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update battle water
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+3
-2
@@ -580,8 +580,9 @@ end
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-- with the row OFF, no depth texture to read, or a shader that would not
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-- build, the same meshes go through the ordinary scene shader and come out
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-- as the flat animated water this mode always drew.
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-- Shared with the overworld battle, which stages its fights on the same
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-- lakes and wants the same water under them.
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-- The overworld's alone: the staged battle draws its water plain, always --
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-- its placed camera reads this pass wrong, and a stage set wants painted
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-- water anyway (see BattleScene, where the choice is argued).
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function VoxelScene.drawWater(draws, cast)
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local plain = true
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if Water.enabled() and Voxel3D.depthReadable() then
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