// lightprop("models/editor/spot.mdl") <---- use this once the orientation is unfucked
@PointClass base(Targetname, Parentname, Angles) size(-2 -2 -2, 2 2 2) frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture :
"Projected texture entity."
[
spawnflags(flags) =
[
1 : "Enabled" : 1
]
texturename(material) : "Texture" : : "path/texture to be projected. Relative to main/materials/"
target(target_destination) : "target" : : "target"
lightfov(float) : "FOV" : "90.0" : "FOV"
nearz(float) : "NearZ" : "4.0" : "Near Z for projected texture"
farz(float) : "FarZ" : "750.0" : "Far Z for projected texture"
enableshadows(Choices) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture." =
[
0 : "No"
1 : "Yes"
]
shadowquality(Choices) : "Shadow Quality" : 1 : "Quality of shadows." =
[
0 : "Low"
1 : "High"
]
lightonlytarget(Choices) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity." =
[
0 : "No"
1 : "Yes"
]
lightworld(Choices) : "Light World" : 1 : "Control whether flashlight effects static world geometry." =
[
0 : "No"
1 : "Yes"
]
lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"
cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera."
// Inputs
input TurnOn(void) : "Turn on the texture"
input TurnOff(void) : "Turn off the texture"
input SetFOV(float) : "Set FOV"
]