void CC4Projectile::CreateLight() { if(m_pAmmoParams->pC4ExplosiveParams) { m_pLightSource = gEnv->p3DEngine->CreateLightSource(); if(m_pLightSource) { UpdateLight(0.f, false); SetLightParams(); gEnv->p3DEngine->RegisterEntity(m_pLightSource); } } }
DynamicSkyLight::DynamicSkyLight() : luaControl(false) , updateNeeded(true) { const CMapInfo::light_t& light = mapInfo->light; lightIntensity = 1.0f; groundShadowDensity = light.groundShadowDensity; unitShadowDensity = light.unitShadowDensity; orbitMinSunHeight = configHandler->GetFloat("DynamicSunMinElevation"); //FIXME mapinfo option??? orbitMinSunHeight = Clamp(orbitMinSunHeight, -1.0f, 1.0f); // light.sunDir has already been normalized (in 3D) in MapInfo SetLightParams(light.sunDir, light.sunStartAngle, light.sunOrbitTime); }