//:://///////////////////////////////////////////// //:: Lights Out //:: g_lightsout.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Will turn all the Tilelights in the current area to black. Save the light settings so they can be turned back on later. */ //::////////////////////////////////////////////// //:: Created By: Jay Clark //:: Created On: August 31, 2004 //::////////////////////////////////////////////// void main() { object oArea = GetArea(OBJECT_SELF); int x,y; vector vLoc; location lLoc; string sLight; for(x=0;x<32;x++) { for(y=0;y<32;y++) { vLoc = Vector(IntToFloat(x),IntToFloat(y),0.0); lLoc = Location(oArea,vLoc,0.0); //Save Color first for all lights sLight = "LIGHT" + IntToString(x) + "." + IntToString(y) + ".1"; SetLocalInt(oArea,sLight,GetTileMainLight1Color(lLoc)); sLight = "LIGHT" + IntToString(x) + "." + IntToString(y) + ".2"; SetLocalInt(oArea,sLight,GetTileMainLight2Color(lLoc)); sLight = "LIGHT" + IntToString(x) + "." + IntToString(y) + ".3"; SetLocalInt(oArea,sLight,GetTileSourceLight1Color(lLoc)); sLight = "LIGHT" + IntToString(x) + "." + IntToString(y) + ".4"; SetLocalInt(oArea,sLight,GetTileSourceLight2Color(lLoc)); SetTileMainLightColor(lLoc,TILE_MAIN_LIGHT_COLOR_BLACK,TILE_MAIN_LIGHT_COLOR_BLACK); SetTileSourceLightColor(lLoc,TILE_MAIN_LIGHT_COLOR_BLACK,TILE_MAIN_LIGHT_COLOR_BLACK); } } RecomputeStaticLighting(oArea); }