action water_prop()
{
Water_shaders
//create tile water terrains
VECTOR* temp1,temp2;
var water_len;
//get the length of the 32x32 vertex hmp
vec_for_vertex(temp1, me, 1);
vec_for_vertex(temp2, me, 32);
water_len = vec_dist(temp1,temp2);
//create 8 more terrain to tile
ENTITY* water1 = ent_create("map_models\\water.hmp",vector(0,water_len,0),Water_shaders);
ENTITY* water2 = ent_create("map_models\\water.hmp",vector(water_len,0,0),Water_shaders);
ENTITY* water3 = ent_create("map_models\\water.hmp",vector(0,-water_len,0),Water_shaders);
ENTITY* water4 = ent_create("map_models\\water.hmp",vector(-water_len,0,0),Water_shaders);
ENTITY* water5 = ent_create("map_models\\water.hmp",vector(water_len,water_len,0),Water_shaders);
ENTITY* water6 = ent_create("map_models\\water.hmp",vector(-water_len,water_len,0),Water_shaders);
ENTITY* water7 = ent_create("map_models\\water.hmp",vector(water_len,-water_len,0),Water_shaders);
ENTITY* water8 = ent_create("map_models\\water.hmp",vector(-water_len,-water_len,0),Water_shaders);
}