DayZ 1.29
DayZ Explorer by KGB
 
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◆ UpdateLight()

void FlammableBase::UpdateLight ( )
inlineprotected

См. определение в файле Torch.c строка 559

560 {
561 if (!m_Light)
562 {
563 m_Light = TorchLight.Cast( ScriptedLightBase.CreateLight( TorchLight, Vector(0,0,0), 1 ) );
564 m_Light.AttachOnObject(this, m_ParticleLocalPos + Vector (0,0.2,0));
565 }
566
567 if (m_FireParticle)
568 {
569 Object direct_particle = m_FireParticle.GetDirectParticleEffect();
570
571 if (direct_particle && direct_particle != m_Light.GetAttachmentParent())
572 {
573 m_Light.AttachOnObject(direct_particle, Vector(0,0.2,0));
574 }
575 }
576
577 float update_interval = GetCompEM().GetUpdateInterval();
578
580 {
581 float brightness_coef = GetQuantity() / m_StartFadeOutOfLightAtQuantityEx;
582 float radius_coef = GetQuantity() / m_StartFadeOutOfLightAtQuantityEx;
583
584 if (radius_coef < m_StartFadeOutOfLightAtQuantityEx/10)
585 radius_coef = m_StartFadeOutOfLightAtQuantityEx/10;
586
587 if (brightness_coef < m_StartFadeOutOfLightAtQuantityEx/10)
588 brightness_coef = m_StartFadeOutOfLightAtQuantityEx/10;
589
590 m_Light.FadeBrightnessTo(m_Light.m_TorchBrightness * brightness_coef, update_interval);
591 m_Light.FadeRadiusTo(m_Light.m_TorchRadius * radius_coef, update_interval);
592 }
593 else
594 {
595 m_Light.FadeBrightnessTo(m_Light.m_TorchBrightness, update_interval);
596 m_Light.FadeRadiusTo(m_Light.m_TorchRadius, update_interval);
597 }
598 }
override float GetQuantity()
Определения ItemBase.c:8398
vector m_ParticleLocalPos
Определения Torch.c:29
TorchLight m_Light
Определения Torch.c:32
Particle m_FireParticle
Определения Torch.c:15
int m_StartFadeOutOfLightAtQuantityEx
Определения Torch.c:25
class LOD Object
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки GetQuantity(), m_FireParticle, m_Light, m_ParticleLocalPos, m_StartFadeOutOfLightAtQuantityEx и Vector().

Используется в OnWork().