(d9829ac) v0.9.4.0
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@@ -25,7 +25,8 @@ namespace Barotrauma.Items.Components
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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[Serialize(100.0f, true, description: "The range of the emitted light. Higher values are more performance-intensive."),
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Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
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public float Range
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{
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get { return range; }
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@@ -40,8 +41,8 @@ namespace Barotrauma.Items.Components
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public float Rotation;
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[Editable(ToolTip = "Should structures cast shadows when light from this light source hits them. "+
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"Disabling shadows increases the performance of the game, and is recommended for lights with a short range."), Serialize(true, true)]
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[Editable, Serialize(true, true, description: "Should structures cast shadows when light from this light source hits them. " +
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"Disabling shadows increases the performance of the game, and is recommended for lights with a short range.")]
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public bool CastShadows
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{
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get { return castShadows; }
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@@ -54,8 +55,8 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable(ToolTip = "Lights drawn behind submarines don't cast any shadows and are much faster to draw than shadow-casting lights. "+
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"It's recommended to enable this on decorative lights outside the submarine's hull."), Serialize(false, true)]
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[Editable, Serialize(false, true, description: "Lights drawn behind submarines don't cast any shadows and are much faster to draw than shadow-casting lights. " +
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"It's recommended to enable this on decorative lights outside the submarine's hull.")]
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public bool DrawBehindSubs
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{
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get { return drawBehindSubs; }
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@@ -68,7 +69,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(false, true)]
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[Editable, Serialize(false, true, description: "Is the light currently on.")]
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public bool IsOn
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{
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get { return IsActive; }
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@@ -83,7 +84,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(0.0f, false)]
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[Serialize(0.0f, false, description: "How heavily the light flickers. 0 = no flickering, 1 = the light will alternate between completely dark and full brightness.")]
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public float Flicker
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{
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get { return flicker; }
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@@ -93,7 +94,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(0.0f, true)]
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[Editable, Serialize(0.0f, true, description: "How rapidly the light blinks on and off (in Hz). 0 = no blinking.")]
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public float BlinkFrequency
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{
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get { return blinkFrequency; }
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@@ -103,7 +104,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[InGameEditable, Serialize("1.0,1.0,1.0,1.0", true)]
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[InGameEditable, Serialize("255,255,255,255", true, description: "The color of the emitted light (R,G,B,A).")]
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public Color LightColor
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{
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get { return lightColor; }
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