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Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types
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+6
-6
@@ -19,17 +19,17 @@ public:
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WaterMapV1();
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~WaterMapV1();
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virtual WaterRegionType ReturnRegionType(float y, float x, float z) const;
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virtual bool InWater(float y, float x, float z) const;
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virtual bool InVWater(float y, float x, float z) const;
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virtual bool InLava(float y, float x, float z) const;
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virtual bool InLiquid(float y, float x, float z) const;
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virtual WaterRegionType ReturnRegionType(const glm::vec3& location) const;
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virtual bool InWater(const glm::vec3& location) const;
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virtual bool InVWater(const glm::vec3& location) const;
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virtual bool InLava(const glm::vec3& location) const;
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virtual bool InLiquid(const glm::vec3& location) const;
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protected:
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virtual bool Load(FILE *fp);
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private:
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WaterRegionType BSPReturnRegionType(int32 node_number, float y, float x, float z) const;
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WaterRegionType BSPReturnRegionType(int32 node_number, const glm::vec3& location) const;
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ZBSP_Node* BSP_Root;
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friend class WaterMap;
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