// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net // Precompiled Header #include "NiMainPCH.h" #include "NiAmbientLight.h" NiImplementRTTI(NiAmbientLight,NiLight); //--------------------------------------------------------------------------- NiAmbientLight::NiAmbientLight() { m_ucEffectType = NiDynamicEffect::AMBIENT_LIGHT; } //--------------------------------------------------------------------------- // cloning //--------------------------------------------------------------------------- NiImplementCreateClone(NiAmbientLight); //--------------------------------------------------------------------------- void NiAmbientLight::CopyMembers(NiAmbientLight* pDest, NiCloningProcess& kCloning) { NiLight::CopyMembers(pDest, kCloning); } //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // streaming //--------------------------------------------------------------------------- NiImplementCreateObject(NiAmbientLight); //--------------------------------------------------------------------------- void NiAmbientLight::LoadBinary(NiStream& stream) { NiLight::LoadBinary(stream); } //--------------------------------------------------------------------------- void NiAmbientLight::LinkObject(NiStream& stream) { NiLight::LinkObject(stream); // Illuminated nodes will be linked by the nodes themselves. They // should not be linked here (else you get a recursive loop). } //--------------------------------------------------------------------------- bool NiAmbientLight::RegisterStreamables(NiStream& stream) { return NiLight::RegisterStreamables(stream); // Illuminated nodes are already registered by the nodes themselves. // They should not be registered here (else you get a recursive loop). } //--------------------------------------------------------------------------- void NiAmbientLight::SaveBinary(NiStream& stream) { NiLight::SaveBinary(stream); } //--------------------------------------------------------------------------- bool NiAmbientLight::IsEqual(NiObject* pObject) { return NiLight::IsEqual(pObject); } //--------------------------------------------------------------------------- void NiAmbientLight::GetViewerStrings(NiViewerStringsArray* pStrings) { NiLight::GetViewerStrings(pStrings); pStrings->Add(NiGetViewerString(NiAmbientLight::ms_RTTI.GetName())); } //---------------------------------------------------------------------------