class CarLightBase extends SpotLightBase
{
// What follows are just default light parameters which are overwriten down in the hierarchy in constructors.
// 'Segregated' means value for a light source that consists of 1 bulb (ex.: when 1 of 2 headlights are destroyed)
// 'Aggregated' means value for 1 light source that consists of 2 bulbs (ex.: when both headlights are shining, or brake & reverse lights are shining at once)
// Aggregating lights saves a lot of performance
float m_SegregatedBrightness = 20;
float m_SegregatedRadius = 66;
float m_SegregatedAngle = 90;
vector m_SegregatedColorRGB = Vector(1.0, 0.8, 0.6);
float m_AggregatedBrightness = 30;
float m_AggregatedRadius = 100;
float m_AggregatedAngle = 100;
vector m_AggregatedColorRGB = Vector(1.0, 0.8, 0.6);
void CarLightBase()
{
SetVisibleDuringDaylight(true);
SetCastShadow(true);
SetFlareVisible(true);
FadeIn(0.3);
SetFadeOutTime(0.25);
}
void AggregateLight()
{
SetRadiusTo(m_AggregatedRadius);
SetSpotLightAngle(m_AggregatedAngle);
SetBrightnessTo(m_AggregatedBrightness);
SetAmbientColor(m_AggregatedColorRGB[0], m_AggregatedColorRGB[1], m_AggregatedColorRGB[2]);
SetDiffuseColor(m_AggregatedColorRGB[0], m_AggregatedColorRGB[1], m_AggregatedColorRGB[2]);
SetFlareVisible(false);
}
void SegregateLight()
{
SetRadiusTo(m_SegregatedRadius);
SetSpotLightAngle(m_SegregatedAngle);
SetBrightnessTo(m_SegregatedBrightness);
SetAmbientColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
SetDiffuseColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
SetFlareVisible(true);
}
}
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