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SERVER/PC: Add New Light_Custom() function for dynamic lights.
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2 changed files with 23 additions and 22 deletions
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@ -96,3 +96,25 @@ void() light_torch_large_yellow = // Light with larger flame & fire sound
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{ Precache_Set("progs/flame2.mdl"); self.frame = 1; makestatic(self); }
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{ Precache_Set("progs/flame2.mdl"); self.frame = 1; makestatic(self); }
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void() light_flame_small_white = // Light with small flame & fire sound
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void() light_flame_small_white = // Light with small flame & fire sound
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{ Precache_Set("progs/flame2.mdl"); makestatic(self); }
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{ Precache_Set("progs/flame2.mdl"); makestatic(self); }
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//
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// --------------------
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// Spawnable Dynamic Lights
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// --------------------
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//
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#ifdef PC
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void(entity what, float fullbright, float light_level,
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float red, float green, float blue) Light_Custom =
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{
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if (fullbright)
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what.effects = what.effects | EF_FULLBRIGHT;
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{
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what.pflags = PFLAGS_FULLDYNAMIC;
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what.light_lev = light_level;
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what.color_x = red;
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what.color_y = green;
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what.color_z = blue;
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}
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}
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#endif
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@ -155,27 +155,6 @@ void(entity e) Light_None =
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#endif
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#endif
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}
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}
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//
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// Light_Custom(e, r, g, b)
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// For custom Perk Light Effects, generally not recommended
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// unless you're testing a cool selection of colors and do not
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// want to constantly recompile the client, or the client is
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// inaccessible. Only functional on PC/FTE atm (TODO?)
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//
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void(entity e, float r, float g, float b) Light_Custom =
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{
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e.effects = e.effects | EF_FULLBRIGHT;
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#ifdef PC
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{
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e.pflags = PFLAGS_FULLDYNAMIC;
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e.light_lev = 100;
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e.color_x = r/255;
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e.color_y = g/255;
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e.color_z = b/255;
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}
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#endif
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}
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//
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//
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// --------------------
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// --------------------
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// Core Perk System
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// Core Perk System
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