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KF2-Dev-Scripts/Engine/Classes/PointLight.uc
2020-12-13 18:01:13 +03:00

80 lines
2.3 KiB
Ucode

/**
* 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)
}