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C++ Классовая структура
CLight
CPointEntity
CBaseEntity
C++ lights.cpp
Light.png
light - это точечная энтити(en), доступно для всех игр на движке Source Source.

It creates an invisible static light source that shines in all directions.

AltNames.pngAltNames:light, light_spot, light_glspot, and (Во всех играх начиная с Left 4 Dead) light_directional are all tied to the same C++ class in game, and only differ in VRAD.

Keyvalues

Name(en) (targetname) <объект источник(en)>
Имя объекта, по которому другие объекты могут ссылаться на этот объект, через Входы/Выходы(en) или другие ключ-параметры(en) (например parentname или target).
Также отображаются на 2D-видах в Hammer и Отчёте об объектах (Entity Report)(en).
См. также:  Основные ключ-параметры, входы и выходы доступные для всех объектов
Icon-Important.pngВажно:Naming a static light radically changes its behavior. See Naming Lights for details.
Entity To Point At (target) <целевой объект(en)> Obsolete
Устарело.
Entity to point this light at. Non-functional, as this entity casts light in all directions, regardless of if it has a target; use light_spot instead.
Maximum Distance (_distance) <целое число(en)>
This is the distance that light is allowed to cast, in inches. Non-functional in Source 2013 Source 2013 and later, use 50 and 0 percent falloff instead.
Appearance (lightstyle) (style) <целое число(en) выбор>
Various lightstyle presets. Cannot be used on named lights.
Warning.pngПредупреждение:Using this parameter near displacements reduces performance!
Lightstyle presets (epilepsy warning)
Literal Value Description Sequence Preview
0 Normal m Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Отсутствует в FGD! Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
Custom Appearance (pattern) <строка(en)>
A string of english letters, like a sequence of piano keys, that define a pattern of brightness. a is 0%, m is 100%, and z is 200%. Updates at 10 Hz. Requires light to have a targetname.

Internal keyvalues used only by VRAD:

Brightness (_light) <цвет КЗС(en) + целое число(en)>
The RGB color of the light, and a multiplicative scalar for brightness (applied after gamma correction). Colors should be between 0 and 255; brightness can be anything (even absent). If only one value is provided, light will be greyscale.
Note.pngПримечание:Brightness values below zero are clamped; this can be fixed by modifying VRAD.
Cpp.pngИсправление кода:In 🖿utils/vrad/lightmap.cpp, look for the comment saying "// make sure light is legal", then remove the following if statement, including all its contents.
BrightnessHDR (_lightHDR) <цвет КЗС(en) + целое число(en)>
RGB color and brightness override used in HDR mode. Default is -1 -1 -1 1, which means no change.
Warning.pngПредупреждение:The fourth digit must be positive. Otherwise all light will be sucked out of your map!
BrightnessScaleHDR (_lightHDRscale) <число с плавающей запятой(en)>
A simple intensity multiplier used when compiling HDR lighting.
Note.pngПримечание:Unlike _light and _lightHDR, negative values are supported. Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast. Use sparingly; set falloff to linear instead of quadratic to make it more like an ordinary shadow and less like a black hole. Since this only applies to HDR mode, it should be reserved for games that don't officially support disabling HDR.
Constant (_constant_attn) <число с плавающей запятой(en)>
Linear (_linear_attn) <число с плавающей запятой(en)>
Quadratic (_quadratic_attn) <число с плавающей запятой(en)>
These three values determine how the intensity of the emitted light falls off over distance. See Constant-Linear-Quadratic Falloff.
50 percent falloff distance (_fifty_percent_distance) <число с плавающей запятой(en)>
0 percent falloff distance (_zero_percent_distance) <число с плавающей запятой(en)>
Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
Icon-Bug.pngБаг:Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.
Hard falloff (_hardfalloff) <булева переменная(en)>
Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
Cast entity shadows (_castentityshadow) <булева переменная(en)> (Во всех играх начиная с Left 4 Dead) (также в Garry's Mod)
Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
Note.pngПримечание:This keyvalue may not be available in some FGDs.
Shadow cast offset (_shadoworiginoffset) <вектор данных(en)> (Во всех играх начиная с Left 4 Dead)
A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default 0 0 0.
Note.pngПримечание:This keyvalue may not be available in some FGDs.
Подтвердить:How many of the BaseEntity keyvalues even work on static lights? Does parenting work?

Flags

Initially dark : [1]
Spawns with the light turned off, so a light switch or similar can turn it on.

Inputs

TurnOn
Turn the light on.
TurnOff
The the light off.
Toggle
Toggle the light's current state.
SetPattern <строка(en)>
Set a custom pattern of light brightness for this light. If the Light is off, then this input appears to turn it on.
FadeToPattern <строка(en)>
Fades from first value in old pattern, to first value in the new given pattern. If the Light is off, then this input appears to turn it on.


See also