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Precipitation Class Reference#include <precipitation.h>
Inheritance diagram for Precipitation: ![]()
Member Typedef Documentation
Reimplemented from GameBase.
Member Enumeration Documentation
Constructor & Destructor Documentation
Member Function DocumentationProcesses a move event and updates object state once every 32 milliseconds. This takes place both on the client and server, every 32 milliseconds (1 tick).
Reimplemented from GameBase. Interpolates between tick events. This takes place on the CLIENT ONLY.
Reimplemented from GameBase.
Adds/removes drops from the list to have the right # of drops.
Deletes the entire drop list.
Fills drop info with random velocity, x/y positions, and mass.
Same as spawnDrop except also does z position.
Casts a ray to see if/when a drop will collide.
Wraps a drop within the specified box.
Removes a drop from the splash list.
Called when the SceneGraph is ready for the registration of RenderImages.
Reimplemented from SceneObject.
Called when the object is supposed to render itself.
Reimplemented from SceneObject.
Called after any property of the object is changed in the world editor.
Reimplemented from GameBase.
Called when a new datablock is set. This allows subclasses to appropriately handle new datablocks.
Reimplemented from GameBase.
Register dynamic fields in a subclass of ConsoleObject.
Reimplemented from GameBase.
Instructs this object to pack its state for transfer over the network.
Reimplemented from GameBase.
Field Documentation
Reimplemented from GameBase.
How many drops are on a side of the material texture.
How many drops are on a side of the material texture.
How many frames are on a side of a splash animation.
How many frames are on a side of a splash animation.
Drop linked list head.
Splash linked list head.
texture coords for rain texture
texture coordinates for splash texture
Ambient sound handle.
Texture handle for raindrop.
Texture handle for splash.
Number of drops in the scene.
Server-side set var (NOT exposed to console) which controls how many drops are present [0,1].
Minimum downward speed of drops.
Maximum downward speed of drops.
Minimum mass of drops.
Maximum mass of drops.
How far away in the x and y directions drops will render.
How high drops will render.
Coefficient to sin/cos for adding turbulence.
How fast the turbulence wraps in a circle.
Whether to use turbulence or not (MAY EFFECT PERFORMANCE).
Rotate the drops relative to the camera velocity This is useful for "streak" type drops.
Whether or not to do collision.
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