func_water_analog
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CFuncMoveLinear |
func_movelinear.cpp |
func_water_analog
is a brush entity available in all Source games. It's a version of func_movelinear slightly specialized for use as water.
Important:Does not work with materials using real time reflections and/or refractions, as seen in Water and Refract.
Use a material which uses a regular brush shader, such as:
Use a material which uses a regular brush shader, such as:
nature/water_movingplane.vmt
(LightmappedGeneric)nature/water_dx70.vmt
(LightmappedGeneric)nature/hazard_liquid.vmt
(LightmappedGeneric) (only in )liquids/!greenslime.vmt
(UnlitTwoTexture) (only in )
Confirm:Do the Water and Refract shaders work if using cubemap reflections and refractions, instead of the real-time versions? This would still be beneficial for the ability to have two normal maps scrolling in different directions.
Bug:If this entity uses multiple brushes - VPhysics objects works incorrectly with this entity (the same for func_water) in Black Mesa. It looks like they are using this entity's BBox to calculate physics, instead of using brushes. This issue can be found in Interloper chapter. Separate water into several separate entities to avoid this bug.
(tested in: )
Bug:This entity always has its contents set to CONTENTS_WATER (regardless of brush contents), with no way of setting its contents to CONTENTS_SLIME. In most games, this will only affect splash particles.
Code Fix:Add a KV that is read by
(tested in: SDK 2013 source code)CMoveFuncLinear::CreateVPhysics
to set fluid.contents
(defaulting to CONTENTS_WATER if KV is absent)Note:The
SetPosition
input and Start Position keyvalue do not perform any bounds checking, so values less than 0 and greater than 1 can be used. Negative values will move in the opposite direction to the movement direction, and values greater than 1 will move it in multiples of the set Move Distance. Moving past the opened/closed position does not trigger the OnFullyOpen
and OnFullyClosed
outputs.Bug:There are bugs that may arise when parenting this entity to any of these: func_movelinear, func_lookdoor, func_water_analog. A func_door (or for func_water_analog, func_water) can be used as a workaround. (see here for a code fix)[ Code Fix]
Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.
[todo tested in?]Bug:In , parenting a move_rope or keyframe_rope will cause the entities to disappear. Clarification required if the rope entities are deleted or are simply not rendered. [todo tested in?]
Code:Both
func_water_analog
and func_movelinear are linked to CFuncMoveLinear C++ class. The game code checks the classname KV to distinguish between them.Keyvalues
- Water Material (WaterMaterial) <material> (only in )
- The material to derive water information from. Determines $underwateroverlay that use func_water_analog.
- Bug:Don't work after reload. You still can repeat this effect with trigger and env_screenoverlay [todo tested in?]
- Wave Height (WaveHeight) <string> (only in )
Note:Other
Keyvalues / Inputs / Outputs
are same as func_movelinear.