mirror of
https://github.com/openmoh/openmohaa.git
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152 lines
3.2 KiB
C++
152 lines
3.2 KiB
C++
/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// light.cpp: Classes for creating and controlling lights.
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//
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#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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#include "light.h"
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#include "scriptmaster.h"
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/*****************************************************************************/
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/*QUAKED light (0.75 0.5 0) (-8 -8 -8) (8 8 8) LINEAR NO_ENTITIES ENTITY_TRACE
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Non-displayed light. If it targets another entity it will become a spot light
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if "LINEAR" is set, it will be a linear light
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if "NO_ENTITIES" is set, this light will only effect the world, not entities
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if "ENTITY_TRACE" is set, a trace is done betwee the light and the entity.\
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The light is only added if the trace is clear
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"no_entity_light" - this light will not effect entities, just the world
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"light" - the intensity of the light, default 300
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"color" - the color of the light
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"falloff" - if linear, specify the linear falloff (defaults to 1)
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"radius" - make this a spot light of the given radius
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"angles" - make this a spot light centered on angles
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"spot_angle" - if this is a spot light, what angle to use (default 45)
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"entity_trace" - trace between the entity and the light
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******************************************************************************/
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Event EV_Light_SetLight
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(
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"light",
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EV_DEFAULT,
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NULL,
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NULL,
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"Set the intensity of the light",
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EV_NORMAL
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);
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Event EV_Light_SetColor
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(
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"color",
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EV_DEFAULT,
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NULL,
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NULL,
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"",
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EV_NORMAL
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);
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Event EV_Light_SetFalloff
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(
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"falloff",
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EV_CODEONLY,
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NULL,
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NULL,
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"",
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EV_NORMAL
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);
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Event EV_Light_SetRadius
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(
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"falloff",
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EV_CODEONLY,
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NULL,
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NULL,
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"",
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EV_NORMAL
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);
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Event EV_Light_SpotDir
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(
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"spot_dir",
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EV_CODEONLY,
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NULL,
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NULL,
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"",
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EV_NORMAL
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);
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Event EV_Light_SpotRadiusByDistance
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(
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"spot_radiusbydistance",
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EV_CODEONLY,
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NULL,
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NULL,
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"",
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EV_NORMAL
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);
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Event EV_Light_NoEntityLight
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(
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"no_entity_light",
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EV_CODEONLY,
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NULL,
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NULL,
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"",
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EV_NORMAL
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);
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Event EV_Light_EntityTrace
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(
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"entity_trace",
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EV_CODEONLY,
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NULL,
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NULL,
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"",
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EV_NORMAL
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);
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Event EV_Light_SpotAngle
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(
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"spot_angle",
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EV_CODEONLY,
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NULL,
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NULL,
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"",
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EV_NORMAL
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);
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CLASS_DECLARATION( Entity, Light, "light" )
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{
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{ &EV_Light_SetLight, NULL },
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{ NULL, NULL }
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};
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Light::Light()
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{
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PostEvent( EV_Remove, 0 );
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}
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