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setWaterLevel: add bIncludeWorldSeaLevel and bIncludeOutsideWorldLevel #1402
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for (DWORD i = 0; i < NUM_DefWaterVertices; i++) | ||
{ | ||
m_Vertices[i].GetPosition(vecVertexPos); | ||
if ((bIncludeWorldNonSeaLevel && m_Vertices[i].IsWorldNonSeaLevel()) || (bIncludeWorldSeaLevel && !m_Vertices[i].IsWorldNonSeaLevel())) | ||
vecVertexPos.fZ = fLevel; | ||
m_Vertices[i].SetPosition(vecVertexPos, pChangeSource); | ||
} |
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Not sure what's the type of m_Vertices
, but Im pretty sure you could use a for based range loop (eg.: for(auto& vertex : m_Vertices)
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NUM_DefWaterVertices is constant value, I think that i will leave this.
Seems okay to me. |
This PR makes it possible to change the water level outside the game world.
New syntax:
Reopened #1342 #889