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2023-04-13 17:30:38 +02:00
commit 013c6f3b4d
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// Keep in sync with C enum gadgetType_e
// src\bgame\bg_common_db.h
// forced
// voluntary
// KEEP THESE IN SYNC WITH gadgetAction_e IN CODE

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// Name of the visionset file
// alias in script
// priority vs other visionsets
// number of steps when ramping in/out
// activation ramp-in time
// How long to hold after ramp-in is done and before ramping-out
// deactivation ramp-out time
// Name of the visionset file
// alias in script
// priority vs other visionsets
// number of steps when ramping in/out
// activation ramp-in time
// How long to hold after ramp-in is done and before ramping-out
// deactivation ramp-out time

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// For the activate effects
// Name of the visionset file
// alias in script
// priority vs other visionsets
// number of steps when ramping in/out
// activation ramp-in time
// How long to hold after ramp-in is done and before ramping-out
// deactivation ramp-out time

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// Name of the visionset file
// alias in script
// priority vs other visionsets
// number of steps when ramping in/out
// activation ramp-in time
// How long to hold after ramp-in is done and before ramping-out
// deactivation ramp-out time
// Name of the visionset file
// alias in script
// priority vs other visionsets
// number of steps when ramping in/out
// activation ramp-in time
// How long to hold after ramp-in is done and before ramping-out
// deactivation ramp-out time

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// Name of the visionset file
// alias in script
// priority vs other visionsets
// number of steps when ramping in/out
// activation ramp-in time
// How long to hold after ramp-in is done and before ramping-out
// deactivation ramp-out time

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// no alpha to differentiate from view model in shader
// SCRIPT VECTOR USAGE
// scriptVector0.x : pulse position in the world (1.0 near, 0.0 far)
// scriptVector0.y : pulse width (percentage of value in material)
// scriptVector0.z : pulse edge width
// scriptVector0.w : iris appearance and character glow fade
// scriptVector1.x : highlight enemeies (0: no, 1: yes)
// scriptVector1.y : viewmodel pulse width
// scriptVector1.z : viewmodel pulse edge width
// scriptVector1.w : viewmodel pulse max radius
// scriptVector2.xy: viewmodel pulse origin
// scriptVector2.z : viewmodel pulse position
// scriptVector2.w : max distance to pulse.
// Must be smaller than VISION_PULSE_REVEAL_TIME
// How far from 0 ( start ) - 1 ( end ) it takes for it to ramp in all the way
// How far from VISION_PULSE_FADE_RAMP_IN ( start ) - 1 ( end ) it takes for it to ramp out all the way
// Name of the visionset file
// alias in script
// priority vs other visionsets
// number of steps when ramping in/out
// activation ramp-in time
// How long to hold after ramp-in is done and before ramping-out
// deactivation ramp-out time
// Ramp in + ramp out + ramp hold == VISION_PULSE_DURATION + VISION_PULSE_REVEAL_TIME