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DynamicPointLightGeComponentDef

16.11

Class Documentation

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The definition of a DynamicPointLightGeComponent: a point light carried by a game entity, on a DynamicPointLightEntityTemplate. The light sits at the entity's position and moves with it.

The light goes into the same light lists as a MapDynamicPointLight. It is drawn only on a map that has a MapDynamicLighting component. That page describes which surfaces take the light, the falloff, the masks and the light types.

Properties

CastsShadows

Bool = false
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false makes a dynamic light without a shadow, true a dynamic light with a shadow map: light types 1 and 2 on MapDynamicLighting. The component cannot make a stationary light.

HdrScale

F32 = 5
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Extra multiplier on the colour, used only by PBR-style shaders.

Impact

U8 = 3
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Which kind of surface the light reaches. Bit 0x1 is environment, bit 0x2 is characters.

LightChannels

U8 = 1
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Bitmask of light channels. The light reaches an object only when the object's own light channels share a bit with it.

QualityLevels

U8 = 31
16.18
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Bitmask of the quality levels at which the light exists. Bit N set registers the light at quality level N, for levels 0 to 4. When the quality level changes, the client adds or removes the light to match.

lightColor

Vec4 = [1, 1, 1, 1]
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Colour of the light. The red, green and blue values are multiplied by intensityScale; alpha is not used.

radius

F32 = 500
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Reach of the light, in world units. Brightness falls off linearly and is zero at this distance.

Referenced by 1 class · 1 property