12#ifndef TT_INCLUDE__LIGHTPHYSCLASS_H
13#define TT_INCLUDE__LIGHTPHYSCLASS_H
15#include "DynamicPhysClass.h"
16#include "DecorationPhysClass.h"
17class LightPhysClass :
public DecorationPhysClass
20 LightPhysClass(
bool auto_allocate_light =
false);
21 virtual LightPhysClass * As_LightPhysClass(
void) {
return this; }
22 void Set_Model(RenderObjClass * model);
23 void Set_Vis_Sector_ID(
int new_id) { VisSectorID = new_id; }
24 int Get_Vis_Sector_ID(
void)
const {
return VisSectorID; }
25 void Set_Group_ID(
int new_id) { GroupID = new_id; }
26 int Get_Group_ID(
void)
const {
return GroupID; }
27 int Is_Vis_Object_Visible(
int vis_object_id);
28 virtual const PersistFactoryClass & Get_Factory (
void)
const;
29 virtual bool Save (ChunkSaveClass &csave);
30 virtual bool Load (ChunkLoadClass &cload);
31 virtual void On_Post_Load(
void);
35 LightPhysClass(
const LightPhysClass &);
36 LightPhysClass & operator = (
const LightPhysClass &);