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mtgodot-poc/audit/port-map/GameLib/MapOutdoorWater.cpp.json
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2026-09-28 14:03:12 +09:00

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{
"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 §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."
},
"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."
}
}
}