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		<summary type="html">&lt;p&gt;Upload from wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= helper_effects.hps =&lt;br /&gt;
&lt;br /&gt;
Helper functions to control effects&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Effect_Shake_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_Shake_Start(float afAmount,&lt;br /&gt;
                       float afTime,&lt;br /&gt;
                       float afFadeInTime,&lt;br /&gt;
                       float afFadeOutTime,&lt;br /&gt;
                       const cVector3f &amp;amp;in avDirAmount=cVector3f(1, 1, 1),&lt;br /&gt;
                       float afFrequency=0)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Makes the screen shake for a certain amount of time. Returns id to the current shaking. If several calls to shake has been made the largest one is used.&lt;br /&gt;
* '''afAmount''': The strength of the shake.&lt;br /&gt;
* '''afTime''': The time it shakes at full intensity (fade in and fade out are added to this).&lt;br /&gt;
* '''afFadeInTime''': The time before it reaches full strenght.&lt;br /&gt;
* '''afFadeOutTime''': The time, after afTime is up, that it will take for the shake to reach zero strength.&lt;br /&gt;
* '''avDirAmount''': The amount it will shake in each direction in camera space&lt;br /&gt;
* '''afFrequency''': Times per seconds the shake will change offset. 0=every update (ie max).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Shake_FadeOut =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Shake_FadeOut(int alID,&lt;br /&gt;
                          float afFadeOutTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades out one or all shake instances.&lt;br /&gt;
* '''alID''': The id of the shake (returned by Effect_Shake_Start). -1 = fade out all active shakes.&lt;br /&gt;
* '''afFadeOutTime''': the time it takes to fade out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Shake_SetSourceEntity =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Shake_SetSourceEntity(int alID,&lt;br /&gt;
                                  const tString &amp;amp;in asSourceEntity,&lt;br /&gt;
                                  float afMinDist,&lt;br /&gt;
                                  float afMaxDist,&lt;br /&gt;
                                  eEasing aEasingType=eEasing_CubicIn)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sets an entity as the source of a shake instance. The shake instance will increase in strength as the player gets closer to the entity.&lt;br /&gt;
* '''alID''': The id of the shake (returned by Effect_Shake_Start).&lt;br /&gt;
* '''asSourceEntity''': entity to be used as source.&lt;br /&gt;
* '''afMinDist''': distance to entity where the shake will be at its most powerful.&lt;br /&gt;
* '''afMaxDist''': distance where shake will have faded out completely.&lt;br /&gt;
* '''aEasingType''': the curve the strength of the shake will follow as you move further from the entity.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Shake_GetCurrentShakeAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
float Effect_Shake_GetCurrentShakeAmount()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Gets the current amount of shake (as in abs larges element in shake vector)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Shake_EnableAll =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Shake_EnableAll(bool abState)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_VideoDistortion_EnableAll =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_VideoDistortion_EnableAll(bool abState)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Fade_In =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Fade_In(float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Fade_Out =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Fade_Out(float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Fade_IsFading =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
bool Effect_Fade_IsFading()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Fade_GetAlpha =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
float Effect_Fade_GetAlpha()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Glow_AddEntity =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Glow_AddEntity(iLuxEntity @apEntity,&lt;br /&gt;
                           float afAlpha,&lt;br /&gt;
                           float afY)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Adds a glow effect to the object to make it more visible to the player Must be called from OnPostUpdate() every frame the glow should be visible&lt;br /&gt;
* '''apEntity''': entity to glow&lt;br /&gt;
* '''afAlpha''': how much it should glow, [0, 1]&lt;br /&gt;
* '''afY''': The position of the the glow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Bloom_SetActive =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Bloom_SetActive(bool abX)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sets if bloom should be active Bloom is an effect that makes bright colors glow in a halo around the object&lt;br /&gt;
* '''abX''': if bloom should be active&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Bloom_FadeBrightPass =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Bloom_FadeBrightPass(float afBrightPass,&lt;br /&gt;
                                 float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the bright pass of the bloom over time&lt;br /&gt;
* '''afBrightPass''': how bright a color has to be to be able to bloom, this should be a values between 0-1&lt;br /&gt;
* '''afTime''': time to fade&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Bloom_FadeBloomWidth =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Bloom_FadeBloomWidth(float afBloomWidth,&lt;br /&gt;
                                 float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the width of the bloom over time&lt;br /&gt;
* '''afBloomWidth''': the width in pixels of the bloom halo, works best with a value between 32-512 pixels&lt;br /&gt;
* '''afTime''': time to fade&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Bloom_FadeBloomFalloff =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Bloom_FadeBloomFalloff(float afBloomFalloff,&lt;br /&gt;
                                   float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the sharpness of the bloom over time&lt;br /&gt;
* '''afBloomFalloff''': how sharp the bloom should be, higher = sharper, 0.5 default&lt;br /&gt;
* '''afTime''': time to fade&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Bloom_FadeBloomTint =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Bloom_FadeBloomTint(float afR,&lt;br /&gt;
                                float afG,&lt;br /&gt;
                                float afB,&lt;br /&gt;
                                float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the color of the bloom over time&lt;br /&gt;
* '''(afR''': the color to tint the bloom in&lt;br /&gt;
* '''afTime''': time to fade&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_FilmGrain_SetActive =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_FilmGrain_SetActive(bool abX)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sets if film grain should be active Film Grain is an effect that applies animated noise to the image to remove banding and give life to it&lt;br /&gt;
* '''abX''': if film grain should be active&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_FilmGrain_FadeFilmGrainIntensity =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_FilmGrain_FadeFilmGrainIntensity(float afIntensity,&lt;br /&gt;
                                             float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the amount of noise applied to the screen over time&lt;br /&gt;
* '''afIntensity''': the amount of noise applied to the screen&lt;br /&gt;
* '''afTime''': time to fade in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_DoF_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_DoF_Start(float afFocusStart,&lt;br /&gt;
                     float afFocusEnd,&lt;br /&gt;
                     float afFalloff,&lt;br /&gt;
                     float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts an instance of depth of field and returns the id&lt;br /&gt;
* '''afFocusStart''': near plane of the instance&lt;br /&gt;
* '''afFocusEnd''': far plane of the instance&lt;br /&gt;
* '''afFalloff''': how smooth the transition from sharp to blurr should be&lt;br /&gt;
* '''afTime''': time to fade to this value&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_DoF_FadeFocus =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_DoF_FadeFocus(int alID,&lt;br /&gt;
                          float afFocusStart,&lt;br /&gt;
                          float afFocusEnd,&lt;br /&gt;
                          float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fade the start and end of the focus plane&lt;br /&gt;
* '''alID''': id of the instance&lt;br /&gt;
* '''afFocusStart''': near plane of the instance&lt;br /&gt;
* '''afFocusEnd''': far plane of the instance&lt;br /&gt;
* '''afTime''': time to fade to this value&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_DoF_FadeFalloff =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_DoF_FadeFalloff(int alID,&lt;br /&gt;
                            float afFocusFalloff,&lt;br /&gt;
                            float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fade the falloff of the instance&lt;br /&gt;
* '''alID''': id of the instance&lt;br /&gt;
* '''afFocusFalloff''': how smooth the transition from sharp to blurr should be&lt;br /&gt;
* '''afTime''': time to fade in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_DoF_FadeOut =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_DoF_FadeOut(int alID,&lt;br /&gt;
                        float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fade out the instance of depth of field, the instance is removed after fading out&lt;br /&gt;
* '''alID''': id of the instance&lt;br /&gt;
* '''afTime''': time to fade out&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_DoF_Reset =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_DoF_Reset()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ToneMapping_UseSRGB =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ToneMapping_UseSRGB(bool abX)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
If srgb gamma should be used. Default is normal pow(x, 1 / gamma)&lt;br /&gt;
* '''abX''': If srgb gamma correction should be used&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ToneMapping_FadeExposure =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ToneMapping_FadeExposure(float afExposure,&lt;br /&gt;
                                     float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the overall brightness of the image over time&lt;br /&gt;
* '''afExposure''': how much extra light should be let though the lens, 0 is default&lt;br /&gt;
* '''afTime''': time to fade in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ToneMapping_GetExposure =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
float Effect_ToneMapping_GetExposure()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Get the current exposure value of the viewport&lt;br /&gt;
&lt;br /&gt;
 '''Returns''': , current exposure&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ToneMapping_GetExposureBrightness =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
float Effect_ToneMapping_GetExposureBrightness()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Get the current exposure value of the viewport&lt;br /&gt;
&lt;br /&gt;
 '''Returns''': , current brightness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ToneMapping_FadeWhiteCut =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ToneMapping_FadeWhiteCut(float afWhiteCut,&lt;br /&gt;
                                     float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the white point of the tone mapper over time Every color brighter then the white cut gets clamped to (1,1,1)&lt;br /&gt;
* '''afWhiteCut''': the value of the white cut, every brighter color get set to white&lt;br /&gt;
* '''afTime''': time to fade in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ToneMapping_FadeGrading =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ToneMapping_FadeGrading(tString asTextureName,&lt;br /&gt;
                                    float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades in a grading texture which changes the final color of the image&lt;br /&gt;
* '''asTextureName''': name of the grading texture&lt;br /&gt;
* '''afTime''': time to fade in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ImageTrail_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_ImageTrail_Start(float afAmount,&lt;br /&gt;
                            float afFadeInTime,&lt;br /&gt;
                            float afStayTime,&lt;br /&gt;
                            float afFadeOutTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Image trail blends the image of multiple previous frames over time, multiple instances can be active at the same time The strongest instance of image trail will be used&lt;br /&gt;
* '''afAmount''': how much of the previous frame should be blended, values from 0-inf, 0 = disabled&lt;br /&gt;
* '''afFadeInTime''': how long it should take to fade to fade in&lt;br /&gt;
* '''afStayTime''': how long it will stay before starting to fade out. If &amp;lt;0, then it stays for ever.&lt;br /&gt;
* '''afFadeOutTime''': how long it will take to fade out&lt;br /&gt;
&lt;br /&gt;
 '''Returns''': the id to this image trail instance&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ImageTrail_SetDirectAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ImageTrail_SetDirectAmount(float afAmount)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Image trail blends the image of multiple previous frames over time. (in case Effect_ImageTrail_Start has also been used, the strongest instance of image trail will be used&lt;br /&gt;
* '''afAmount''': how much of the previous frame should be blended, values from 0-inf, 0 = disabled&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ImageTrail_FadeOut =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ImageTrail_FadeOut(int alID,&lt;br /&gt;
                               float afFadeOutTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades out an active instance of image trail&lt;br /&gt;
* '''alID''': id of the trail instance, returned by _Start&lt;br /&gt;
* '''afFadeOutTime''': how long it will take to fade out&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ImageTrail_Clear =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ImageTrail_Clear()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Clears all effects&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ChromaticAberration_StartAnim =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ChromaticAberration_StartAnim(float afDuration,&lt;br /&gt;
                                          float afAmount,&lt;br /&gt;
                                          float afRandomness,&lt;br /&gt;
                                          cVector2f avDirection)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Split the image into three images depending on color and makes rotation animation.&lt;br /&gt;
* '''afDuration''': how long the effect should be active for, multiple instances can be active at the same time&lt;br /&gt;
* '''afAmount''': how far the split should go in screen space, values between 0-0.2 look good&lt;br /&gt;
* '''afRandomness''': the randomness of the splitting, if it should sway when splitting up and going back down, values larger than 1.0 will cause full rotation&lt;br /&gt;
* '''avDirection''': an additional direction that the screen should move in when splitting, 0 = random&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ChromaticAberration_SetDirect =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ChromaticAberration_SetDirect(float afAmount,&lt;br /&gt;
                                          float afRotation,&lt;br /&gt;
                                          float afHue=0,&lt;br /&gt;
                                          const cVector2f &amp;amp;in avOffset=cVector2f(0))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Split the image into three images depending on color&lt;br /&gt;
* '''afAmount''': The amount of the effect (how much seperation basically). Measured in part of screen. 0 - 0.2 looks good.&lt;br /&gt;
* '''afRotation''': The rotation of the diffferent splits. 0 - 360&lt;br /&gt;
* '''afHue''': Which use to split into, there is always a 120 seperation between each split, this sets. where to make these splits. 0 - 360&lt;br /&gt;
* '''avOffset''': An extra offset.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ChromaticAberration_CreateInstance =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_ChromaticAberration_CreateInstance(float afAmount,&lt;br /&gt;
                                              float afRotation,&lt;br /&gt;
                                              float afHue=0,&lt;br /&gt;
                                              const cVector2f &amp;amp;in avOffset=cVector2f(0))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ChromaticAberration_SetInstanceValues =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ChromaticAberration_SetInstanceValues(int alID,&lt;br /&gt;
                                                  float afAmount,&lt;br /&gt;
                                                  float afRotation,&lt;br /&gt;
                                                  float afHue=0,&lt;br /&gt;
                                                  const cVector2f &amp;amp;in avOffset=cVector2f_Zero)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ChromaticAberration_DestroyInstance =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ChromaticAberration_DestroyInstance(int alID)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Flash_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Flash_Start(float afFadeIn,&lt;br /&gt;
                        float afWhite,&lt;br /&gt;
                        float afFadeOut)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades exposure in and out to create a white flash effect.&lt;br /&gt;
* '''afFadeIn''': time to fade in.&lt;br /&gt;
* '''afWhite''': time to remain at the max exposure.&lt;br /&gt;
* '''afFadeOut''': time to fade out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Screen_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_Screen_Start(const tString &amp;amp;in asMaterial,&lt;br /&gt;
                        cVector2f avPosition,&lt;br /&gt;
                        cVector2f avSize)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Creates a images that shows up on the screen, it must be faded manually Remember that these must work on both 4:3 and 16:9 aspect ratio&lt;br /&gt;
* '''asMaterial''': material to use&lt;br /&gt;
* '''avPosition''': position on the screen, values between [0,1]&lt;br /&gt;
* '''avSize''': size of the texture&lt;br /&gt;
&lt;br /&gt;
 '''Returns''': the id to this screen material&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Screen_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_Screen_Start(const tString &amp;amp;in asMaterial,&lt;br /&gt;
                        cVector2f avPosition,&lt;br /&gt;
                        cVector2f avSize,&lt;br /&gt;
                        float afTargetAlpha,&lt;br /&gt;
                        float afFadeInTime,&lt;br /&gt;
                        float afStayTime,&lt;br /&gt;
                        float afFadeOutTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Creates a images that fade in and then out Remember that these must work on both 4:3 and 16:9 aspect ratio&lt;br /&gt;
* '''asMaterial''': material to use&lt;br /&gt;
* '''avPosition''': position on the screen, values between [0,1]&lt;br /&gt;
* '''avSize''': size of the texture&lt;br /&gt;
* '''afTargetAlpha''': alpha it should stop fading at&lt;br /&gt;
* '''afFadeInTime''': how fast it should fade in&lt;br /&gt;
* '''afStayTime''': how long it should stay after fading in&lt;br /&gt;
* '''afFadeOutTime''': how fast it should fade out again&lt;br /&gt;
&lt;br /&gt;
 '''Returns''': the id to this screen material&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Screen_FadeOut =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Screen_FadeOut(int alID,&lt;br /&gt;
                           float afFadeTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades out a material&lt;br /&gt;
* '''alID''': id of the screen material&lt;br /&gt;
* '''afFadeTime''': time to fade out over&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Screen_FadeLiquidAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Screen_FadeLiquidAmount(int alID,&lt;br /&gt;
                                    float afAmount,&lt;br /&gt;
                                    float afFadeTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades the liquid amount of a material, this is a variable used by the shader to determine wetness&lt;br /&gt;
* '''alID''': id of the screen material&lt;br /&gt;
* '''afAmount''': liquid amount, value between [0,1]&lt;br /&gt;
* '''afFadeTime''': time to fade over&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Screen_FadeAlpha =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Screen_FadeAlpha(int alID,&lt;br /&gt;
                             float afAlpha,&lt;br /&gt;
                             float afFadeTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades the transparency of a material&lt;br /&gt;
* '''alID''': id of the screen material&lt;br /&gt;
* '''afAlpha''': transparency of the material value between [0,1]&lt;br /&gt;
* '''afFadeTime''': time to fade over&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_RadialBlur_SetDirect =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_RadialBlur_SetDirect(float afSize,&lt;br /&gt;
                                 float afStartDistance,&lt;br /&gt;
                                 float afAlpha)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Directly sets the values of radial blur (but will blend with any instnace that has been started)&lt;br /&gt;
* '''afSize''': size of the blur, screen size, looks good 0.01-0.1&lt;br /&gt;
* '''afStartDistance''': how far away from the center the blur should start&lt;br /&gt;
* '''afAlpha''': how visible the blur is&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_RadialBlur_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_RadialBlur_Start(float afSize,&lt;br /&gt;
                            float afAlpha,&lt;br /&gt;
                            float afStartDistance,&lt;br /&gt;
                            float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts a radial blur effect, will be active until&lt;br /&gt;
* '''afSize''': size of the blur, screen size, looks good 0.01-0.1&lt;br /&gt;
* '''afAlpha''': how visible the blur is&lt;br /&gt;
* '''afStartDistance''': how far away from the center the blur should start&lt;br /&gt;
* '''afTime''': time to fade in&lt;br /&gt;
&lt;br /&gt;
 '''Returns''': the id to this radial blur instance&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_RadialBlur_FadeSize =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_RadialBlur_FadeSize(int alID,&lt;br /&gt;
                                float afSize,&lt;br /&gt;
                                float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes the size of the blur of this instance&lt;br /&gt;
* '''alID''': id to the instance to change&lt;br /&gt;
* '''afSize''': size of the blur&lt;br /&gt;
* '''afTime''': fade time of the blur&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_RadialBlur_FadeStartDistance =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_RadialBlur_FadeStartDistance(int alID,&lt;br /&gt;
                                         float afDistance,&lt;br /&gt;
                                         float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes how far away from the center to start blurring&lt;br /&gt;
* '''alID''': id to the instance to change&lt;br /&gt;
* '''afDistance''': distance from center [0-1]&lt;br /&gt;
* '''afTime''': fade time&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_RadialBlur_FadeAlpha =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_RadialBlur_FadeAlpha(int alID,&lt;br /&gt;
                                 float afAlpha,&lt;br /&gt;
                                 float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Changes how visible the instance should be&lt;br /&gt;
* '''alID''': id to the instance to change&lt;br /&gt;
* '''afAlpha''': how visible it should be [0-1]&lt;br /&gt;
* '''afTime''': fade time&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_RadialBlur_FadeOut =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_RadialBlur_FadeOut(int alID,&lt;br /&gt;
                               float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades out this instance and removes it. The ID is invalid after this has been called&lt;br /&gt;
* '''alID''': id to the instance to fade out&lt;br /&gt;
* '''afTime''': fade time&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ImageFadeFX_SetAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ImageFadeFX_SetAmount(float afX)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ImageFadeFX_FadeAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ImageFadeFX_FadeAmount(float afAmount,&lt;br /&gt;
                                   float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_ImageFadeFX_SetTextures =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_ImageFadeFX_SetTextures(const tString &amp;amp;in asFadeTexture,&lt;br /&gt;
                                    const tString &amp;amp;in asColorTexture,&lt;br /&gt;
                                    const tString &amp;amp;in asOffsetTexture)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_VideoDistortion_SetDirectAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_VideoDistortion_SetDirectAmount(float afX)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sets the amount of video distortion directly. (if there are instances in play, then the max amount will be used)&lt;br /&gt;
* '''afX''': The amount of the effect, 0 - 1 are valid values. (0 turns off)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_VideoDistortion_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_VideoDistortion_Start(float afAmount,&lt;br /&gt;
                                 float afTime,&lt;br /&gt;
                                 float afFadeInTime,&lt;br /&gt;
                                 float afFadeOutTime,&lt;br /&gt;
                                 float afVolume=1.0f)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts the video distortion effect. If many have been started the max amount is used. Returns ID to this instnace.&lt;br /&gt;
* '''afAmount''': The amount of effect, 0 - 1 are valid values. (0 turns off)&lt;br /&gt;
* '''afTime''': The length the effect (after fade in) the effect should last. -1 means it lasts forever.&lt;br /&gt;
* '''afFadeInTime''': The time it takes for the effect to fade in.&lt;br /&gt;
* '''afFadeOutTime''': The time it takes for the effect to fade out.&lt;br /&gt;
* '''afVolume''': Volume of gui sound (will override previous instances. Only one sound at a time)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_VideoDistortion_FadeOut =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_VideoDistortion_FadeOut(int alID,&lt;br /&gt;
                                    float afFadeOutTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fades out a video distortion effect instance.&lt;br /&gt;
* '''alID''': id to the instance to fade out. If -1, all instances will be faded.&lt;br /&gt;
* '''afFadeOutTime''': The time it takes for the effect to fade out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_VideoDistortion_SetMaxAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_VideoDistortion_SetMaxAmount(int alID,&lt;br /&gt;
                                         float afMaxAmount)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sets the max amount of an instnace (basically changes the amount)&lt;br /&gt;
* '''alID''': id to the instance to fade out&lt;br /&gt;
* '''afMaxAmount''': The new max amount to be used, 0 -1 are valid values.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_VideoDistortion_GetAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
float Effect_VideoDistortion_GetAmount()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Get the current amount of the distortion&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_VideoDistortion_GetEffectAmount =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
float Effect_VideoDistortion_GetEffectAmount()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Get the current effect amount of the distortion (the one that is sent to the post effect)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_VideoDistortion_SetSoundEffectsDisabled =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_VideoDistortion_SetSoundEffectsDisabled(bool abX)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Set if video distortion sounds should be disabled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_TimeGlitch_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_TimeGlitch_Start(float afTimeAdvancement,&lt;br /&gt;
                             float afPlayFastSoundTime,&lt;br /&gt;
                             float afShakeAmount,&lt;br /&gt;
                             bool abPlayEffectSound,&lt;br /&gt;
                             float afSoundEffectVolume=1.0f)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Starts an effect that makes physics and visual jump forward in time.&lt;br /&gt;
* '''afTimeAdvancement''': The amount of time physics and visuals should advance.&lt;br /&gt;
* '''afPlayFastSoundTime''': How long the sounds should run sped up. (sound freq depends on the time advancement + this time)&lt;br /&gt;
* '''afShakeAmount''': How much the screen should shake.&lt;br /&gt;
* '''abPlayEffectSound''': If an effect sound should play.&lt;br /&gt;
* '''afSoundEffectVolume''': Volume of the sound being played.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Sway_FadeIn =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Sway_FadeIn(float afSize,&lt;br /&gt;
                        float afTime,&lt;br /&gt;
                        float afRate,&lt;br /&gt;
                        float afAngle,&lt;br /&gt;
                        float afInitialAmount=-1.0f,&lt;br /&gt;
                        float afYMul=0.25f,&lt;br /&gt;
                        float afDecay=0.995f,&lt;br /&gt;
                        float afMoveFactor=0.4f)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''afSize''': max X size of sway&lt;br /&gt;
* '''afTime''': fade in time&lt;br /&gt;
* '''afRate''': how many sways per second&lt;br /&gt;
* '''afAngle''': sway will be around a line on XZ plane - this sets the y-axis rotation of it (degrees : 0 = along X axis)&lt;br /&gt;
* '''afInitialAmount''': how big is the initial sway size? (0.0f - 1.0f) If negative, has no effect.&lt;br /&gt;
* '''afYMul''': multiplier of afSwaySize for y&lt;br /&gt;
* '''afDecay''': how fast the swaying dies away (1.0f = never dies)&lt;br /&gt;
* '''afMoveFactor''': how much of the player's move speed to factor in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Sway_SetDirect =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Sway_SetDirect(float afSize,&lt;br /&gt;
                           float afRate,&lt;br /&gt;
                           float afAngle,&lt;br /&gt;
                           float afInitialAmount=-1.0f,&lt;br /&gt;
                           float afYMul=0.25f,&lt;br /&gt;
                           float afDecay=0.995f,&lt;br /&gt;
                           float afMoveFactor=0.4f)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''afSize''': max X size of sway&lt;br /&gt;
* '''afRate''': how many sways per second&lt;br /&gt;
* '''afAngle''': sway will be around a line on XZ plane - this sets the y-axis rotation of it (degrees : 0 = along X axis)&lt;br /&gt;
* '''afInitialAmount''': how big is the initial sway size? (0.0f - 1.0f). If negative, has no effect.&lt;br /&gt;
* '''afYMul''': multiplier of afSwaySize for y&lt;br /&gt;
* '''afDecay''': how fast the swaying dies away (1.0f = never dies)&lt;br /&gt;
* '''afMoveFactor''': how much of the player's move speed to factor in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Sway_FadeOut =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Sway_FadeOut(float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''afTime''': How long it takes to fade out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Sway_Stop =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Sway_Stop()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Sway_GetOffset =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
cVector3f Effect_Sway_GetOffset()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Rumble_Start =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_Rumble_Start(float afAmount,&lt;br /&gt;
                        float afTime,&lt;br /&gt;
                        float afFadeInTime=0,&lt;br /&gt;
                        float afFadeOutTime=0)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Start a gamepad rumble&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_GamepadColor_Fade =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
int Effect_GamepadColor_Fade(cColor aColor,&lt;br /&gt;
                             float afTime)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Fade the gamepad color (the backlight of the ps4 controller)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Rumble_Stop =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Rumble_Stop(int alID)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the rumble from this id&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_Rumble_SetScreenShakeMul =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_Rumble_SetScreenShakeMul(float afX)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sets a multiplier for how much rumble should be generated from screenshake.&lt;br /&gt;
* '''afX''': multiplier to set. 1 is default.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Effect_GamepadColor_Stop =====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;&lt;br /&gt;
void Effect_GamepadColor_Stop(int alID)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Stops the color fade from this id&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
		
	</entry>
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