A_AttachLightDef
bool A_AttachLightDef (Name lightid, Name lightdef)
Usage
Attaches a dynamic light defined in GLDEFS to the calling actor.
Contrast to A_AttachLight which allows you to define, finely tune and control the light spawned, this function can be useful if you have a pre-existing definition you want to reuse multiple times.
Can be removed with A_RemoveLight.
Parameters
- lightid: an identifier for the light.
- lightdef: the dynamic light to attach, as defined in GLDEFS.
Return value
(Need more info)
Examples
// GLDEFS flickerlight2 FLAMETHROWER_LIGHT_ATTACH { color 1.0 0.6 0.0 size 80 secondarySize 96 interval 1 offset 0 40 0 } // ZScript ... States { Ready: // Call this before the loop FLMG A 0 Bright A_AttachLightDef('FlamethrowerLight', 'FLAMETHROWER_LIGHT_ATTACH'); FLMG ABCD 2 Bright A_WeaponReady; // I call this beforehand... don't know if it's necessary FLMG D 0 Bright A_RemoveLight('FlamethrowerLight'); Loop; Deselect: // Remove the light when deselecting the weapon FLMG H 0 A_RemoveLight('FlamethrowerLight'); FLMG HGFE 1 A_Lower; Wait; Fire: // Remove the light when firing (other lights can be attached here too) FLMG B 0 Bright A_RemoveLight('FlamethrowerLight'); ... }
See also
This article is issued from Zdoom. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.