49 PPERequesterBank.GetRequester(PPERequester_TunnelVisionEffects).Stop();
56 PPERequesterBank.GetRequester(PPERequester_TunnelVisionEffects).Stop();
79 PPERequesterBank.GetRequester(PPERequester_TunnelVisionEffects).Start(
m_Param);
161 float normShock = shock / base;
175 float shockDifference = compareBase -
m_Player.m_CurrentShock;
static void SendShock(DayZPlayer pPlayer, float shockValue)
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
static float EaseInQuart(float t)
protected float m_ShockValueThreshold
void Update(float deltaT)
protected float m_CumulatedShock
private const int MID_SHOCK_HIT
private const float PULSE_PERIOD
private float m_TimeSinceLastTick
float SetMultiplier(float mult)
protected const float UPDATE_THRESHOLD
protected ref Param1< float > m_Param
private float m_ShockMultiplier
void ShockHandler(PlayerBase player)
void SetShock(float dealtShock)
private const int INTENSITY_FACTOR
private void ShockHitEffect(float compareBase)
protected float m_ShockValueMax
protected PlayerBase m_Player
private float NormalizeShockVal(float shock)
private const float PULSE_AMPLITUDE
private float m_PrevVignette
private float m_PulseTimer
private const int HEAVY_SHOCK_HIT
const float VALUE_CHECK_INTERVAL
private float LerpVignette(float x, float y, float deltaT)
void CheckValue(bool forceUpdate)
protected void Synchronize()
private const int LIGHT_SHOCK_HIT
proto native CGame GetGame()
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.