C_EnvProjectedTexture *C_EnvProjectedTexture::Create( )
{
	C_EnvProjectedTexture *pEnt = new C_EnvProjectedTexture();

	pEnt->m_flNearZ = 4.0f;
	pEnt->m_flFarZ = 2000.0f;
//	strcpy( pEnt->m_SpotlightTextureName, "particle/rj" );
	pEnt->m_bLightWorld = true;
	pEnt->m_bLightOnlyTarget = false;
	pEnt->m_bSimpleProjection = false;
	pEnt->m_nShadowQuality = 1;
	pEnt->m_flLightFOV = 10.0f;
	pEnt->m_LightColor.r = 255;
	pEnt->m_LightColor.g = 255;
	pEnt->m_LightColor.b = 255;
	pEnt->m_LightColor.a = 255;
	pEnt->m_bEnableShadows = false;
	pEnt->m_flColorTransitionTime = 1.0f;
	pEnt->m_bCameraSpace = false;
	pEnt->SetAbsAngles( QAngle( 90, 0, 0 ) );
	pEnt->m_bAlwaysUpdate = true;
	pEnt->m_bState = true;
	pEnt->m_flProjectionSize = 500.0f;
	pEnt->m_flRotation = 0.0f;

	return pEnt;
}
C_EnvProjectedTexture *C_EnvProjectedTexture::Create()
{
	C_EnvProjectedTexture *pEnt = new C_EnvProjectedTexture();

	pEnt->m_flNearZ = 4.0f;
	pEnt->m_flFarZ = 2000.0f;
	pEnt->m_flAtten = 5.0f;
	pEnt->m_flQuadratic = 0.0f;
	pEnt->m_bLightWorld = true;
	pEnt->m_bLightOnlyTarget = false;
	pEnt->m_nShadowQuality = 1;
	pEnt->m_flLightFOV = 10.0f;
	pEnt->m_flLightHorFOV = 10.0f;
	pEnt->m_LightColor.r = 255;
	pEnt->m_LightColor.g = 255;
	pEnt->m_LightColor.b = 255;
	pEnt->m_LightColor.a = 255;
	pEnt->m_fBrightness = 1.0f;
	pEnt->m_bEnableShadows = false;
	pEnt->m_flColorTransitionTime = 1.0f;
	pEnt->m_bCameraSpace = false;
	pEnt->m_bAtten = false;
	pEnt->SetAbsAngles(QAngle(90, 0, 0));
	pEnt->m_bAlwaysUpdate = true;
	pEnt->m_bState = true;

	return pEnt;
}