ppersquinteffects.c
class PPERequester_SquintEffects : PPERequester_GameplayBase
{
//! manually requested on demand
void SetBlur(float intensity)
{
SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,intensity,PPEGaussFilter.L_0_FEVER,PPOperators.ADD_RELATIVE);
}
//! manually requested on demand
void ClearBlur()
{
SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,0.0,PPEGaussFilter.L_0_FEVER,PPOperators.ADD_RELATIVE);
}
}