class ShockHandlerSource
Constructors 1
void ShockHandler(PlayerBase player)Show 7 more
, PlayerBase.m_CurrentShock, m_Param, m_Player, m_PrevVignette, m_Requester, m_ShockValueMax, and m_ShockValueThresholdConstants 12
protected const float UPDATE_THRESHOLD = 3NOTE : The lower, the more precise but the more synchronization
private const int INTENSITY_FACTOR = 1How intense the vignette effect will be, the higher the value, the stronger the effect
private const int VIGNETTE_INTENSITY_MAX = 1Max BASE intensity of the vignette effect (w/o. bobbing). 0..2, where 2 is full screen coverage
private const int VIGNETTE_INTENSITY_MAX_TOTAL = 2Max TOTAL intensity of the vignette effect (w. bobbing). 0..2, where 2 is full screen coverage
private const float SMOOTHING_MAX_INCR = 0.05max smoothing change INCREASE per update
private const float SMOOTHING_MAX_DECR = 0.01max smoothing change DECREASE per update
private const float PULSE_PERIOD = 0.5The time it takes for pulse to do a full cycle
private const float PULSE_AMPLITUDE = 0.05This is a multiplier, keep below 1 or expect the unexpected
Members 13
protected float m_Shockprotected float m_LastEffectIntensityValuefor interpolation only
protected float m_ShockValueMaxprotected float m_CumulatedShockworks ok on server, but does nothing for client. See deprecated stuff.
private float m_ShockMultiplier = 1private float m_PrevVignettePrevious shock-adjecent value (some normalization required). Client sets it only on regular ShockHandler update!
private float m_PulseTimerPPERequester_TunnelVisionEffects m_Requesterprotected PlayerBase m_PlayerShow 6 more
, DealShock(), GetCurrentShock(), ShockHandler(), ShockHitEffect(), Synchronize(), and Update()private float m_LerpResDeprecated
Methods 13
void Update(float deltaT)float GetCurrentShock()void SetShock(float dealtShock)private void DealShock()void CheckValue(bool forceUpdate)protected void Synchronize()protected float BaseEffectIntensityCalc()Show 5 more
, PlayerBase.m_CurrentShock, m_LastEffectIntensityValue, m_Player, SMOOTHING_MAX_DECR, and SMOOTHING_MAX_INCRadds bobbing, also clamps to valid range
Show 6 more
, m_Player, m_PulseTimer, m_ShockValueMax, PULSE_AMPLITUDE, PULSE_PERIOD, and VIGNETTE_INTENSITY_MAX_TOTALShow 1 more
, PainKillersMdfr.OnDeactivate()private void ShockHitEffect(float compareBase)Deprecated