base, not to be used directly, would lead to layering collisions! More...
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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) |
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 |
base, not to be used directly, would lead to layering collisions!
References Easing::EaseInOutSine(), Math::Lerp(), x, and y.
Referenced by OnUpdate().
References Easing::EaseInOutSine(), Math::Lerp(), x, and y.
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References m_Intensity, m_IsRunning, and SetRequesterUpdating().
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References GameplayEffectWidgets_base::AddSuspendRequest(), Mission::GetEffectWidgets(), GetGame(), CGame::GetMission(), PPEExposureNative::L_0_BURLAP, PPEEyeAccomodationNative::L_0_BURLAP, PPEGlow::L_25_BURLAP, PPEGlow::L_26_BURLAP, PPEExposureNative::PARAM_INTENSITY, PPEEyeAccomodationNative::PARAM_INTENSITY, PPEGlow::PARAM_VIGNETTE, PPEGlow::PARAM_VIGNETTECOLOR, SetTargetValueColor(), and SetTargetValueFloat().
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References SetNVMode().
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References PPEGhost::L_1_HMP, PPEGhost::L_4_HMP, PPEGhost::L_5_HMP, PPEGhost::L_6_HMP, PPEGhost::L_7_HMP, PPEGhost::L_8_HMP, PPEGhost::L_9_HMP, PPEGhost::PARAM_GHOST_COLOR_MOD, PPEGhost::PARAM_GHOST_OFFSET_X, PPEGhost::PARAM_GHOST_OFFSET_Y, PPEGhost::PARAM_GHOST_SCALE_X, PPEGhost::PARAM_GHOST_SCALE_Y, PPEGhost::PARAM_NOISE_SCALE_X, PPEGhost::PARAM_NOISE_SCALE_Y, SetTargetValueColor(), and SetTargetValueFloat().
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References PPEGaussFilter::L_0_INV, PPEGaussFilter::PARAM_INTENSITY, and SetTargetValueFloat().
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References GetGame(), and CGame::ResetPPMask().
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References Class::CastTo().
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References Class::CastTo().
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References m_IsRunning, ProcessSimulation(), SetRequesterUpdating(), and Stop().
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References m_IsRunning, ProcessFading(), SetRequesterUpdating(), and Stop().
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References m_FadeOutTimeTarget.
Referenced by OnUpdate(), and ProcessSimulation().
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References Math::Cos(), PPEGhost::L_1_HMP, PPEGhost::L_2_HMP, PPEGhost::L_3_HMP, Math::Lerp(), PPEGhost::PARAM_NOISE_CHANNEL_WEIGHT, PPEGhost::PARAM_NOISE_OFFSET_X, PPEGhost::PARAM_NOISE_OFFSET_Y, PPEGhost::PARAM_NOISE_REMAP_HI, PPEGhost::PARAM_NOISE_REMAP_LO, ProcessFading(), ReSampleChannels(), SampleChannels(), SetTargetValueColor(), SetTargetValueFloat(), and Math::Sin().
Referenced by OnUpdate().
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References Math::Clamp(), Math::Lerp(), Math::PI, and Math::Sin().
Referenced by ProcessSimulation().
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References Math::PI_HALF, and Math::Sin().
Referenced by ProcessSimulation().
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References PPEGlow::L_22_BLOODLOSS, PPEGlow::PARAM_SATURATION, and SetTargetValueFloat().
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References Math::AbsFloat(), Math::Atan(), Math::Clamp(), Math::Cos(), PPEDistort::L_0_HMP, PPEDistort::L_1_HMP, PPEGlow::L_23_HMP, PPEDistort::L_2_HMP, PPEDistort::L_3_HMP, PPEDistort::L_4_HMP, PPEDistort::L_5_HMP, PPEDistort::L_6_HMP, PPEDistort::L_7_HMP, Math::Lerp(), vector::Lerp(), PPEDistort::PARAM_CENTERX, PPEDistort::PARAM_CENTERY, PPEDistort::PARAM_CHROM_ABB, PPEDistort::PARAM_CHROM_ABB_SHIFTB, PPEDistort::PARAM_CHROM_ABB_SHIFTG, PPEDistort::PARAM_CHROM_ABB_SHIFTR, PPEDistort::PARAM_CHROM_COLOR_MOD, PPEGlow::PARAM_COLORIZATIONCOLOR, PPEDistort::PARAM_DISTORT, Math::PI_HALF, SetTargetValueColor(), SetTargetValueFloat(), Math::Sin(), and WAVE_TILT.
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References PPEGaussFilter::L_0_FEVER, PPEGaussFilter::PARAM_INTENSITY, and SetTargetValueFloat().
References Math::Clamp(), Easing::EaseInQuart(), PPEExposureNative::L_0_FLASHBANG, PPEGaussFilter::L_0_FLASHBANG, PPEGlow::L_20_FLASHBANG, PPEGlow::L_21_FLASHBANG, PPEExposureNative::PARAM_INTENSITY, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_OVERLAYCOLOR, PPEGlow::PARAM_OVERLAYFACTOR, SetTargetValueColor(), and SetTargetValueFloat().
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References Math::Clamp().
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References PPELightIntensityParamsNative::L_0_NVG, PPEEyeAccomodationNative::L_0_NVG_GENERIC, PPEExposureNative::L_0_NVG_GOGGLES, PPEExposureNative::L_0_NVG_OPTIC, PPELightIntensityParamsNative::L_1_NVG, PPEFilmGrain::L_1_NVG, PPEGlow::L_23_NVG, PPEFilmGrain::L_2_NVG, m_CurrentMode, NV_DAYTIME_OPTICS, NV_DEFAULT_GLASSES, NV_DEFAULT_OPTICS, NV_NO_BATTERY, NV_PUMPKIN, NV_TRANSITIVE, PPEGlow::PARAM_COLORIZATIONCOLOR, PPEFilmGrain::PARAM_GRAINSIZE, PPEExposureNative::PARAM_INTENSITY, PPEEyeAccomodationNative::PARAM_INTENSITY, PPELightIntensityParamsNative::PARAM_LIGHT_MULT, PPELightIntensityParamsNative::PARAM_NOISE_MULT, PPEFilmGrain::PARAM_SHARPNESS, SetTargetValueColor(), SetTargetValueFloat(), and SetTargetValueFloatDefault().
Referenced by OnStart(), and SetUndergroundExposureCoef().
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References m_CurrentMode, m_IsRunning, and SetNVMode().
References GetGame(), PPEDOF::L_0_ADS, PPEDOF::L_1_ADS, PPEDOF::L_2_ADS, PPEDOF::L_3_ADS, PPEDOF::L_4_ADS, PPEDOF::L_5_ADS, PPEDOF::PARAM_BLUR, PPEDOF::PARAM_ENABLE, PPEDOF::PARAM_FOCUS_DEPTH_OFFSET, PPEDOF::PARAM_FOCUS_DIST, PPEDOF::PARAM_FOCUS_LEN, PPEDOF::PARAM_FOCUS_LEN_NEAR, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_LENSCENTERX, PPEGlow::PARAM_LENSCENTERY, PPEGlow::PARAM_LENSDISTORT, PPEGlow::PARAM_MAXCHROMABBERATION, CGame::ResetPPMask(), SetTargetValueBool(), SetTargetValueFloat(), and SetTargetValueFloatDefault().
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References CGame::AddPPMask(), GetGame(), PPEGaussFilter::L_0_ADS, PPEGlow::L_27_ADS, PPEGlow::L_28_ADS, PPEGlow::L_29_ADS, PPEGlow::L_30_ADS, PPEDOF::PARAM_ENABLE, PPEGaussFilter::PARAM_INTENSITY, PPEGlow::PARAM_LENSCENTERX, PPEGlow::PARAM_LENSCENTERY, PPEGlow::PARAM_LENSDISTORT, PPEGlow::PARAM_MAXCHROMABBERATION, CGame::ResetPPMask(), SetTargetValueBoolDefault(), and SetTargetValueFloat().
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Referenced by OnUpdate().
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Referenced by OnUpdate().
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Referenced by ProcessFading().
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Referenced by FadeOutEffect().
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Referenced by OnUpdate().
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Referenced by OnUpdate().
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Referenced by SetNVMode().
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Referenced by SetNVMode().
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Referenced by SetNVMode().
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Referenced by SetNVMode().
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Referenced by SetNVMode().
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Referenced by SetNVMode().
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Referenced by OnUpdate().
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Referenced by SetEffectProgress().