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31
fgd/kexlights.fgd
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31
fgd/kexlights.fgd
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@PointClass size(-8 -8 -8, 8 8 8) color(255 128 0) base(EditorFlags, Target, Targetable) = dynamic_light : "Dynamic KEX light" [
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_color(color) : "Light color"
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shadowlightradius(float) : "Sets the radius of a dynamic shadow light. Becomes a dynamic light if this is bigger than 0" : "0"
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shadowlightintensity(float) : "Intensity scalar for the light." : "1.0"
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shadowlightstartfadedistance(float) : "The distance in world units (from player's view position) in which fading begins" : "0"
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shadowlightendfadedistance(float) : "The distance in world units (from player's view position) in which the light is fully faded out and not rendered" : "0"
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shadowlightconeangle(float) : "Sets the outer cone angle if this light is a spot light." : "45"
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shadowlightstyle(choices) : "Appearance" : "0" = [
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0 : "Normal"
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10: "Fluorescent flicker"
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2 : "Slow, strong pulse"
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11: "Slow pulse, noblack"
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5 : "Gentle pulse"
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1 : "Flicker A"
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6 : "Flicker B"
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3 : "Candle A"
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7 : "Candle B"
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8 : "Candle C"
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4 : "Fast strobe"
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9 : "Slow strobe"
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// New styles below here
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]
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spawnflags(Flags) =
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[
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1 : "Start Off" : 0
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]
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shadowlightstyletarget(target_destination) : "Light entity to pick up style ID from"
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shadowlightresolution(integer) : "Shadow map resolution; leave blank to automatically determine from radius"
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]
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