class C_OP_ControlpointLight : public CParticleFunctionOperator
{
public:
// MPropertyFriendlyName = initial color bias
float32 m_flScale;
private:
uint8 pad_01DC[1156];
public:
// MPropertyFriendlyName = light 1 control point
int32 m_nControlPoint1;
// MPropertyFriendlyName = light 2 control point
int32 m_nControlPoint2;
// MPropertyFriendlyName = light 3 control point
int32 m_nControlPoint3;
// MPropertyFriendlyName = light 4 control point
int32 m_nControlPoint4;
// MPropertyFriendlyName = light 1 control point offset
Vector m_vecCPOffset1;
// MPropertyFriendlyName = light 2 control point offset
Vector m_vecCPOffset2;
// MPropertyFriendlyName = light 3 control point offset
Vector m_vecCPOffset3;
// MPropertyFriendlyName = light 4 control point offset
Vector m_vecCPOffset4;
// MPropertyFriendlyName = light 1 50% distance
float32 m_LightFiftyDist1;
// MPropertyFriendlyName = light 1 0% distance
float32 m_LightZeroDist1;
// MPropertyFriendlyName = light 2 50% distance
float32 m_LightFiftyDist2;
// MPropertyFriendlyName = light 2 0% distance
float32 m_LightZeroDist2;
// MPropertyFriendlyName = light 3 50% distance
float32 m_LightFiftyDist3;
// MPropertyFriendlyName = light 3 0% distance
float32 m_LightZeroDist3;
// MPropertyFriendlyName = light 4 50% distance
float32 m_LightFiftyDist4;
// MPropertyFriendlyName = light 4 0% distance
float32 m_LightZeroDist4;
// MPropertyFriendlyName = light 1 color
Color m_LightColor1;
// MPropertyFriendlyName = light 2 color
Color m_LightColor2;
// MPropertyFriendlyName = light 3 color
Color m_LightColor3;
// MPropertyFriendlyName = light 4 color
Color m_LightColor4;
// MPropertyFriendlyName = light 1 type 0=point 1=spot
bool m_bLightType1;
// MPropertyFriendlyName = light 2 type 0=point 1=spot
bool m_bLightType2;
// MPropertyFriendlyName = light 3 type 0=point 1=spot
bool m_bLightType3;
// MPropertyFriendlyName = light 4 type 0=point 1=spot
bool m_bLightType4;
// MPropertyFriendlyName = light 1 dynamic light
bool m_bLightDynamic1;
// MPropertyFriendlyName = light 2 dynamic light
bool m_bLightDynamic2;
// MPropertyFriendlyName = light 3 dynamic light
bool m_bLightDynamic3;
// MPropertyFriendlyName = light 4 dynamic light
bool m_bLightDynamic4;
// MPropertyFriendlyName = compute normals from control points
bool m_bUseNormal;
// MPropertyFriendlyName = half-lambert normals
bool m_bUseHLambert;
private:
uint8 pad_06DA[4];
public:
// MPropertyFriendlyName = clamp minimum light value to initial color
bool m_bClampLowerRange;
// MPropertyFriendlyName = clamp maximum light value to initial color
bool m_bClampUpperRange;
};
KV3 Class Defaults
{
_class = "C_OP_ControlpointLight"
m_flOpStrength =
{
m_nType = "PF_TYPE_LITERAL"
m_nMapType = "PF_MAP_TYPE_DIRECT"
m_flLiteralValue = 1.0
m_NamedValue = ""
m_nControlPoint = 0
m_nScalarAttribute = 3
m_nVectorAttribute = 6
m_nVectorComponent = 0
m_bReverseOrder = false
m_flRandomMin = 0.0
m_flRandomMax = 1.0
m_bHasRandomSignFlip = false
m_nRandomSeed = -1
m_nRandomMode = "PF_RANDOM_MODE_CONSTANT"
m_strSnapshotSubset = ""
m_flLOD0 = 0.0
m_flLOD1 = 0.0
m_flLOD2 = 0.0
m_flLOD3 = 0.0
m_nNoiseInputVectorAttribute = 0
m_flNoiseOutputMin = 0.0
m_flNoiseOutputMax = 1.0
m_flNoiseScale = 0.1
m_vecNoiseOffsetRate = [ 0.0, 0.0, 0.0 ]
m_flNoiseOffset = 0.0
m_nNoiseOctaves = 1
m_nNoiseTurbulence = "PF_NOISE_TURB_NONE"
m_nNoiseType = "PF_NOISE_TYPE_PERLIN"
m_nNoiseModifier = "PF_NOISE_MODIFIER_NONE"
m_flNoiseTurbulenceScale = 1.0
m_flNoiseTurbulenceMix = 0.5
m_flNoiseImgPreviewScale = 1.0
m_bNoiseImgPreviewLive = true
m_flNoCameraFallback = 0.0
m_bUseBoundsCenter = false
m_nInputMode = "PF_INPUT_MODE_CLAMPED"
m_flMultFactor = 1.0
m_flInput0 = 0.0
m_flInput1 = 1.0
m_flOutput0 = 0.0
m_flOutput1 = 1.0
m_flNotchedRangeMin = 0.0
m_flNotchedRangeMax = 1.0
m_flNotchedOutputOutside = 0.0
m_flNotchedOutputInside = 1.0
m_nRoundType = "PF_ROUND_TYPE_NEAREST"
m_nBiasType = "PF_BIAS_TYPE_STANDARD"
m_flBiasParameter = 0.0
m_Curve =
{
m_spline = [ ]
m_tangents = [ ]
m_vDomainMins = [ 0.0, 0.0 ]
m_vDomainMaxs = [ 0.0, 0.0 ]
}
}
m_nOpEndCapState = "PARTICLE_ENDCAP_ALWAYS_ON"
m_nToolsState = "PARTICLE_TOOLS_STATE_ALWAYS_ON"
m_flOpStartFadeInTime = 0.0
m_flOpEndFadeInTime = 0.0
m_flOpStartFadeOutTime = 0.0
m_flOpEndFadeOutTime = 0.0
m_flOpFadeOscillatePeriod = 0.0
m_bNormalizeToStopTime = false
m_flOpTimeOffsetMin = 0.0
m_flOpTimeOffsetMax = 0.0
m_nOpTimeOffsetSeed = 0
m_nOpTimeScaleSeed = 0
m_flOpTimeScaleMin = 1.0
m_flOpTimeScaleMax = 1.0
m_bDisableOperator = false
m_Notes = ""
m_flScale = 0.0
m_nControlPoint1 = 0
m_nControlPoint2 = 0
m_nControlPoint3 = 0
m_nControlPoint4 = 0
m_vecCPOffset1 = [ 0.0, 0.0, 0.0 ]
m_vecCPOffset2 = [ 0.0, 0.0, 0.0 ]
m_vecCPOffset3 = [ 0.0, 0.0, 0.0 ]
m_vecCPOffset4 = [ 0.0, 0.0, 0.0 ]
m_LightFiftyDist1 = 100.0
m_LightZeroDist1 = 200.0
m_LightFiftyDist2 = 100.0
m_LightZeroDist2 = 200.0
m_LightFiftyDist3 = 100.0
m_LightZeroDist3 = 200.0
m_LightFiftyDist4 = 100.0
m_LightZeroDist4 = 200.0
m_LightColor1 = [ 0, 0, 0 ]
m_LightColor2 = [ 0, 0, 0 ]
m_LightColor3 = [ 0, 0, 0 ]
m_LightColor4 = [ 0, 0, 0 ]
m_bLightType1 = false
m_bLightType2 = false
m_bLightType3 = false
m_bLightType4 = false
m_bLightDynamic1 = false
m_bLightDynamic2 = false
m_bLightDynamic3 = false
m_bLightDynamic4 = false
m_bUseNormal = false
m_bUseHLambert = true
m_bClampLowerRange = false
m_bClampUpperRange = false
}