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Proper CObjectList imps; CGameLight, and CScriptAiJumpPoint imps
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58
Runtime/World/CGameLight.cpp
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58
Runtime/World/CGameLight.cpp
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#include "CGameLight.hpp"
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#include "CActorParameters.hpp"
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#include "CStateManager.hpp"
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namespace urde
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{
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CGameLight::CGameLight(TUniqueId uid, TAreaId aid, bool active, const std::string& name, const zeus::CTransform& xf,
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TUniqueId parentId, const CLight& light, u32 w1, u32 w2, float f1)
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: CActor(uid, active, name, CEntityInfo::CEntityInfo(aid, CEntity::NullConnectionList), xf,
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CModelData::CModelDataNull(), CMaterialList(), CActorParameters::None(), kInvalidUniqueId),
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xe8_parentId(parentId), xec_light(light), x13c_(w1), x140_(w2), x144_(f1)
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{
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xec_light.GetRadius();
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xec_light.GetIntensity();
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SetLightPriorityAndId();
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}
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void CGameLight::Think(float dt, CStateManager& mgr)
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{
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if (x144_ <= 0.f)
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return;
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x144_ -= dt;
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if (x144_ <= 0.f)
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mgr.RemoveActor(GetUniqueId());
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}
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void CGameLight::SetLightPriorityAndId()
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{
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xec_light.x3c_ = x140_;
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xec_light.x40_loadedIdx = x13c_;
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}
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void CGameLight::SetLight(const CLight& light)
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{
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xec_light = light;
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xec_light.GetRadius();
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xec_light.GetIntensity();
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SetLightPriorityAndId();
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}
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CLight CGameLight::GetLight() const
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{
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CLight ret = xec_light;
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ret.SetPosition(x34_transform * xec_light.GetPosition());
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if (ret.GetType() != ELightType::Point)
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ret.SetDirection(x34_transform.rotate(xec_light.GetDirection()).normalized());
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return ret;
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}
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TUniqueId CGameLight::GetParentId() const
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{
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return xe8_parentId;
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}
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}
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