ef2gamesource/dlls/game/light.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/light.cpp $
// $Revision:: 9 $
// $Author:: Steven $
// $Date:: 10/08/02 7:35a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Classes for creating and controlling lights.
//
#include "_pch_cpp.h"
#include "entity.h"
#include "trigger.h"
#include "light.h"
#include "scriptmaster.h"
/*****************************************************************************/
/*QUAKED light (0.75 0.5 0) (-8 -8 -8) (8 8 8) LINEAR NO_ENTITIES ENTITY_TRACE SUN DYNAMIC LENSFLARE NO_WORLD
Non-displayed light. If it targets another entity it will become a spot light
if "LINEAR" is set, it will be a linear light
if "NO_ENTITIES" is set, this light will only affect the world, not entities
if "ENTITY_TRACE" is set, a trace is done betwee the light and the entity.
if "SUN" is set, the light basically acts like a sun (infinite distance away, no falloff, etc.)
if "DYNAMIC" is set, the light can be dynamicly changed on & off
if "LENSFLARE" is set, the light will always have a lensflare attached to it
if "NO_WORLD" is set, the light will not affect the world
The light is only added if the trace is clear
"no_entity_light" - this light will not effect entities, just the world
"light" - the intensity of the light, default 300
"color" - the color of the light
"falloff" - if linear, specify the linear falloff (defaults to 1)
"radius" - make this a spot light of the given radius
"angles" - make this a spot light centered on angles
"spot_angle" - if this is a spot light, what angle to use (default 45)
"entity_trace" - trace between the entity and the light
Dynamic light stuff
"minlight" - the intensity of the light, default 0
"group_name" - specifies the dynamic light group name for this light
******************************************************************************/
Event EV_Light_SetLight
(
"light",
EV_DEFAULT,
NULL,
NULL,
"Set the intensity of the light"
);
Event EV_Light_SetColor
(
"color",
EV_DEFAULT,
NULL,
NULL,
""
);
Event EV_Light_SetFalloff
(
"falloff",
EV_CODEONLY,
NULL,
NULL,
""
);
Event EV_Light_SetRadius
(
"falloff",
EV_CODEONLY,
NULL,
NULL,
""
);
Event EV_Light_SpotDir
(
"spot_dir",
EV_CODEONLY,
NULL,
NULL,
""
);
Event EV_Light_SpotRadiusByDistance
(
"spot_radiusbydistance",
EV_CODEONLY,
NULL,
NULL,
""
);
Event EV_Light_NoEntityLight
(
"no_entity_light",
EV_CODEONLY,
NULL,
NULL,
""
);
Event EV_Light_EntityTrace
(
"entity_trace",
EV_CODEONLY,
NULL,
NULL,
""
);
Event EV_Light_SpotAngle
(
"spot_angle",
EV_CODEONLY,
NULL,
NULL,
""
);
CLASS_DECLARATION( Entity, Light, "light" )
{
{ &EV_Light_SetLight, NULL },
{ NULL, NULL }
};
Light::Light()
{
PostEvent( EV_Remove, 0.0f );
}