29 #ifndef __GAME_LIGHT_H__
30 #define __GAME_LIGHT_H__
57 virtual void Think(
void );
70 void SetLightParms(
float parm0,
float parm1,
float parm2,
float parm3 );
void Fade(const idVec4 &to, float fadeTime)
void BecomeBroken(idEntity *activator)
virtual void ClientPredictionThink(void)
void Event_SetRadiusXYZ(float x, float y, float z)
void Event_FadeIn(float time)
GLsizei const GLfloat * value
const idEventDef EV_Light_GetLightParm
void SetShader(const char *shadername)
void Event_SetSoundHandles(void)
void Event_SetLightParm(int parmnum, float value)
void Event_SetRadius(float radius)
void SetRadiusXYZ(float x, float y, float z)
void Event_ToggleOnOff(idEntity *activator)
void SetLightParent(idEntity *lparent)
void PresentModelDefChange(void)
virtual void ShowEditingDialog(void)
void SetRadius(float radius)
const idEventDef EV_Light_SetLightParm
void Restore(idRestoreGame *savefile)
virtual bool GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
const idVec3 & GetBaseColor(void) const
virtual void UpdateChangeableSpawnArgs(const idDict *source)
GLsizei GLsizei GLcharARB * source
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
void SetLightParm(int parmnum, float value)
void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
virtual void FreeLightDef(void)
qhandle_t GetLightDefHandle(void) const
void Save(idSaveGame *savefile) const
void PresentLightDefChange(void)
virtual bool ClientReceiveEvent(int event, int time, const idBitMsg &msg)
void Event_GetLightParm(int parmnum)
void Event_FadeOut(float time)
virtual void SetColor(float red, float green, float blue)
void Event_SetLightParms(float parm0, float parm1, float parm2, float parm3)
void SetLightParms(float parm0, float parm1, float parm2, float parm3)
virtual void GetColor(idVec3 &out) const
void SaveState(idDict *args)
void Event_SetShader(const char *shadername)
renderLight_t renderLight
const idEventDef EV_Light_SetLightParms