Nuclide
Software Development Kit for id Technology
light_dynamic Class Reference

About this class

Shared-Entity: Dynamic Light.

QUAKED light_dynamic (0 1 0) (-8 -8 -8) (8 8 8)

OVERVIEW

Dynamic light entity. Can be parented to things, it even has some inputs that may be interesting.

KEYS

  • "targetname" : Name
  • "target" : Name of an entity in the map that light will point at.
  • "_light" : Color of the spotlight in RGB255 format.
  • "brightness" : Intensity of the spotlight.
  • "_inner_cone" : Angles of the inner spotlight beam. 0 = omnidirectional.
  • "_cone" : Angles of the outer spotlight beam. 0 = omnidirectional.
  • "distance" : Distance that light is allowed to cast, in inches.
  • "spotlight_radius" : Radius of the resulting spotlight that's cast at a wall.
  • "style" : Select one of the hard-coded lightstyles.
  • "start_active" : Override for if the entity should start on or off.
  • "pattern" : Override the lightstyle pattern with a string.

INPUTS

  • "TurnOn" : Turns the light on.
  • "TurnOff" : Turns the light off.
  • "Toggle" : Toggles the light from an on/off state.
  • "Color" : Sets the light color in RGB255 format.
  • "brightness" : Sets the light brightness.
  • "distance" : Sets the distance of which the light will travel/radius.
  • "_inner_cone" : Sets the length of the inner light cone.
  • "_cone" : Sets the length of the light cone.
  • "spotlight_radius" : Sets the radius of the projected spotlight.
  • "style" : Sets the light appearance in integer form.
  • "SetPattern" : Sets the light pattern in string form! a = dark, z = bright

NOTES

The 'start_active' is a Nuclide specific one. There is no way in Source engine games to tell the entity to start inactive as far as I can tell.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Inheritance diagram for light_dynamic:
NSPointTrigger dynamic_light

Public Member Functions

void light_dynamic (void)
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void OnRemoveEntity (void)
 Handles what happens before the entity gets removed from the client game. More...
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual float predraw (void)
 
virtual void RendererRestarted (void)
 Client: Called when video resources need to be allocated or reloaded for the entity. More...
 
virtual void LightChanged (float)
 

Constructor & Destructor Documentation

◆ light_dynamic()

void light_dynamic::light_dynamic ( void  )

Member Function Documentation

◆ LightChanged()

void light_dynamic::LightChanged ( float  flFlags)
virtual

◆ OnRemoveEntity()

void light_dynamic::OnRemoveEntity ( void  )
virtual

Handles what happens before the entity gets removed from the client game.

Reimplemented from NSIO.

◆ predraw()

float light_dynamic::predraw ( void  )
virtual

Reimplemented from NSEntity.

◆ ReceiveEntity()

void light_dynamic::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from NSEntity.

◆ RendererRestarted()

void light_dynamic::RendererRestarted ( void  )
virtual

Client: Called when video resources need to be allocated or reloaded for the entity.

Reimplemented from NSEntity.

◆ SpawnKey()

void light_dynamic::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSPointTrigger.


The documentation for this class was generated from the following file: