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