80 lines
2.3 KiB
Ucode
80 lines
2.3 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PointLight extends Light
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native(Light)
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ClassGroup(Lights,PointLights)
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placeable;
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cpptext
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{
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#if WITH_EDITOR
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// AActor interface.
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virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
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/**
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* Function that gets called from within Map_Check to allow this actor to check itself
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* for any potential errors and register them with map check dialog.
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*/
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#if __TW_
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virtual void CheckForErrors();
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#endif
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#endif
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/**
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* This will determine which icon should be displayed for this light.
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**/
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virtual void DetermineAndSetEditorIcon();
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/**
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* Called after this actor has been pasted into a level. Attempts to catch cases where designers are pasting in really old
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* T3D data that was created when component instancing wasn't working correctly.
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*/
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virtual void PostEditImport();
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virtual void PostLoad();
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/**
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* Called from within SpawnActor, setting up the default value for the Lightmass light source radius.
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*/
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virtual void Spawned();
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}
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defaultproperties
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{
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Begin Object Name=Sprite
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Sprite=Texture2D'EditorResources.LightIcons.Light_Point_Stationary_Statics'
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End Object
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Begin Object Class=DrawLightRadiusComponent Name=DrawLightRadius0
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End Object
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Components.Add(DrawLightRadius0)
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Begin Object Class=DrawLightRadiusComponent Name=DrawLightSourceRadius0
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SphereColor=(R=231,G=239,B=0,A=255)
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End Object
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Components.Add(DrawLightSourceRadius0)
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Begin Object Class=PointLightComponent Name=PointLightComponent0
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LightAffectsClassification=LAC_STATIC_AFFECTING
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CastShadows=TRUE
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CastStaticShadows=TRUE
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CastDynamicShadows=FALSE
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bForceDynamicLight=FALSE
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UseDirectLightMap=TRUE
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`if(`__TW_LIGHTING_MODIFICATIONS_) // Custom lighting channel implementation
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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`else
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LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=FALSE,bInitialized=TRUE)
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`endif
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PreviewLightRadius=DrawLightRadius0
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PreviewLightSourceRadius=DrawLightSourceRadius0
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`if(`__TW_LIGHTING_MODIFICATIONS_) // Light Animation
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LightSprite=Sprite
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`endif
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End Object
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LightComponent=PointLightComponent0
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Components.Add(PointLightComponent0)
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}
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