Land_Buoy.c
class Land_Buoy extends House
{
protected BuoyLight m_Light;
override void DeferredInit()
{
super.DeferredInit();
if (!g_Game.IsDedicatedServer())
{
m_Light = BuoyLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(BuoyLight, this, "light_01"));
m_Light.SetSelectionID(GetHiddenSelectionIndex("Glass"));
m_Light.UpdateLightSourceMaterial(BuoyLight.LIGHT_MAT_ON);
}
}
void ~Land_Buoy()
{
if (m_Light)
m_Light.Destroy();
}
}
class Land_MooringBuoy extends House
{
protected MooringBuoyLight m_Light;
override void DeferredInit()
{
super.DeferredInit();
if (!g_Game.IsDedicatedServer())
{
m_Light = MooringBuoyLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(MooringBuoyLight, this, "light_01"));
m_Light.SetSelectionID(GetHiddenSelectionIndex("Glass"));
m_Light.UpdateLightSourceMaterial(MooringBuoyLight.LIGHT_MAT_ON);
}
}
void ~Land_MooringBuoy()
{
if (m_Light)
m_Light.Destroy();
}
}