//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CPointSpotlight::SpotlightCreate(void) { if ( m_hSpotlightTarget.Get() != NULL ) return; AngleVectors( GetAbsAngles(), &m_vSpotlightDir ); trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" ); m_hSpotlightTarget->Spawn(); m_hSpotlightTarget->SetAbsOrigin( tr.endpos ); m_hSpotlightTarget->SetOwnerEntity( this ); m_hSpotlightTarget->m_clrRender = m_clrRender; m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength; if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) ) { m_hSpotlightTarget->m_flLightScale = 0.0; } //m_hSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth ); m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth ); // Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore) m_hSpotlight->SetHDRColorScale( m_flHDRColorScale ); m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY ); m_hSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b ); m_hSpotlight->SetHaloTexture(m_nHaloSprite); m_hSpotlight->SetHaloScale(60); m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth); m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) ); m_hSpotlight->SetBrightness( 64 ); m_hSpotlight->SetNoise( 0 ); m_hSpotlight->SetMinDXLevel( m_nMinDXLevel ); if ( m_bEfficientSpotlight ) { m_hSpotlight->PointsInit( GetAbsOrigin(), m_hSpotlightTarget->GetAbsOrigin() ); } else { m_hSpotlight->EntsInit( this, m_hSpotlightTarget ); } }