//---------------------------------------------------------
//Native exceptions - legacy methods for direct access to specific postprocesses. Each one is evaluated and handled separately, this just connects them to the system.
//!Eye Accomodation postprocess, does not directly use materials
class PPEEyeAccomodationNative: PPEClassBase
{
//g_Game.GetWorld().SetEyeAccom
static const int PARAM_INTENSITY = 0;
static const int L_0_UNDERGROUND = 100;
static const int L_0_NVG_GENERIC = 300;
/*static const int L_0_NVG_OPTIC = 400;
static const int L_0_NVG_GOGGLES = 401;
static const int L_0_NVG_OFF = 402;*/
static const int L_0_BURLAP = 500;
override int GetPostProcessEffectID()
{
return PPEExceptions.EYEACCOM;
}
override void RegisterMaterialParameters()
{
RegisterParameterScalarFloat(PARAM_INTENSITY,"Intensity",1.0,0.0,1000.0); //no known max. 1000 used as max
}
//! 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.GetWorld().SetEyeAccom(value_var_float);
//DbgPrnt("PPEDebug | SetFinalParameterValue | PPEEyeAccomodationNative | float val: " + value_var_float);
}
}
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