class UniversallightLight extends SpotLightBase { private static float m_DefaultBrightness = 6.05; private static float m_DefaultRadius = 25; private static float m_DefaultAngle = 100; void UniversallightLight() { SetVisibleDuringDaylight( true ); SetRadiusTo( m_DefaultRadius ); SetSpotLightAngle( m_DefaultAngle ); SetCastShadow( true ); SetBrightnessTo( m_DefaultBrightness ); SetFadeOutTime( 0.15 ); SetAmbientColor( 0.95, 0.88, 0.8 ); SetDiffuseColor( 0.95, 0.88, 0.8 ); SetDisableShadowsWithinRadius( 1.2 ); } void SetIntensity( float coef, float time ) { FadeBrightnessTo( m_DefaultBrightness * coef, time ); FadeRadiusTo( m_DefaultRadius * coef, time ); } override void UpdateLightMode( string slotName ) { switch (slotName) { case "weaponFlashlight": SetSpotLightAngle( m_DefaultAngle/2 ); SetRadiusTo( m_DefaultRadius * 1.8 ); break; default: SetSpotLightAngle( m_DefaultAngle ); SetRadiusTo( m_DefaultRadius ); break; } } }