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