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# WaterTexture

UT :: Object (UT) >> Bitmap >> Texture (UT) >> FractalTexture >> WaterTexture (Package: Fire)
UT2003 :: Object >> Material >> RenderedMaterial >> BitmapMaterial >> Texture >> FractalTexture >> WaterTexture (Package: Fire)

Abstract base class for fractal water textures. Parent of Wave-, WetTexture and in UT2003 also FluidTexture.

## Properties

### WaterPaint Group

All FX_ parameters are applied only to new drops when drawing them in the editor. All other parameters take effect instantly.

WDrop DropType
byte FX_Amplitude
byte FX_Depth
byte FX_Frequency
byte FX_Phase
byte FX_Radius
byte FX_Size
byte FX_Speed
byte FX_Time
byte WaveAmp

### UnrealScript-Only Properties

ADrop Drops[256]
int NumDrops
int OldWaveAmp (transient)
byte RenderTable[1028] (transient)
int SourceFields (transient)
byte WaterParity (transient)
byte WaterTable[1536] (transient)

## Enums

### WDrop

The individual effects' FX_ parameters (where needed) are stored in the generic ByteA to ByteD members of the ADrop struct (see below).

Value | Description | Parameters
`DROP_FixedDepth` | Fixed depth spot | ByteA: depth
`DROP_PhaseSpot` | Phased depth spot | ByteA: frequency, ByteB: phase.
`DROP_ShallowSpot` | Shallower phased depth spot | ByteA: frequency, ByteB: phase
`DROP_HalfAmpl` | Half-amplitude (only 128+ values) |
`DROP_RandomMover` | Randomly moves around |
`DROP_FixedRandomSpot` | Fixed spot with random output |
`DROP_WhirlyThing` | Moves in small circles | ByteA: speed, ByteB: depth
`DROP_BigWhirly` | Moves in large circles | ByteA: speed, ByteB: depth
`DROP_HorizontalLine` | Horizontal line segment |
`DROP_VerticalLine` | Vertical line segment |
`DROP_DiagonalLine1` | Diagonal, right-slanted |
`DROP_DiagonalLine2` | Diagonal, left-slanted |
`DROP_HorizontalOsc` | Horizontal oscillating line segment |
`DROP_VerticalOsc` | Vertical oscillating line segment |
`DROP_DiagonalOsc1` | Diagonal oscillating, right-slanted |
`DROP_DiagonalOsc2` | Diagonal oscillating, left-slanted |
`DROP_RainDrops` | General random raindrops | ByteA: depth, ByteB: distribution radius
`DROP_AreaClamp` | Clamp spots to indicate shallow/dry areas |
`DROP_LeakyTap` |  |
`DROP_DrippyTap` |  |

## Structs

### ADrop Struct

    struct ADrop
    {
        var WDrop Type;   // Drop type.
        var byte  Depth;  // Drop heat.
        var byte  X;      // Spark X location (0 - Xdimension-1).
        var byte  Y;      // Spark Y location (0 - Ydimension-1).

        var byte  ByteA;  // X-speed.
        var byte  ByteB;  // Y-speed.
        var byte  ByteC;  // Age, Emitter freq. etc.
        var byte  ByteD;  // Exp.Time etc.
    };

WDrop Type
  Type of drop.
byte Depth
  Drop depth.
byte X
  Drop X location (0 to width - 1).
byte Y
  Drop Y location (0 to height - 1).
byte ByteA, ByteB, ByteC, ByteD
  Various (see effects above).

## Known Subclasses

- FluidTexture (only UT2003)
- WaveTexture
- WetTexture

Category Class (UT)

Category Class (UT2003)

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