//---------------------------------------------------------
//Native exceptions - legacy methods for direct access to specific postprocesses. Each one is evaluated and handled separately, this just connects them to the system.
//!EV postprocess, does not directly use materials
class PPEExposureNative: PPEClassBase
{
//g_Game.SetEVValue
static const int PARAM_INTENSITY = 0;
static const int L_0_NVG_OPTIC = 100;
static const int L_0_NVG_GOGGLES = 200;
static const int L_0_NVG_OFF = 300;
static const int L_0_FLASHBANG = 400;
static const int L_0_BURLAP = 500;
static const int L_0_DEATH = 1000;
override int GetPostProcessEffectID()
{
return PPEExceptions.EXPOSURE;
}
override void RegisterMaterialParameters()
{
RegisterParameterScalarFloat(PARAM_INTENSITY,"Intensity",0.0,-100.0,100.0); //no real range, it seems. -100..100 used
}
//! Overriden to handle the specific exception
override void SetFinalParameterValue(int parameter_idx)
{
Param values = GetParameterCommandData(parameter_idx).GetCurrentValues();
float value_var_float = Param1<float>.Cast(values).param1;
g_Game.SetEVValue(value_var_float);
//DbgPrnt("PPEDebug | SetFinalParameterValue | PPEExposureNative | float val: " + value_var_float);
}
}
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