////////////// // q3map2 @PointClass base(DefaultClass) size(-8 -8 -8, 8 8 8) color(250 250 250) = light : "point light" [ _color(string) : "Light color" target(string) : "Lights pointed at a target (info_null / target_position) will be spotlights." radius(real) : "Spotlight Radius" _sun(integer) : "Set this key to 1 on a spotlight to make an infinite sun light." fade(real) : "Fades light attenuation. Only affects linear lights." scale(real) : "Scales the 'light' intensity value." _deviance(real) : "Penumbra effect - distance measured in world units for point/spot lights, and degrees for suns (~0.5-3)." _samples(integer) : "Penumbra effect - the number of random jitters distributed over the solid arc (~16)." _filter(integer) : "Set this key to 1 to toggle on lightmap filtering." _filterradius(real) : "Filters lightmaps within set radius." _anglescale(real) : "Scales light attenuation. Smaller values lessens angle attenuation, larger values for sharper, more faceted lighting (default 1.0)." style(integer) : "Light style index number associated with worldspawn light style. Values are between 1 and 31." spawnflags(flags) = [ 2 : "LINEAR" : 0 4 : "NOANGLE" : 0 8 : "NOGRIDLIGHT" : 0 ] ]