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use water color and new water texture
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@ -173,6 +173,11 @@ public:
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static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
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static int GetFogReduction(void) { return m_FogReduction; }
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static int GetWaterRed(void) { return m_fCurrentWaterRed; }
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static int GetWaterGreen(void) { return m_fCurrentWaterGreen; }
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static int GetWaterBlue(void) { return m_fCurrentWaterBlue; }
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static int GetWaterAlpha(void) { return m_fCurrentWaterAlpha; }
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static void Initialise(void);
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static void Update(void);
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static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
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@ -36,9 +36,6 @@ RpAtomic *CWaterLevel::ms_pWavyAtomic;
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RpGeometry *CWaterLevel::apGeomArray[8];
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int16 CWaterLevel::nGeomUsed;
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//RwTexture *gpWaterTex;
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//RwRaster *gpWaterRaster;
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RwTexture *gpWaterTex;
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RwRaster *gpWaterRaster;
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@ -84,7 +81,7 @@ CWaterLevel::Initialise(char *pWaterDat)
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CTxdStore::SetCurrentTxd(slot);
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if ( gpWaterTex == NULL )
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gpWaterTex = RwTextureRead("water_old", NULL);
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gpWaterTex = RwTextureRead("waterclear256", NULL);
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gpWaterRaster = RwTextureGetRaster(gpWaterTex);
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CTxdStore::PopCurrentTxd();
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@ -365,9 +362,9 @@ CWaterLevel::RenderWater()
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RwRGBA color = { 0, 0, 0, 255 };
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color.red = uint32((CTimeCycle::GetDirectionalRed() * 0.5f + CTimeCycle::GetAmbientRed() ) * 255.0f);
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color.green = uint32((CTimeCycle::GetDirectionalGreen() * 0.5f + CTimeCycle::GetAmbientGreen()) * 255.0f);
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color.blue = uint32((CTimeCycle::GetDirectionalBlue() * 0.5f + CTimeCycle::GetAmbientBlue() ) * 255.0f);
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color.red = CTimeCycle::GetWaterRed();
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color.green = CTimeCycle::GetWaterGreen();
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color.blue = CTimeCycle::GetWaterBlue();
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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