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update
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@ -9,17 +9,12 @@
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struct RwTexture;
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class CEntity;
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enum
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{
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SHADOWTYPE_2 = 2
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};
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enum eShadowType
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{
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SHADOWTYPE_NONE = 0,
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SHADOWTYPE_DARK,
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SHADOWTYPE_ADDITIVE,
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SHADOWTYPE_INVCOLOR
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SHADOWTYPE_DARK,
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SHADOWTYPE_ADDITIVE,
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SHADOWTYPE_INVCOLOR
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};
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enum eShadowTextureType
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@ -323,7 +323,7 @@ _GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool
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}
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}
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float
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inline float
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SectorRadius(float fSize)
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{
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return Sqrt(Pow(fSize, 2) + Pow(fSize, 2));
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@ -424,7 +424,7 @@ CWaterLevel::RenderWater()
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if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE),
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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if ( fHugeSectorDistToCamSqr >= SQR(500.0f) /*fHugeSectorNearDist*/ )
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{
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@ -466,7 +466,7 @@ CWaterLevel::RenderWater()
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if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE), //90.879997f,
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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// Render four small(32x32) sectors, or one large(64x64).
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@ -629,7 +629,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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@ -663,7 +663,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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@ -687,7 +687,7 @@ CWaterLevel::RenderWater()
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if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
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{
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if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
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&CMatrix(TheCamera.GetCameraMatrix())) )
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&TheCamera.GetCameraMatrix()) )
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{
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RenderOneFlatExtraHugeWaterPoly(
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vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
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