entityDef light {
	"spawnclass"					"idLight"
	
	"noscriptobject"				"1"

	"editor_spawnclass"				"sdEntityClass_Light"
	"editor_color"					"0 1 0"
	"editor_mins"					"-8 -8 -8"
	"editor_maxs"					"8 8 8"
	"editor_preview_model"			"models/editor/light.lwo"
	"editor_usage"					"Light source.  If health is set, light becomes breakable and turns off when shot."
	"editor_material texture"		"light shader to use."
	"editor_color color"			"light color"
	"editor_var shaderParm3"		"shaderParm 3"
	"editor_var shaderParm4"		"shaderParm 4"
	"editor_var shaderParm5"		"shaderParm 5"
	"editor_var shaderParm6"		"shaderParm 6"
	"editor_var shaderParm7"		"shaderParm 7"
	"editor_var count"				"how many times light must be triggered to toggle."
	"editor_var break"				"break when triggered."
	"editor_model model"			"model to use."
	"editor_model broken"			"model to use when the light is broken (defaults to model name with '_broken' appended to name)"
	"editor_var hideModelOnBreak"	"hides the model when broken"
	"editor_var health"				"amount of damage to recieve before becoming broken.  0 is nonbreakable."
	"editor_var target"				"entities to trigger if shot."
	"editor_var levels"				"the number of times a light must be triggered until it turns off.  Each time it's triggered, it's dimmed to a lower level."
	"editor_var start_off"			"causes the light to be off when the level starts."
	"editor_var snd_broken"			"sound shader to use when broken"
	"editor_var mtr_broken"			"material to use when broken"
	"editor_var inside"				"only effects areas which are inside"
	
	"editor_callback texture"		"decl://material"

	"health"						"0"
	"levels"						"1"
	"start_off"						"0"
	"count"							"1"
	"break"							"0"
}

entityDef light_night {
	"inherit"					"light"
	
	"spawnclass"				"sdNightLight"
	
	"editor_color"				"0 .7 0"
	"editor_usage"				"Light source. If health is set, light becomes breakable and turns off when shot. Only emits light when the current atmosphere is a night one."
}

entityDef light_ambient {
	"spawnclass"				"sdAmbientLight"
	"editor_spawnclass"			"sdEntityClass_AmbientLight"

	"editor_color"						"0.93 0.27 0.5"
	"editor_mins"						"-8 -8 -8"
	"editor_maxs"						"8 8 8"
	"editor_preview_model"				"models/editor/light_ambient.lwo"
	"editor_usage"						"Ambient light source.  The light will affect all areas unless there are outside portals or ambient portals between them."
	"editor_var ambientCubemap"			"The cubemap to use for ambient lighting. (This is an 'ambientCubemap' decl not an image name!)"
	"editor_callback ambientCubemap"	"decl://ambientCubemap"
}

entityDef light_interior {
	"inherit"					"light"
	"maxvisdist"				"3072"
	"editor_color"				"0.5 0.85 0.1"
	
	"interior"					"1"
}

entityDef light_inside {
	"inherit"					"light"
	"maxvisdist"				"3072"
	"editor_color"				"0.5 0.85 0.1"
	
	"inside"					"1"
}

entityDef light_vis_dummy {
	"inherit"					"target_null"
	"editor_color"				"0.5 0.85 0.1"
	"noscriptobject"			"1"
}
