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Fix water UV on high FPS and inverted free camera
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@ -4489,7 +4489,7 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient
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*/
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{
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LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
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LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
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LookUpDown = -CPad::GetPad(0)->LookAroundUpDown();
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}
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float AlphaOffset, BetaOffset;
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if(UseMouse){
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@ -56,6 +56,11 @@ public:
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friend bool GenericLoad(void);
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friend bool GenericSave(int file);
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#ifdef FIX_BUGS
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static float GetDefaultTimeStep(void) { return 5.0f / 3.0f; }
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static float GetTimeStepFix(void) { return GetTimeStep() / GetDefaultTimeStep(); }
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#endif
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};
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#ifdef FIX_BUGS
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@ -351,8 +351,13 @@ CWaterLevel::RenderWater()
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if ( !CTimer::GetIsPaused() )
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{
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#ifdef FIX_BUGS
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TEXTURE_ADDU += (CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV) * CTimer::GetTimeStepFix();
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TEXTURE_ADDV += (CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV) * CTimer::GetTimeStepFix();
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#else
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TEXTURE_ADDU += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV;
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TEXTURE_ADDV += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV;
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#endif
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}
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if ( TEXTURE_ADDU >= 1.0f )
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