DayZ 1.27
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CarLightBase.c
См. документацию.
2{
3 // What follows are just default light parameters which are overwriten down in the hierarchy in constructors.
4 // 'Segregated' means value for a light source that consists of 1 bulb (ex.: when 1 of 2 headlights are destroyed)
5 // 'Aggregated' means value for 1 light source that consists of 2 bulbs (ex.: when both headlights are shining, or brake & reverse lights are shining at once)
6 // Aggregating lights saves a lot of performance
7
12
14 float m_AggregatedRadius = 100;
15 float m_AggregatedAngle = 100;
17
19 {
20 SetVisibleDuringDaylight(true);
21 SetCastShadow(true);
22 SetFlareVisible(true);
23 FadeIn(0.3);
24 SetFadeOutTime(0.25);
25
26 }
27
29 {
30 SetRadiusTo(m_AggregatedRadius);
31 SetSpotLightAngle(m_AggregatedAngle);
32 SetBrightnessTo(m_AggregatedBrightness);
35 SetFlareVisible(false);
36 }
37
39 {
40 SetRadiusTo(m_SegregatedRadius);
41 SetSpotLightAngle(m_SegregatedAngle);
42 SetBrightnessTo(m_SegregatedBrightness);
45 SetFlareVisible(true);
46 }
47}
vector m_AggregatedColorRGB
Определения CarLightBase.c:16
float m_SegregatedAngle
Определения CarLightBase.c:10
float m_AggregatedRadius
Определения CarLightBase.c:14
void CarLightBase()
Определения CarLightBase.c:18
float m_AggregatedAngle
Определения CarLightBase.c:15
vector m_SegregatedColorRGB
Определения CarLightBase.c:11
float m_SegregatedBrightness
Определения CarLightBase.c:8
float m_AggregatedBrightness
Определения CarLightBase.c:13
void AggregateLight()
Определения CarLightBase.c:28
float m_SegregatedRadius
Определения CarLightBase.c:9
void SegregateLight()
Определения CarLightBase.c:38
Определения CarLightBase.c:2
Определения EnConvert.c:106
proto native vector Vector(float x, float y, float z)
Vector constructor from components.