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Add entity shadow and shadow origin offset to lights
Also split into more bases to reduce duplication See StrataSource#181.
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,28 @@ | ||
@BaseClass = LightPattern | ||
[ | ||
style[engine](integer) : "Appearance" : 0 | ||
style(choices) : "Appearance" : 0 = | ||
[ | ||
0 : "Normal" | ||
10: "Fluorescent flicker" | ||
2 : "Slow, strong pulse" | ||
11: "Slow pulse, noblack" | ||
5 : "Gentle pulse" | ||
1 : "Flicker A" | ||
6 : "Flicker B" | ||
3 : "Candle A" | ||
7 : "Candle B" | ||
8 : "Candle C" | ||
4 : "Fast strobe" | ||
9 : "Slow strobe" | ||
12 : "Underwater light mutation" | ||
] | ||
pattern(string) : "Custom Appearance" : "" : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." | ||
|
||
// Inputs | ||
input TurnOn(void) : "Turn the light on." | ||
input TurnOff(void) : "The the light off." | ||
input Toggle(void) : "Toggle the light's current state." | ||
input SetPattern(string) : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." | ||
input FadeToPattern(string) : "Fades from first value in old pattern, to first value in the new given pattern. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." | ||
] |
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@BaseClass = LightShadows | ||
[ | ||
// GMod backports this feature. | ||
_castentityshadow[engine](boolean) | ||
_castentityshadow[since_L4D, GMod](Choices) : "Cast entity shadows" : 0 : "Objects illuminated by this light can be set to cast a fake directional shadow away from this light." = | ||
[ | ||
0 : "Don't affect entity shadow angles" | ||
1 : "Affect entity shadow angles" | ||
] | ||
|
||
_shadoworiginoffset[since_L4D, GMod](vec_dir) : "Shadow Cast Offset" : "0 0 0" : "A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default 0 0 0." | ||
] |
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