On frame event. If you want to control your light within your own rules then override the event OnFrameLightSource and put your code there.
См. определение в файле ScriptedLightBase.c строка 388
389 {
390
392
394 {
396 }
397 else
398 {
399 return;
400 }
401
407
410
414
416 }
void SetRadius(float radius)
proto int GetTime()
returns mission time in milliseconds
void HandleBrightnessFadeing(float timeSlice)
void HandleBlinking(float time)
void TryShadowOptimization()
Optimizes shadows by disabling them on this light source while it's within the given radius around th...
void HandleRadiusFadeing(float timeSlice)
void HandleDancingShadows(float time, float timeSlice)
void CheckIfParentIsInCargo()
ref LightDimming m_LightDimming
void HandleFlickering(float time, float timeSlice)
void OnFrameLightSource(IEntity other, float timeSlice)
Override this for custom functionality.
void CheckFadeOut(int current_time)
bool CheckLifetime(int current_time)
proto native CGame GetGame()
Перекрестные ссылки CheckFadeOut(), CheckIfParentIsInCargo(), CheckLifetime(), GetGame(), CGame::GetTime(), HandleBlinking(), HandleBrightnessFadeing(), HandleDancingShadows(), HandleFlickering(), HandleRadiusFadeing(), m_LifetimeStart, m_LightDimming, m_Radius, OnFrameLightSource(), SetRadius() и TryShadowOptimization().