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shallow water graphics and mechanics
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@@ -46,7 +46,9 @@ struct hpcshape {
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#define SIDE_SKY 8
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#define SIDE_HIGH 9
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#define SIDE_HIGH2 10
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#define SIDEPARS 11
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#define SIDE_ASHA 11
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#define SIDE_BSHA 12
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#define SIDEPARS 13
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#define BADMODEL 0
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@@ -140,7 +142,8 @@ struct geometry_information {
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LEG0, LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
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BODY, BODY1, BODY2, BODY3,
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NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2, HEAD3,
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ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY, HIGH, HIGH2;
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ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY, HIGH, HIGH2,
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SHALLOW;
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ld human_height, slev;
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ld eyelevel_familiar, eyelevel_human, eyelevel_dog;
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@@ -767,6 +770,7 @@ EX namespace geom3 {
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for(int s=0; s<=3; s++)
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SLEV[s] = lev_to_factor(vid.rock_wall_ratio * wh * s/3);
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LAKE = lev_to_factor(-vid.lake_top);
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SHALLOW = lev_to_factor(-.4);
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HELLSPIKE = lev_to_factor(-(vid.lake_top+vid.lake_bottom)/2);
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BOTTOM = lev_to_factor(-vid.lake_bottom);
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LOWSKY = lev_to_factor(2 * wh);
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