35 lines
1.4 KiB
JSON
35 lines
1.4 KiB
JSON
{
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"reference": "GameLib/MapOutdoorWater.cpp",
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"reference_sha256": "65f7b8b6fc7c7f0c2d4a468c763134ffa6f5358892266c8819800fd50075c023",
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"priority": "P4",
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"contracts": [],
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"functions": {
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"CMapOutdoor::LoadWaterTexture": {
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"status": "PORTED",
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"impl": [
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"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::LoadWaterTexture"
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]
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},
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"CMapOutdoor::UnloadWaterTexture": {
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"status": "PORTED",
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"impl": [
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"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::UnloadWaterTexture"
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]
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},
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"CMapOutdoor::RenderWater": {
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"status": "NEEDS_LIVE",
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"impl": [
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"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::RenderWater"
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],
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"note": "Verbatim 40250 plus an early return when IsNativeTerrainRenderEnabled() is false (Godot water adapter, PORT-PLAN §3). 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."
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},
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"CMapOutdoor::DrawWater": {
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"status": "NEEDS_LIVE",
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"impl": [
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"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::DrawWater"
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],
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"note": "Verbatim 40250, reached from RenderWater on the native path; visuals not verified."
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}
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}
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}
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