/* DEVICE_LIGHT_FIXTURES.C symbols in this file: 00083FE0 0010: _light_fixtures_initialize (0000) 00083FF0 0010: _light_fixtures_dispose (0000) 00084000 0010: _light_fixtures_initialize_for_new_map (0000) 00084010 0010: _light_fixtures_dispose_from_old_map (0000) 00084020 0070: _light_fixture_place (0000) 00084090 0030: _light_fixture_new (0000) 000840C0 0010: _light_fixture_delete (0000) 000840D0 0030: _light_fixture_update (0000) */ /* ---------- headers */ #include "cseries.h" #include "devices/device_light_fixtures.h" #include "devices/devices.h" #include "objects/object_types.h" #include "scenario/scenario_definitions.h" #include "tag_files/tag_groups.h" /* ---------- constants */ /* ---------- macros */ /* ---------- structures */ /* ---------- prototypes */ /* ---------- globals */ /* ---------- public code */ void light_fixtures_initialize( void) { return; } void light_fixtures_dispose( void) { return; } void light_fixtures_initialize_for_new_map( void) { return; } void light_fixtures_dispose_from_old_map( void) { return; } void light_fixture_place( long object_index, struct scenario_light_fixture_datum *scenario_light_fixture) { struct light_fixture_datum *light_fixture = light_fixture_get(object_index); light_fixture_definition_get(light_fixture->definition_index); device_add_scenario_information(object_index, &scenario_light_fixture->device); light_fixture->light_fixture.color = scenario_light_fixture->color; light_fixture->light_fixture.intensity = scenario_light_fixture->intensity; light_fixture->light_fixture.falloff_angle = scenario_light_fixture->falloff_angle; light_fixture->light_fixture.cutoff_angle = scenario_light_fixture->cutoff_angle; return; } boolean light_fixture_new( long object_index) { struct light_fixture_datum *light_fixture = light_fixture_get(object_index); light_fixture_definition_get(light_fixture->definition_index); return TRUE; } void light_fixture_delete( long object_index) { return; } boolean light_fixture_update( long object_index) { struct light_fixture_datum *light_fixture = light_fixture_get(object_index); light_fixture_definition_get(light_fixture->definition_index); return TRUE; } /* ---------- private code */