higher resolution for waterlevel
Interpret the waterlevel value as tenths of a cube. This makes the waterlevel variable a float value to the user, while the map file still stores an integer value - but now it is interpreted differently - for example, a waterlevel value of 123 now means 12.3 cubes instead of 123. Old map files are converted during loading. Note: the values of waterlevel and hdr.waterlevel need to be in sync. DOCREF waterlevel
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@@ -840,7 +840,7 @@ void drawminimap(int w, int h)
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renderzones(mapdims.maxceil);
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//renderentities();// IMHO better done by radar itself, if at all
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resettmu(0);
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float hf = hdr.waterlevel-0.3f;
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float hf = waterlevel - 0.3f;
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renderwater(hf, 0, 0);
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//draw a black border to prevent the minimap texture edges from bleeding in radarview
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@@ -1001,7 +1001,7 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
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aspect = float(w)/h;
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fovy = 2*atan2(tan(float(dynfov())/2*RAD), aspect)/RAD;
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float hf = hdr.waterlevel-0.3f;
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float hf = waterlevel - 0.3f;
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bool underwater = camera1->o.z<hf;
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glFogi(GL_FOG_START, (fog+64)/8);
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