CarRearLightBase.c
class CarRearLightBase extends CarLightBase
{
// Brake light only. These are just some default values which are overwritten down the hierarchy.
float m_SegregatedBrakeBrightness = 2;
float m_SegregatedBrakeRadius = 6;
float m_SegregatedBrakeAngle = 180;
vector m_SegregatedBrakeColorRGB = Vector(1, 0.05, 0.05);
void CarRearLight()
{
// These are just some default values which can be overwrittend down in the hierarchy.
// Reverse light only
m_SegregatedBrightness = 2;
m_SegregatedRadius = 10;
m_SegregatedAngle = 180;
m_SegregatedColorRGB = Vector(1.0, 1.0, 1.0);
// Brake & Revese lights combined
m_AggregatedBrightness = 2.5;
m_AggregatedRadius = 12;
m_AggregatedAngle = 180;
m_AggregatedColorRGB = Vector(1.0, 0.5, 0.5);
FadeIn(0.1);
SetFadeOutTime(0.1);
SetVisibleDuringDaylight(false);
SetCastShadow(false);
SetFlareVisible(false);
EnableSpecular(false); // Specular is disabled because it causes ugly shining on cars
SegregateLight();
}
void SetAsSegregatedBrakeLight()
{
SetRadiusTo(m_SegregatedBrakeRadius);
SetSpotLightAngle(m_SegregatedBrakeAngle);
SetBrightnessTo(m_SegregatedBrakeBrightness);
SetAmbientColor(m_SegregatedBrakeColorRGB[0], m_SegregatedBrakeColorRGB[1], m_SegregatedBrakeColorRGB[2]);
SetDiffuseColor(m_SegregatedBrakeColorRGB[0], m_SegregatedBrakeColorRGB[1], m_SegregatedBrakeColorRGB[2]);
SetFadeOutTime(0.1);
SetFlareVisible(false);
}
void SetAsSegregatedReverseLight()
{
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]);
SetFadeOutTime(0.1);
SetFlareVisible(false);
}
}