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fixed water.dat code
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@ -31,8 +31,8 @@ float TEXTURE_ADDV;
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int32 CWaterLevel::ms_nNoOfWaterLevels;
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float CWaterLevel::ms_aWaterZs[48];
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CRect CWaterLevel::ms_aWaterRects[48];
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int8 CWaterLevel::aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
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int8 CWaterLevel::aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
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int8 CWaterLevel::aWaterBlockList[MAX_LARGE_SECTORS][MAX_LARGE_SECTORS];
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int8 CWaterLevel::aWaterFineBlockList[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS];
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bool CWaterLevel::WavesCalculatedThisFrame;
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RpAtomic *CWaterLevel::ms_pWavyAtomic;
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RpGeometry *CWaterLevel::apGeomArray[8];
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@ -54,7 +54,6 @@ const float fGreenMult = 1.0f;
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const float fBlueMult = 1.4f;
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void
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CWaterLevel::Initialise(Const char *pWaterDat)
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{
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@ -100,14 +99,15 @@ CWaterLevel::Initialise(Const char *pWaterDat)
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CFileMgr::CloseFile(hFile);
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for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
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for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
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{
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for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
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for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
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{
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aWaterFineBlockList[x][y] = NO_WATER;
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}
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}
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// rasterize water rects read from file
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for (int32 i = 0; i < ms_nNoOfWaterLevels; i++)
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{
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int32 l = WATER_HUGE_X(ms_aWaterRects[i].left);
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@ -115,13 +115,13 @@ CWaterLevel::Initialise(Const char *pWaterDat)
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int32 t = WATER_HUGE_Y(ms_aWaterRects[i].top);
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int32 b = WATER_HUGE_Y(ms_aWaterRects[i].bottom) + 1.0f;
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// originally this writes *god* knows where everywhere in game memory ...
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// even in debug it manages to reach some textures so librw crashes with a ptr being 0x15151515 ....
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#ifdef FIX_BUGS
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l = clamp(l, 0, WATER_FINEBLOCK_SIZE - 1);
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r = clamp(r, 0, WATER_FINEBLOCK_SIZE - 1);
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t = clamp(t, 0, WATER_FINEBLOCK_SIZE - 1);
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b = clamp(b, 0, WATER_FINEBLOCK_SIZE - 1);
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// water.dat has rects that go out of bounds
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// which causes memory corruption
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l = clamp(l, 0, MAX_SMALL_SECTORS - 1);
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r = clamp(r, 0, MAX_SMALL_SECTORS - 1);
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t = clamp(t, 0, MAX_SMALL_SECTORS - 1);
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b = clamp(b, 0, MAX_SMALL_SECTORS - 1);
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#endif
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for (int32 x = l; x <= r; x++)
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@ -133,46 +133,46 @@ CWaterLevel::Initialise(Const char *pWaterDat)
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}
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}
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for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
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// remove tiles that are obscured by land
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for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
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{
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int32 worldX = WATER_START_X + x * SMALL_SECTOR_WIDTH;
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float worldX = WATER_START_X + x * SMALL_SECTOR_SIZE;
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for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
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for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
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{
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if (aWaterBlockList[x][y] >= 0)
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if (aWaterFineBlockList[x][y] >= 0)
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{
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int32 worldY = WATER_START_Y + y * SMALL_SECTOR_WIDTH;
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float worldY = WATER_START_Y + y * SMALL_SECTOR_SIZE;
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int32 i;
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for (i = 0; i <= 8; i++)
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{
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for (int32 j = 0; j <= 8; j++)
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{
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CVector worldPos = CVector(worldX + i * (SMALL_SECTOR_WIDTH / 8), worldY + j * (SMALL_SECTOR_WIDTH / 8), ms_aWaterZs[aWaterFineBlockList[x][y]]);
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CVector worldPos = CVector(worldX + i * (SMALL_SECTOR_SIZE / 8), worldY + j * (SMALL_SECTOR_SIZE / 8), ms_aWaterZs[aWaterFineBlockList[x][y]]);
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if ((worldPos.x > WORLD_MIN_X && worldPos.x < WORLD_MAX_X) && (worldPos.y > WORLD_MIN_Y && worldPos.y < WORLD_MAX_Y))
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{
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if (WaterLevelAccordingToRectangles(worldPos.x, worldPos.y) && !TestVisibilityForFineWaterBlocks(worldPos))
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{
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i = 1000;
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break;
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}
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}
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if ((worldPos.x > WORLD_MIN_X && worldPos.x < WORLD_MAX_X) && (worldPos.y > WORLD_MIN_Y && worldPos.y < WORLD_MAX_Y) &&
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(!WaterLevelAccordingToRectangles(worldPos.x, worldPos.y) || TestVisibilityForFineWaterBlocks(worldPos)))
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continue;
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// at least one point in the tile wasn't blocked, so don't remove water
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i = 1000;
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break;
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}
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if (i == 1000) break;
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}
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if (i < 1000) aWaterFineBlockList[x][y] = NO_WATER;
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if (i < 1000)
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aWaterFineBlockList[x][y] = NO_WATER;
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}
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}
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}
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RemoveIsolatedWater();
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for (int32 x = 0; x < WATER_BLOCK_SIZE; x++)
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// calculate coarse tiles from fine tiles
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for (int32 x = 0; x < MAX_LARGE_SECTORS; x++)
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{
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for (int32 y = 0; y < WATER_BLOCK_SIZE; y++)
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for (int32 y = 0; y < MAX_LARGE_SECTORS; y++)
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{
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if (aWaterFineBlockList[x * 2][y * 2] >= 0)
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{
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@ -445,11 +445,11 @@ CWaterLevel::TestVisibilityForFineWaterBlocks(const CVector &worldPos)
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void
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CWaterLevel::RemoveIsolatedWater()
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{
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bool (*isConnected)[WATER_FINEBLOCK_SIZE] = new bool[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
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bool (*isConnected)[MAX_SMALL_SECTORS] = new bool[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS];
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for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
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for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
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{
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for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
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for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
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{
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isConnected[x][y] = false;
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}
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@ -462,35 +462,35 @@ CWaterLevel::RemoveIsolatedWater()
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{
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keepGoing = false;
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for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
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for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
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{
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for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
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for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
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{
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if (aWaterBlockList[x][y] >= 0 && !isConnected[x][y])
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if (aWaterFineBlockList[x][y] < 0 || isConnected[x][y])
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continue;
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if (x > 0 && isConnected[x - 1][y])
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{
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if (x > 0 && isConnected[x - 1][y])
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{
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isConnected[x][y] = true;
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keepGoing = true;
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}
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isConnected[x][y] = true;
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keepGoing = true;
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}
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if (y > 0 && isConnected[x][y - 1])
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{
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isConnected[x][y] = true;
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keepGoing = true;
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}
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if (y > 0 && isConnected[x][y - 1])
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{
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isConnected[x][y] = true;
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keepGoing = true;
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}
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if (x + 1 < WATER_FINEBLOCK_SIZE && isConnected[x + 1][y])
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{
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isConnected[x][y] = true;
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keepGoing = true;
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}
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if (x + 1 < MAX_SMALL_SECTORS && isConnected[x + 1][y])
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{
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isConnected[x][y] = true;
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keepGoing = true;
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}
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if (y + 1 < WATER_FINEBLOCK_SIZE && isConnected[x][y + 1])
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{
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isConnected[x][y] = true;
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keepGoing = true;
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}
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if (y + 1 < MAX_SMALL_SECTORS && isConnected[x][y + 1])
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{
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isConnected[x][y] = true;
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keepGoing = true;
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}
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}
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}
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@ -499,11 +499,11 @@ CWaterLevel::RemoveIsolatedWater()
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int32 numRemoved = 0;
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for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
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for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
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{
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for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
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for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
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{
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if (aWaterBlockList[x][y] >= 0 && !isConnected[x][y] && ms_aWaterZs[aWaterFineBlockList[x][y]] != 0.0f)
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if (aWaterFineBlockList[x][y] >= 0 && !isConnected[x][y] && ms_aWaterZs[aWaterFineBlockList[x][y]] == 0.0f)
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{
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numRemoved++;
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aWaterFineBlockList[x][y] = NO_WATER;
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@ -1,7 +1,5 @@
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#pragma once
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#define WATER_BLOCK_SIZE LARGE_SECTOR_SIZE
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#define WATER_FINEBLOCK_SIZE HUGE_SECTOR_SIZE
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#define WATER_Z_OFFSET (1.5f)
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#define NO_WATER -128
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@ -25,8 +23,6 @@
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#define WATER_WIDTH ((WATER_END_X - WATER_START_X))
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#define WATER_HEIGHT ((WATER_END_Y - WATER_START_Y))
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#define SMALL_SECTOR_WIDTH (WATER_WIDTH/MAX_SMALL_SECTORS)
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#define WATER_UNSIGN_X(x) ( (x) + (WATER_WIDTH /2) )
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#define WATER_UNSIGN_Y(y) ( (y) + (WATER_HEIGHT/2) )
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#define WATER_SIGN_X(x) ( (x) - (WATER_WIDTH /2) )
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@ -75,8 +71,8 @@ class CWaterLevel
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static int32 ms_nNoOfWaterLevels;
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static float ms_aWaterZs[48];
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static CRect ms_aWaterRects[48];
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static int8 aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
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static int8 aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
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static int8 aWaterBlockList[MAX_LARGE_SECTORS][MAX_LARGE_SECTORS];
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static int8 aWaterFineBlockList[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS];
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static bool WavesCalculatedThisFrame;
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static RpAtomic *ms_pWavyAtomic;
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static RpGeometry *apGeomArray[MAX_BOAT_WAKES];
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