553 {
555 {
556 m_Light = TorchLight.Cast( ScriptedLightBase.CreateLight( TorchLight,
Vector(0,0,0), 1 ) );
558 }
559
561 {
563
564 if (direct_particle && direct_particle !=
m_Light.GetAttachmentParent())
565 {
567 }
568 }
569
570 float update_interval = GetCompEM().GetUpdateInterval();
571
573 {
576
579
582
583 m_Light.FadeBrightnessTo(
m_Light.m_TorchBrightness * brightness_coef, update_interval);
584 m_Light.FadeRadiusTo(
m_Light.m_TorchRadius * radius_coef, update_interval);
585 }
586 else
587 {
588 m_Light.FadeBrightnessTo(
m_Light.m_TorchBrightness, update_interval);
590 }
591 }
override float GetQuantity()
vector m_ParticleLocalPos
int m_StartFadeOutOfLightAtQuantityEx
proto native vector Vector(float x, float y, float z)
Vector constructor from components.