#include "World/CGameLight.hpp" #include "World/CActorParameters.hpp" #include "CStateManager.hpp" #include "TCastTo.hpp" namespace urde { CGameLight::CGameLight(TUniqueId uid, TAreaId aid, bool active, const std::string& name, const zeus::CTransform& xf, TUniqueId parentId, const CLight& light, u32 w1, u32 w2, float f1) : CActor(uid, active, name, CEntityInfo(aid, CEntity::NullConnectionList), xf, CModelData::CModelDataNull(), CMaterialList(), CActorParameters::None(), kInvalidUniqueId), xe8_parentId(parentId), xec_light(light), x13c_loadedIdx(w1), x140_priority(w2), x144_lifeTime(f1) { xec_light.GetRadius(); xec_light.GetIntensity(); SetLightPriorityAndId(); } void CGameLight::Accept(IVisitor &visitor) { visitor.Visit(this); } void CGameLight::Think(float dt, CStateManager& mgr) { if (x144_lifeTime <= 0.f) return; x144_lifeTime -= dt; if (x144_lifeTime <= 0.f) mgr.FreeScriptObject(GetUniqueId()); } void CGameLight::SetLightPriorityAndId() { xec_light.x3c_priority = x140_priority; xec_light.x40_loadedIdx = x13c_loadedIdx; } void CGameLight::SetLight(const CLight& light) { xec_light = light; xec_light.GetRadius(); xec_light.GetIntensity(); SetLightPriorityAndId(); } CLight CGameLight::GetLight() const { CLight ret = xec_light; ret.SetPosition(x34_transform * xec_light.GetPosition()); if (ret.GetType() != ELightType::Point) ret.SetDirection(x34_transform.rotate(xec_light.GetDirection()).normalized()); return ret; } }