native enum LightSourceShape_t is NativeEngine.LightSourceShape_t; [Handle:Sandbox.SceneLight] native class CSceneLightObject as NativeEngine.CSceneLightObject : CSceneObject { void SetWorldPosition( Vector3 pos ); Vector3 GetWorldPosition(); void SetWorldDirection( Rotation dir ); Vector3 GetWorldDirection(); void SetColor( Vector3 color ); void SetBounceColor( Vector3 color ); Vector3 GetColor(); void SetRadius( float radius ); float GetRadius(); void SetTheta( float f ); float GetTheta(); void SetPhi( float f ); float GetPhi(); void SetFallOff( float f ); float GetFallOff(); int GetShadowTextureResolution(); void SetShadowTextureResolution( int v ); bool GetShadows(); void SetShadows( bool v ); void SetConstantAttn(float f); float GetConstantAttn(); void SetLinearAttn( float f ); float GetLinearAttn(); void SetQuadraticAttn( float f ); float GetQuadraticAttn(); void SetLightCookie( ITexture f ); ITexture GetLightCookie(); int GetShadowCascades(); void SetShadowCascades( int v ); float GetCascadeDistanceScale(); void SetCascadeDistanceScale( float dist ); float GetFogContributionStength(); void SetFogContributionStength( float v ); int GetFogLightingMode(); void SetFogLightingMode( int v ); void SetBakeLightIndex( int v ); void SetBakeLightIndexScale( float v ); void SetUsesIndexedBakedLighting( bool v ); void SetRenderDiffuse( bool v ); void SetRenderSpecular( bool v ); void SetRenderTransmissive( bool v ); void SetLightSourceSize0( float v ); void SetLightSourceSize1( float v ); void SetShadowTextureWidth( int v ); void SetShadowTextureHeight( int v ); int GetShadowTextureWidth(); int GetShadowTextureHeight(); uint GetLightFlags(); void SetLightFlags( uint flags ); LightSourceShape_t GetLightShape(); void SetLightShape( LightSourceShape_t shape ); void SetLightSourceDim0( float v ); void SetLightSourceDim1( float v ); }