{ "reference": "GameLib/MapOutdoorWater.cpp", "reference_sha256": "65f7b8b6fc7c7f0c2d4a468c763134ffa6f5358892266c8819800fd50075c023", "priority": "P4", "contracts": [], "functions": { "CMapOutdoor::LoadWaterTexture": { "status": "PORTED", "impl": [ "extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::LoadWaterTexture" ] }, "CMapOutdoor::UnloadWaterTexture": { "status": "PORTED", "impl": [ "extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::UnloadWaterTexture" ] }, "CMapOutdoor::RenderWater": { "status": "NEEDS_LIVE", "impl": [ "extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::RenderWater" ], "note": "Verbatim 40250 plus an early return when IsNativeTerrainRenderEnabled() is false (Godot water adapter, PORT-PLAN ยง3). Restores the far-fog second pass (untextured, blend off, patches >= __GetFogDistance()) and drops the invented LIGHTING=FALSE save/restore and empty-texture guard. No water in the fake-server spawn view; visuals not verified." }, "CMapOutdoor::DrawWater": { "status": "NEEDS_LIVE", "impl": [ "extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::DrawWater" ], "note": "Verbatim 40250, reached from RenderWater on the native path; visuals not verified." } } }