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WaterCannon uv macros
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@ -29,17 +29,17 @@ void CWaterCannon::Init(void)
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for ( int32 i = 0; i < NUM_SEGMENTPOINTS; i++ )
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m_abUsed[i] = false;
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WaterCannonVertices[0].u = 0.0f;
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WaterCannonVertices[0].v = 0.0f;
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RwIm3DVertexSetU(&WaterCannonVertices[0], 0.0f);
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RwIm3DVertexSetV(&WaterCannonVertices[0], 0.0f);
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WaterCannonVertices[1].u = 1.0f;
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WaterCannonVertices[1].v = 0.0f;
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RwIm3DVertexSetU(&WaterCannonVertices[1], 1.0f);
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RwIm3DVertexSetV(&WaterCannonVertices[1], 0.0f);
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WaterCannonVertices[2].u = 0.0f;
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WaterCannonVertices[2].v = 0.0f;
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RwIm3DVertexSetU(&WaterCannonVertices[2], 0.0f);
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RwIm3DVertexSetV(&WaterCannonVertices[2], 0.0f);
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WaterCannonVertices[3].u = 1.0f;
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WaterCannonVertices[3].v = 0.0f;
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RwIm3DVertexSetU(&WaterCannonVertices[3], 1.0f);
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RwIm3DVertexSetV(&WaterCannonVertices[3], 0.0f);
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WaterCannonIndexList[0] = 0;
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WaterCannonIndexList[1] = 1;
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@ -118,11 +118,11 @@ void CWaterCannon::Render(void)
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster);
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float v = float(CGeneral::GetRandomNumber() & 255) / 256;
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WaterCannonVertices[0].v = v;
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WaterCannonVertices[1].v = v;
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WaterCannonVertices[2].v = v;
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WaterCannonVertices[3].v = v;
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RwIm3DVertexSetV(&WaterCannonVertices[0], v);
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RwIm3DVertexSetV(&WaterCannonVertices[1], v);
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RwIm3DVertexSetV(&WaterCannonVertices[2], v);
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RwIm3DVertexSetV(&WaterCannonVertices[3], v);
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int16 pointA = m_nCur % -NUM_SEGMENTPOINTS;
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