod = { 1, 1, 1, 1 }
 
protected bool m_Stopping
 
protected bool m_StopNext
 
protected float m_FadeOutTimeTarget
 
protected float m_FadingTimeElapsed
 
protected float m_FadingProgress
 
protected float m_ElapsedTime
 
protected float m_Gauss
 
protected float m_VignetteIntensity
 
protected float m_OverlayFactor
 
protected ref array< floatm_OverlayColor
 
protected const float FADING_TIME_DEFAULT = 3.0
 
protected float m_FadeoutStartIntensity
 

Static Private Attributes

static const int NV_NO_BATTERY = 0
 
static const int NV_DEFAULT_OPTICS = 1
 
static const int NV_DEFAULT_GLASSES = 2
 
static const int NV_PUMPKIN = 3
 
static const int NV_TRANSITIVE = 4
 
static const int NV_DAYTIME_OPTICS = 5
 

Detailed Description

base, not to be used directly, would lead to layering collisions!

Member Function Documentation

◆ FadeColourMult() [1/2]

protected float FadeColourMult ( float  x,
float  y,
float  deltaT 
)
inlineprivate

References Easing::EaseInOutSine(), Math::Lerp(), x, and y.

Referenced by OnUpdate().

◆ FadeColourMult() [2/2]

protected float FadeColourMult ( float  x,
float  y,
float  deltaT 
)
inlineprivate

◆ FadeOutEffect() [1/2]

void FadeOutEffect ( float  targetTime)
inlineprivate

◆ FadeOutEffect() [2/2]

void FadeOutEffect ( float  targetTime = FADING_TIME_DEFAULT)
inlineprivate

◆ OnStart() [1/16]

◆ OnStart() [2/16]

override protected void OnStart ( Param  par = null)
inlineprivate

References SetNVMode().

◆ OnStart() [3/16]

◆ OnStart() [4/16]

override protected void OnStart ( Param  par = null)
inlineprivate

◆ OnStart() [5/16]

override protected void OnStart ( Param  par = null)
inlineprivate

◆ OnStart() [6/16]

override protected void OnStart ( Param  par = null)
inlineprivate

◆ OnStart() [7/16]

◆ OnStart() [8/16]

◆ OnStart() [9/16]

◆ OnStart() [10/16]

◆ OnStart() [11/16]

◆ OnStart() [12/16]

override protected void OnStart ( Param  par = null)
inlineprivate

◆ OnStart() [13/16]

◆ OnStart() [14/16]

◆ OnStart() [15/16]

◆ OnStart() [16/16]

override protected void OnStart ( Param  par = null)
inlineprivate

◆ OnStop() [1/7]

override protected void OnStop ( Param  par = null)
inlineprivate

◆ OnStop() [2/7]

override protected void OnStop ( Param  par = null)
inlineprivate

References GetGame(), and CGame::ResetPPMask().

◆ OnStop() [3/7]

override protected void OnStop ( Param  par = null)
inlineprivate

◆ OnStop() [4/7]

override void OnStop ( Param  par = null)
inlineprivate

References Class::CastTo().

◆ OnStop() [5/7]

override protected void OnStop ( Param  par = null)
inlineprivate

◆ OnStop() [6/7]

override void OnStop ( Param  par = null)
inlineprivate

References Class::CastTo().

◆ OnStop() [7/7]

override protected void OnStop ( Param  par = null)
inlineprivate

◆ OnUpdate() [1/6]

override protected void OnUpdate ( float  delta)
inlineprivate

◆ OnUpdate() [2/6]

◆ OnUpdate() [3/6]

override protected void OnUpdate ( float  delta)
inlineprivate

◆ OnUpdate() [4/6]

override protected void OnUpdate ( float  delta)
inlineprivate

◆ OnUpdate() [5/6]

override protected void OnUpdate ( float  delta)
inlineprivate

◆ OnUpdate() [6/6]

override protected void OnUpdate ( float  delta)
inlineprivate

◆ ProcessFading() [1/2]

protected void ProcessFading ( float  delta)
inlineprivate

References m_FadeOutTimeTarget.

Referenced by OnUpdate(), and ProcessSimulation().

◆ ProcessFading() [2/2]

protected void ProcessFading ( float  delta)
inlineprivate

◆ ProcessSimulation()

◆ ReSampleChannels()

protected void ReSampleChannels ( float  time)
inlineprivate

◆ SampleChannels()

protected void SampleChannels ( float  time)
inlineprivate

References Math::PI_HALF, and Math::Sin().

Referenced by ProcessSimulation().

◆ SetBloodLossLevel()

void SetBloodLossLevel ( float  level)
inlineprivate

◆ SetEffectProgress()

◆ SetEyeAccommodation()

void SetEyeAccommodation ( float  value)
inlineprivate

◆ SetFeverIntensity()

void SetFeverIntensity ( float  intensity)
inlineprivate

◆ SetFlashbangIntensity()

◆ SetHitIntensity()

◆ SetInitialLenseOffset()

void SetInitialLenseOffset ( float  offsetAngle,
float  offsetDistance = 0.5 
)
inlineprivate

References Math::Clamp().

◆ SetNVMode()

◆ SetPulseProgress()

void SetPulseProgress ( float  progress)
inlineprivate

◆ SetRadialBlur()

◆ SetStamina01()

void SetStamina01 ( float  stamina01)
inlineprivate

◆ SetUndergroundExposureCoef()

void SetUndergroundExposureCoef ( float  coef)
inlineprivate

◆ SetValuesIronsights()

◆ SetValuesOptics()

Field Documentation

◆ B_TARGET

const float B_TARGET = 0.44
private

Referenced by OnUpdate().

◆ DISTORT_MAX

const float DISTORT_MAX = -0.8
private

◆ DISTORT_MIN

const float DISTORT_MIN = 0
private

◆ EXPOSURE_MAX

const float EXPOSURE_MAX = 50
private

◆ FADE_TIME

const float FADE_TIME = 3
private

◆ FADING_TIME_DEFAULT

protected const float FADING_TIME_DEFAULT = 3.0
private

◆ G_TARGET

const float G_TARGET = 0.15
private

Referenced by OnUpdate().

◆ INTENSITY_MULT

const float INTENSITY_MULT = 6.0
private

◆ m_AccumulatedTime

protected float m_AccumulatedTime = 0
private

◆ m_ChannelWeights

protected ref array<float> m_ChannelWeights = { 0, 0, 0, 0 }
private

◆ m_ColorMod

protected ref array<float> m_ColorMod = { 1, 1, 1, 1 }
private

◆ m_CurrentMode

protected int m_CurrentMode
private

◆ m_CurveValue

float m_CurveValue
private

◆ m_CurveValueClamped

float m_CurveValueClamped
private

◆ m_EffectPhase

private float m_EffectPhase = 0
private

◆ m_ElapsedTime

protected float m_ElapsedTime
private

◆ m_Exposure

protected float m_Exposure
private

◆ m_FadeIn

protected bool m_FadeIn = false
private

◆ m_FadeOut

protected bool m_FadeOut = false
private

◆ m_FadeoutStartIntensity

protected float m_FadeoutStartIntensity
private

◆ m_FadeOutTimeTarget

protected float m_FadeOutTimeTarget
private

Referenced by ProcessFading().

◆ m_FadingProgress

protected float m_FadingProgress
private

◆ m_FadingTimeElapsed

protected float m_FadingTimeElapsed
private

◆ m_Frequency

private float m_Frequency = 5
private

◆ m_Gauss

protected float m_Gauss
private

◆ m_Intensity

protected float m_Intensity
private

Referenced by FadeOutEffect().

◆ m_LenseOffsetAngle

float m_LenseOffsetAngle
private

◆ m_LenseOffsetDist

float m_LenseOffsetDist
private

◆ m_Magnitude

private float m_Magnitude = 0
private

◆ m_MaxMagnitude

private float m_MaxMagnitude = 0.3
private

Referenced by OnUpdate().

◆ m_MinMagnitude

private float m_MinMagnitude = 0.3
private

Referenced by OnUpdate().

◆ m_OverlayColor

protected ref array<float> m_OverlayColor
private

◆ m_OverlayFactor

protected float m_OverlayFactor
private

◆ m_ProgressAngle

float m_ProgressAngle
private

◆ m_PulseActive

protected bool m_PulseActive
private

◆ m_PulseProgress

protected float m_PulseProgress
private

◆ m_Stamina01

private float m_Stamina01
private

◆ m_StartRGB

protected vector m_StartRGB = vector.Zero
private

◆ m_StopNext

protected bool m_StopNext
private

◆ m_Stopping

protected bool m_Stopping
private

◆ m_UGExposureCoef

protected float m_UGExposureCoef = 1.0
private

◆ m_Value

protected float m_Value
private

◆ m_VignetteIntensity

protected float m_VignetteIntensity
private

◆ NV_DAYTIME_OPTICS

const int NV_DAYTIME_OPTICS = 5
staticprivate

Referenced by SetNVMode().

◆ NV_DEFAULT_GLASSES

const int NV_DEFAULT_GLASSES = 2
staticprivate

Referenced by SetNVMode().

◆ NV_DEFAULT_OPTICS

const int NV_DEFAULT_OPTICS = 1
staticprivate

Referenced by SetNVMode().

◆ NV_NO_BATTERY

const int NV_NO_BATTERY = 0
staticprivate

Referenced by SetNVMode().

◆ NV_PUMPKIN

const int NV_PUMPKIN = 3
staticprivate

Referenced by SetNVMode().

◆ NV_TRANSITIVE

const int NV_TRANSITIVE = 4
staticprivate

Referenced by SetNVMode().

◆ R_TARGET

const float R_TARGET = 0.142
private

Referenced by OnUpdate().

◆ VAL_FACTOR

const float VAL_FACTOR = 0.85
private

◆ WAVE_AMPLITUDE_COEF

const float WAVE_AMPLITUDE_COEF = 0.7
private

◆ WAVE_PROGRESS_MAX

const float WAVE_PROGRESS_MAX = Math.PI
private

◆ WAVE_PROGRESS_MIN

const float WAVE_PROGRESS_MIN = 0
private

◆ WAVE_TILT

const float WAVE_TILT = -0.12
private

Referenced by SetEffectProgress().


The documentation for this class was generated from the following files: