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Fix for x and y swapped on water maps
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@ -11,7 +11,7 @@ WaterMapV1::~WaterMapV1() {
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}
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WaterRegionType WaterMapV1::ReturnRegionType(const glm::vec3& location) const {
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return BSPReturnRegionType(1, location);
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return BSPReturnRegionType(1, glm::vec3(location.y, location.x, location.z));
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}
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bool WaterMapV1::InWater(const glm::vec3& location) const {
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@ -10,7 +10,7 @@ WaterRegionType WaterMapV2::ReturnRegionType(const glm::vec3& location) const {
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size_t sz = regions.size();
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for(size_t i = 0; i < sz; ++i) {
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auto const ®ion = regions[i];
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if (region.second.ContainsPoint(glm::vec3(location.x, location.y, location.z))) {
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if (region.second.ContainsPoint(glm::vec3(location.y, location.x, location.z))) {
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return region.first;
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}
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}
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