class Land_Buoy extends House { protected BuoyLight m_Light; override void DeferredInit() { super.DeferredInit(); if (!GetGame().IsDedicatedServer()) { m_Light = BuoyLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(BuoyLight, this, "light_01")); m_Light.SetSelectionID(GetHiddenSelectionIndex("Glass")); m_Light.UpdateLightSourceMaterial(BuoyLight.LIGHT_MAT_ON); } } void ~Land_Buoy() { if (m_Light) m_Light.Destroy(); } } class Land_MooringBuoy extends House { protected MooringBuoyLight m_Light; override void DeferredInit() { super.DeferredInit(); if (!GetGame().IsDedicatedServer()) { m_Light = MooringBuoyLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(MooringBuoyLight, this, "light_01")); m_Light.SetSelectionID(GetHiddenSelectionIndex("Glass")); m_Light.UpdateLightSourceMaterial(MooringBuoyLight.LIGHT_MAT_ON); } } void ~Land_MooringBuoy() { if (m_Light) m_Light.Destroy(); } }