Aspect
F32 = 1 Width of the frustum divided by its height.
The definition of a DynamicSpotlightGeComponent: a spotlight carried by a game entity, on a DynamicSpotlightEntityTemplate. The light starts at the entity's position and moves with it.
The light goes into the same light lists as a MapDynamicSpotlight. That page describes the projected texture and the texture atlas. MapDynamicLighting describes the surfaces, the masks and the light types. The light is drawn only on a map that has that component.
F32 = 1 Width of the frustum divided by its height.
Bool = false false makes a dynamic light without a shadow, true a dynamic light with a shadow
map: light types 1 and 2 on MapDynamicLighting.
Vec4 = [1, 1, 1, 1] Colour of the light. The red, green and blue values are multiplied by intensity.
F32 = 5 Extra multiplier on the colour, used only by PBR-style shaders.
U8 = 3 Which kind of surface the light reaches. Bit 0x1 is environment, bit 0x2 is
characters.
U8 = 1 Bitmask of light channels. The light reaches an object only when the object's own light channels share a bit with it.
F32 = 10 Distance from the light to the near plane of its frustum, in world units.
File = "0x0" String File The texture that the light projects. The component loads it when the entity spawns. A spotlight whose projected texture does not resolve is not drawn.
A StaticMaterialDef that draws the projected texture into the light's atlas tile, in place of a plain copy.
U8 = 31 Bitmask of quality levels, as on DynamicPointLightGeComponentDef. That the spotlight applies it the same way was not traced.
Updaters that change the light after it is set up, a MapLightUpdaterType. See IMapLightUpdater. When it is null, no updater runs.
F32 = 500 Distance from the light to the far plane of its frustum, in world units. It is also the range of the light.
F32 = 60 Opening angle of the frustum, in degrees.
F32 = 1 Multiplier on Color.