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[GEN] Compile out unused bump mapped water (#616)
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  • Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Water

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Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp

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@@ -1014,7 +1014,7 @@ Int WaterRenderObjClass::init(Real waterLevel, Real dx, Real dy, SceneClass *par
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Set_Force_Visible(TRUE); //water is always visible since it's a composite object made of multiple planes all over the map.
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ReAcquireResources();
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#if 0 //MD does not support the old bump-mapped water at all so no point loading textures. -MW 8-11-03
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if (type == WATER_TYPE_2_PVSHADER || (W3DShaderManager::getChipset() >= DC_GENERIC_PIXEL_SHADER_1_1))
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{ //geforce3 specific water requires some extra D3D assets
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m_pDev=DX8Wrapper::_Get_D3D_Device8();
@@ -1045,6 +1045,7 @@ Int WaterRenderObjClass::init(Real waterLevel, Real dx, Real dy, SceneClass *par
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//restore previous thumpnail mode
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WW3D::Set_Thumbnail_Enabled(thumbnails_enabled);
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}
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#endif
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//Setup material for regular water
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m_vertexMaterialClass=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);

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