0xe281ed56
F32 = 0
Removed in 15.21
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The colour and masks of a map spotlight. See MapDynamicSpotlight for how the light is drawn.
F32 = 0 No documentation available yet. Click "Add documentation" to contribute!
Vec4 = [1, 1, 1, 1] Colour of the light. The red, green and blue values are multiplied by intensity;
alpha is not used. The result is multiplied again by the projected texture.
U8 = 3 Which kind of surface the light reaches. Bit 0x1 is environment, bit 0x2 is
characters.
U8 = 1 No documentation available yet. Click "Add documentation" to contribute!
F32 = 1 Multiplier on Color. On non-PBR surfaces the lit result is clamped, so a large value
turns the lit area white instead of tinting it.