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//============================================================================= // The light class. //============================================================================= class Light extends Actor placeable native; #exec Texture Import File=Textures\S_Light.pcx Name=S_Light Mips=Off MASKED=1 //NEW var byte InitialBrightness; var float InitialScaleGlow; simulated event PreBeginPlay() { InitialBrightness = LightBrightness; InitialScaleGlow = ScaleGlow; Super.PreBeginPlay(); } // Fix ARL: // + Add DestroyableLightsTag, // + Code so you can turn the light off itself, // + Flag so you can make some lights non-shootable. //OLD defaultproperties { LightType=LT_Steady LightBrightness=64 LightSaturation=255 LightRadius=64 LightPeriod=32 LightCone=128 VolumeBrightness=64 bStatic=true bHidden=true bNoDelete=true Texture=Texture'Engine.S_Light' bMovable=false CollisionRadius=24.000000 CollisionHeight=24.000000 bEdCanOverlap=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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