DayZ 1.24
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HeadtorchLight.c
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1class HeadtorchLight extends SpotLightBase
2{
3 private static float m_DefaultBrightness = 3;
4 private static float m_DefaultRadius = 20;
5
7 {
8 SetVisibleDuringDaylight(true);
9 SetRadiusTo(m_DefaultRadius);
10 SetSpotLightAngle(95);
11 SetCastShadow(true);
12 FadeIn(0.06);
13 SetBrightnessTo(m_DefaultBrightness);
14 SetAmbientColor(0.92, 0.85, 0.58);
15 SetDiffuseColor(0.92, 0.85, 0.58);
16 SetFadeOutTime(0.1);
17 //SetDisableShadowsWithinRadius(0.25); // Idea for optimization: Uncomment this to disable shadows from Headtorch while it's on player's head during 1P view.
18 }
19
21 {
22 SetAmbientColor(0.92, 0.85, 0.86);
23 SetDiffuseColor(0.92, 0.85, 0.86);
24 }
25
27 {
28 SetAmbientColor(1.0, 0.2, 0.2);
29 SetDiffuseColor(1.0, 0.2, 0.2);
30 }
31
32 void SetIntensity(float coef, float time)
33 {
34 FadeBrightnessTo(m_DefaultBrightness * coef, time);
35 FadeRadiusTo(m_DefaultRadius * coef, time);
36 }
37
39 {
40 if (!owner.IsFlagSet(EntityFlags.VISIBLE) && IsEnabled())
41 SetEnabled(false);
42 else if (owner.IsFlagSet(EntityFlags.VISIBLE) && !IsEnabled())
43 SetEnabled(true);
44 }
45}
float m_DefaultRadius
enum eAreaDecayStage m_DefaultBrightness
void SetEnabled()
prevents insider adding in the wrong position, HOTFIX
void SetIntensity(float coef, float time)
void PerformVisibilityCheck(EntityAI owner)
void HeadtorchLight()
void SetColorToWhite()
EntityFlags
Entity flags.
Definition EnEntity.c:114