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|  | {{wrongtitle|title=point_spotlight}} |  | {{CD|CPointSpotlight|file1=1}} | 
|  | == Entity description ==
 |  | [[File:PointSpotlight.jpg|thumb|right|192px|A point_spotlight.]] | 
|  | An entity to draw a spotlight primarily consisting of two glowsprites:A beamwhen theplayer views it side on, and a halowhen it's facing towards theplayer.Unless the 'No Dynamic Light' spawn flag is checked, it will also create a dynamic lightwherever the end of thespotlight rests.
 |  | {{this is a|point entity|name=point_spotlight}} Creates two glow sprite effects: a ''beam'' effect for viewers outside the light cone and a ''halo'' effect for viewers inside the cone. Also creates dynamic light at the end of the beam if desired flags are set which is achieved using {{ent|spotlight_end}}. | 
|  | {{note|Without the dynamic light this entity will just provide a sprite effect, and will not serve as an actual light source.}} |  | 
|  | 
 |  | 
 | 
|  | == Keyvalues ==
 |  | The {{ent|spotlight_end}} functionality can be disabled with the 'No Dynamic Light' spawnflag. In that state, the spotlight will not actually illuminate other objects on its own and can be used with an accompanying {{ent|light_spot}} or {{ent|env_projectedtexture}} instead. | 
|  | * {{kv targetname}}
 |  | 
|  | * {{kv parentname}}
 |  | 
|  | * {{kv renderfields}}
 |  | 
|  | * {{kv angles}}
 |  | 
|  | * {{kv hdrcolorscale}}
 |  | 
|  | 
 |  | 
 | 
|  | * '''spotlightlength'''
 |  | {{bug|hidetested=1|In {{portal2|4}} and {{bms|4}} the '''Alpha''' (''renderamt'') property is not functional at all, use '''HDRColorScale''' instead.}} | 
|  | : <integer>Length of the spotlight beam. |  | {{warning|This entity generates 3 [[edict]]s (for itself, the beam visual and beam target respectively: {{mono|point_spotlight}}, {{ent|beam}}, {{ent|spotlight_end}}! In {{tf2|4}} and {{gmod|4}}, the <code>point_spotlight</code> itself has been converted to a server-only entity (does not take up an edict), and in {{tf2|4}}, when no targetname and parentname is assigned, the <code>point_spotlight</code> and <code>spotlight_end</code> entity is also killed, thus consuming 1 edict in total for a static spotlight.}} | 
|  |  | {{bug|tested={{hl2}},{{bms}}|Killing this entity either by '''Kill''' input or by killing its parent while it's turned on will leave behind the <kbd>beam</kbd> and <kbd>spotlight_end</kbd> entities. Beam won't be visible but the spotlight_end will be. | 
|  |  | {{workaround|Fire '''LightOff''' input first, then with small delay '''Kill'''.}} | 
|  |  | }} | 
|  |  | {{note|{{ent|beam}} collides only with [[prop_static]] and world geometry, this means that beam of [[point_spotlight]] and dynamic light will ignore any dynamic objects (with the exception of [[func_physbox]]), [[NPC]]s, [[physics objects]], e.t.c.}} | 
|  | 
 |  | 
 | 
|  | * '''spotlightwidth'''
 |  | {{expand|title=Third-Party notices {{asd}}{{bms}}| | 
|  | : <integer> Width of the spotlight beam.
 |  | {{note|In {{asd|4}} this entity is not supported and on loading a map all point_spotlight entities will be converted to [[Light deferred]]!}} | 
|  |  | {{important|{{bms|4}} are using [[deferred lighting]] for [[spotlight_end|light source from this entity]].}} | 
|  |  | }} | 
|  | 
 |  | 
 | 
|  | * '''rendercolor'''
 |  | == Keyvalues == | 
|  | : {{color}}The color of the spotlightcone.
 |  | {{KV Targetname}} | 
|  |  | {{KV|Ignore Solid|intn=IgnoreSolid|bool|If set, this spotlight won't trace for solids, emitting at its full length and ignoring potential obstructions.|since={{src13mp}}|also={{gmod}}{{mapbase}}  ,  {{!fgd}} in {{bms}}}} | 
|  |  | {{KV|Spotlight Length|intn=SpotlightLength|integer|Length of the spotlight beam.}} | 
|  |  | {{KV|Spotlight Width|intn=SpotlightWidth|integer|Width of the spotlight beam.}} | 
|  |  | {{KV|Color (R G B)|intn=rendercolor|color255|Spotlight color.}} | 
|  |  | {{KV|HDR color scale.|intn=HDRColorScale|float|Float value to multiply sprite color by when running in HDR mode.}} | 
|  |  | {{KV|Halo size scale.|intn=HaloScale|float|Float value to determine the size of the halo.|since={{l4d2}}|also={{mapbase}}}} | 
|  |  | {{expand|title={{mapbase|4}} only properties| | 
|  |  | {{KV|Halo material|intn=HaloMaterial|string|Material to use for the halo.}} | 
|  |  | {{KV|Spotlight beam material|intn=SpotlightMaterial|string|Material to use for the spotlight's beam.}} | 
|  |  | }} | 
|  |  | {{expand|title=Performance properties| | 
|  |  | {{KV DXLevelChoice}} | 
|  |  | {{KV SystemLevelChoice}} | 
|  |  | }} | 
|  | 
 |  | 
 | 
|  | == Flags == |  | == Flags == | 
|  | * 1: Start On
 |  | {{Fl|1|Start On}} | 
|  | : Sets the point_spotlight to beturned on when it spawns.
 |  | {{Fl|2|No Dynamic Light}} | 
|  |  | {{bug|hidetested=1|In {{l4d2|4}} alpha of spawned {{ent|spotlight_end}} is set wrongly causing no light to be visible. {{fix|Use following script as point_spotlight's Entity script {{ExpandBox|<syntaxhighlight lang=js>function L4D2PointSpotlightFix() { | 
|  |  |     for(local ent; ent = Entities.FindByClassname(ent, "spotlight_end");) { | 
|  |  |         if(NetProps.GetPropEntity(ent, "m_hOwnerEntity") == self) { | 
|  |  |             local clrrender = NetProps.GetPropInt(self, "m_clrRender"); | 
|  |  |             NetProps.SetPropInt(ent, "m_clrRender", clrrender); | 
|  |  |             return; | 
|  |  |         } | 
|  |  |     } | 
|  |  | } | 
|  | 
 |  | 
 | 
|  | * 2 : No Dynamic Light
 |  | function OnPostSpawn() { | 
|  | : Prevents a dynamic light from being generated by the point_spotlight.Dynamic lights can be costly for performance,so this flag should be checked to improve framerate.
 |  |     if((NetProps.GetPropInt(self, "m_spawnflags") & 3) == 0) { | 
|  |  |         L4D2PointSpotlightFix(); | 
|  |  |     } | 
|  |  |     self.ConnectOutput("OnLightOn", "L4D2PointSpotlightFix") | 
|  |  | }</syntaxhighlight>}}}}}} | 
|  | 
 |  | 
 | 
|  | == Inputs == |  | == Inputs == | 
|  | *{{i targetname}}
 |  | {{I|LightOn|Turn the spotlight on.}} | 
|  | *{{i parentname}}
 |  | {{I|LightOff|Turn the spotlight off.}} | 
|  | *{{i renderfields}}
 |  | {{I|LightToggle|Toggles the spotlight on/off|only={{mapbase}}}} | 
|  |  | {{I|SetColor|Change the color of the spotlight. Light must be turned off then back on for dynamic light to update.|param=color255|since={{AS}}|also={{GMOD}}}} | 
|  |  | :{{note|Functionally identical to the {{mono|Color}} input. A delay of at least 0.01 is required before the spotlight is turned back on, or else it will remain off.}} | 
|  |  | {{I|ForceUpdate|Force an update of the spotlight position and orientation.|since={{AS}}|also={{GMOD}}}} | 
|  | 
 |  | 
 | 
|  | * '''LightOn'''
 |  | == Outputs == | 
|  |  | {{O|OnLightOn|ac-is-this=1|Fires when light turns on.}} | 
|  |  | {{O|OnLightOff|ac-is-this=1|Fires when light turns off.}} | 
|  | 
 |  | 
 | 
|  | * '''LightOff'''
 |  | == Code related == | 
|  |   |  | By default, point_spotlight uses the material ''sprites/glow_test02.vmt''. You can change this if you are shipping your own binaries by going into ''point_spotlight.cpp'' in the server project, navigating to line 351 and replacing the file path with your own material or a reference to a variable set via a KV similarly as {{mapbase|4}}'s <kbd>SpotlightMaterial</kbd> KV. | 
|  | == Outputs ==
 |  | 
|  | * {{o targetname}}
 |  | 
|  | 
 |  | 
 | 
|  | == See also == |  | == See also == | 
|  | * [[light_spot]] |  | * [[Lighting]] | 
|  | * [[npc_spotlight]]
 |  | 
|  | 
 |  | 
 | 
|  | [[Category:Entities]] |  | [[Category:Lighting]] |