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waterlevel: use macro for 400.0f
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@ -1077,7 +1077,7 @@ CWaterLevel::RenderWater()
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{
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for ( int32 y = 0; y < 5; y++ )
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{
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float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - 400.0f;
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float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - WATER_X_OFFSET;
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float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
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if ( !bUseCamStartY )
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@ -1463,7 +1463,7 @@ CWaterLevel::RenderTransparentWater(void)
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int32 nBlock;
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int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + 400.0f) + 1;
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int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + WATER_X_OFFSET) + 1;
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int32 BlockY = WATER_TO_SMALL_SECTOR_Y(fCamY) + 1;
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if (_IsColideWithBlock(BlockX, BlockY, nBlock))
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@ -1473,7 +1473,7 @@ CWaterLevel::RenderTransparentWater(void)
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float fMaskX = Floor(fCamX / 2.0f) * 2.0f;
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float fMaskY = Floor(fCamY / 2.0f) * 2.0f;
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float fWaterZ = CWaterLevel::ms_aWaterZs[nBlock];
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float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - 400.0f;
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float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - WATER_X_OFFSET;
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float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY);
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RenderWavyMask(fMaskX, fMaskY, fWaterZ,
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