560 {
562 {
563 m_Light = TorchLight.Cast( ScriptedLightBase.CreateLight( TorchLight,
Vector(0,0,0), 1 ) );
565 }
566
568 {
570
571 if (direct_particle && direct_particle !=
m_Light.GetAttachmentParent())
572 {
574 }
575 }
576
577 float update_interval = GetCompEM().GetUpdateInterval();
578
580 {
583
586
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);
597 }
598 }
override float GetQuantity()
vector m_ParticleLocalPos
int m_StartFadeOutOfLightAtQuantityEx
proto native vector Vector(float x, float y, float z)
Vector constructor from components.