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class ActionCinematicFadeView extends Action; var() actionnoresolve color fadeStart; var() actionnoresolve color fadeEnd; var() actionnoresolve float fadeAlphaStart "The start alpha value of the fade, between 0 and 1"; var() actionnoresolve float fadeAlphaEnd "The end alpha value of the fade, between 0 and 1"; var() float duration "Duration of fade in seconds. Set to zero for an instant adjustment"; var() float holdDuration "Time in seconds to hold the fade after the duration is over."; var() bool bRestoreFadeControl "If false, then fade control is not restored to the game after the action is finished. When you are finished with this behaviour, you will need to trigger a 'zero duration' fade action with this variable set to false. If you do not do this, the screen may remain black and pain flashes will not work."; var float startTime; // execute latent function Variable execute() { local PlayerController pc; local Vector fadeDiff; local float alpha; Super.execute(); pc = parentScript.Level.GetLocalPlayerController(); pc.bManualFogUpdate = true; if (duration != 0) { fadeDiff.X = fadeEnd.R - fadeStart.R; fadeDiff.Y = fadeEnd.G - fadeStart.G; fadeDiff.Z = fadeEnd.B - fadeStart.B; startTime = parentScript.Level.TimeSeconds; while (parentScript.Level.TimeSeconds - startTime < duration) { alpha = (parentScript.Level.TimeSeconds - startTime) / duration; pc.FlashFog.X = (float(fadeStart.R) + fadeDiff.X * alpha) / 255; pc.FlashFog.Y = (float(fadeStart.G) + fadeDiff.Y * alpha) / 255; pc.FlashFog.Z = (float(fadeStart.B) + fadeDiff.Z * alpha) / 255; pc.FlashScale.X = 1.0f - (fadeAlphaStart + (fadeAlphaEnd - fadeAlphaStart) * alpha); // for some reason, flashscale 0 means full alpha pc.FlashScale.Y = pc.FlashScale.X; pc.FlashScale.Z = pc.FlashScale.X; Sleep(0); } } else { pc.FlashFog.X = fadeEnd.R / 255; pc.FlashFog.Y = fadeEnd.G / 255; pc.FlashFog.Z = fadeEnd.B / 255; pc.FlashScale.X = fadeAlphaEnd; pc.FlashScale.Y = pc.FlashScale.X; pc.FlashScale.Z = pc.FlashScale.X; } if (holdDuration > 0) Sleep(holdDuration); if (bRestoreFadeControl) { pc.bManualFogUpdate = false; pc.FlashScale.X = 1; pc.FlashScale.Y = 1; pc.FlashScale.Z = 1; } return None; } // editorDisplayString function editorDisplayString(out string s) { s = "Fade view"; } defaultproperties { returnType = None actionDisplayName = "Fade View" actionHelp = "Fades the view. Does not finish until the fade is completed." category = "Cinematic" duration = 2 fadeStart = (R=0,G=0,B=0) fadeEnd = (R=0,G=0,B=0) fadeAlphaStart = 0 fadeAlphaEnd = 1 bRestoreFadeControl = true } |
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