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Old 08-21-2007, 10:20 PM
zero_tolerance zero_tolerance is offline
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Join Date: Dec 2006
Posts: 289
Default [LScript] - No Flash

Credits: SaTaNa



This code was posted by kizzamplover4vr

Quote:
Seeing that not many have made this work, I thought I should show how simple it is.. And I'll do it in such a way that you all understand how to do this on other things..

Firstly, alot of people used the HumanControllers _FlashEffect to remove flashing effects.. Well, several people have tried and given up when setting this to nil, 0, "", '', and whatever else they have tried.. But download the 2.6 SDK from HUMM3R (excellent source of information).

Then we open HumanController.uc which is located in AGP. The declaration of _FlashEffect is simply:
Code:

Code:
var CamEffect_FlashBang _FlashEffect;
So, we find the class CamEffect_FlashBang (also inside AGP) and open it.. Look what I found!
Code:

Code:
class CamEffect_FlashBang extends CameraEffect
  Native
  Export;

native function StartFlash(float Duration, float Intensity, PlayerController PC);

native function EndFlash(PlayerController PC);
So, it's pretty logical that StartFlash is the function which starts our flasheffects? And EndFlash ends them..!

After finding this I tried to call EndFlash ingame and flashing myself, guess what happened? Nothing..? No flashes could effect me at all! But, it's a waste of CPU power to call this function each tick / post render / pre render etc... So we look some more for any variables that is pretty solid "im flashed" proof. In HumanController I found some interesting variables...
Code:

Code:
var float _FlashSoundTime;
var float _FlashSoundUpdate;
var float _FlashSoundIntensity;
So why not call this function whenever theres intensity at all in the FlashSounds? Meaning its louder than the sound of our mothers words in our head (> 0)...

That's all, pretty simple...
Code:

Code:
if (PlayerController._FlashSoundIntensity > 0) then
    PlayerController._FlashEffect.EndFlash(PlayerController)
end
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