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add debug render groups
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@@ -1202,6 +1202,8 @@ CWaterLevel::RenderTransparentWater(void)
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if ( !CGame::CanSeeWaterFromCurrArea() )
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return;
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PUSH_RENDERGROUP("CWaterLevel::RenderTransparentWater");
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float fWaterDrawDist = _GetWavyDrawDist();
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float fWaterDrawDistLarge = fWaterDrawDist + 90.0f;
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float fWavySectorMaxRenderDistSqr = SQR(fWaterDrawDist);
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@@ -1485,6 +1487,8 @@ CWaterLevel::RenderTransparentWater(void)
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DefinedState();
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#endif
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POP_RENDERGROUP();
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}
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void CWaterLevel::RenderOneFlatSmallWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
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