All taken from amnesia wiki (
http://wiki.frictionalgames.com/hpl2/amn..._functions)
Screen Effects
void FadeOut(float afTime);
Fades the screen to black.
afTime - time in seconds until the screen is completly black
void FadeIn(float afTime);
Fades the screen back to normal.
afTime - time in seconds until the screen back to normal
void FadeImageTrailTo(float afAmount, float afSpeed);
Applies the image trail effect to the screen.
afAmount - intensity (default: 0)
afSpeed - time in seconds until full effect
void FadeSepiaColorTo(float afAmount, float afSpeed);
Makes the screen go dark red.
afAmount - intensity (default: 0)
afSpeed - time in seconds until full effect
void FadeRadialBlurTo(float afSize, float afSpeed);
Applies radial blur effects to the screen.
afSize - intensity (default: 0)
afSpeed - time in seconds until full effect
void SetRadialBlurStartDist(float afStartDist);
Determines at which distance the radial blur effects appear.
afStartDist - the distance at which the effect starts
void StartEffectFlash(float afFadeIn, float afWhite, float afFadeOut);
Fades the screen to white.
afFadeIn - time in seconds until screen is white
afWhite - determines to which percentage the screen fades to white (1.0 = completly white)
afFadeOut - time in seconds until screen is back to normal again
void StartEffectEmotionFlash(string& asTextCat, string& asTextEntry, string& asSound);
Fades the screen to white and shows a text message.
asTextCat - the category in the .lang file
asTextEntry - the text entry in the .lang file
asSound - the sound to play while fading
void AddEffectVoice(string& asVoiceFile, string& asEffectFile, string& asTextCat, string& asTextEntry,
bool abUsePosition, string& asPosEntity, float afMinDistance, float afMaxDistance);
This adds a voice and an effect to be played. It is okay to call this many times in order to play many voices in a row. The EffectVoiceOverCallback is not called until ALL voices have finished.
asVoiceFile - the voice to play
asEffectFile - the effect to play
asTextEntry - the text entry in the .lang file
asTextCat - the category in the .lang file
abUsePosition - ?
asPosEntity - the entity at which the effect appears
afMinDistance - minimum distance to see the effect
afMaxDistance - maximum distance to see the effect
void StopAllEffectVoices(float afFadeOutTime);
Stops all voices and calls the EffectVoiceOverCallback.
bool GetEffectVoiceActive();
Checks whether EffectVoices are still active.
void SetEffectVoiceOverCallback(string& asFunc);
Sets the function to be called when the EffectVoices are finished.
Callback snytax: void MyFunc()
bool GetFlashbackIsActive();
Checks whether a flashback is still in effect.
void StartPlayerSpawnPS(string& asSPSFile);
void StopPlayerSpawnPS();
Not sure what this does, but it has something to do with particle systems.
void PlayGuiSound(string& asSoundFile, float afVolume);
Plays a sound, not using 3D.
asSoundFile - the sound to play (extension is .snt)
afVolume - the volume of the sound
void StartScreenShake(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime);
Shakes the screen.
afAmount - intensity of the shake
afTime - duration of the shake
afFadeInTime - time in seconds until full intensity is reached
afFadeOutTime - time until screen is back to normal