metaforce/Runtime/World/CGameLight.cpp

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#include "World/CGameLight.hpp"
#include "World/CActorParameters.hpp"
#include "CStateManager.hpp"
#include "TCastTo.hpp" // Generated file, do not modify include path
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namespace urde {
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CGameLight::CGameLight(TUniqueId uid, TAreaId aid, bool active, std::string_view name, const zeus::CTransform& xf,
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TUniqueId parentId, const CLight& light, u32 sourceId, u32 w2, float f1)
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: CActor(uid, active, name, CEntityInfo(aid, CEntity::NullConnectionList), xf, CModelData::CModelDataNull(),
CMaterialList(), CActorParameters::None(), kInvalidUniqueId)
, xe8_parentId(parentId)
, xec_light(light)
, x13c_lightId(sourceId)
, x140_priority(w2)
, x144_lifeTime(f1) {
xec_light.GetRadius();
xec_light.GetIntensity();
SetLightPriorityAndId();
}
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void CGameLight::Accept(IVisitor& visitor) { visitor.Visit(this); }
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void CGameLight::Think(float dt, CStateManager& mgr) {
if (x144_lifeTime <= 0.f)
return;
x144_lifeTime -= dt;
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if (x144_lifeTime <= 0.f)
mgr.FreeScriptObject(GetUniqueId());
}
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void CGameLight::SetLightPriorityAndId() {
xec_light.x3c_priority = x140_priority;
xec_light.x40_lightId = x13c_lightId;
}
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void CGameLight::SetLight(const CLight& light) {
xec_light = light;
xec_light.GetRadius();
xec_light.GetIntensity();
SetLightPriorityAndId();
}
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CLight CGameLight::GetLight() const {
CLight ret = xec_light;
ret.SetPosition(x34_transform * xec_light.GetPosition());
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if (ret.GetType() != ELightType::Point)
ret.SetDirection(x34_transform.rotate(xec_light.GetDirection()).normalized());
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return ret;
}
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} // namespace urde