Fix #479 (water animation in new simulation system)
This was SVN commit r7407.
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@ -48,7 +48,6 @@
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#include "ps/Profile.h"
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#include "ps/Pyrogenesis.h"
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#include "renderer/Renderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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#include "scripting/ScriptableObject.h"
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@ -571,6 +570,10 @@ void CGameView::Update(float DeltaTime)
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if (!g_app_has_focus)
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return;
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// TODO: this is probably not an ideal place for this, it should probably go
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// in a CCmpWaterManager or some such thing (once such a thing exists)
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g_Renderer.GetWaterManager()->m_WaterTexTimer += DeltaTime;
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if (m->UnitView)
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{
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m->ViewCamera.m_Orientation.SetYRotation(m->UnitView->m_orientation.Y);
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@ -162,7 +162,6 @@ void CSimulation::Interpolate(double frameTime, double offset)
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g_EntityManager.InterpolateAll(offset);
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m_pWorld->GetProjectileManager().InterpolateAll(offset);
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g_Renderer.GetWaterManager()->m_WaterTexTimer += frameTime;
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}
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void CSimulation::Simulate()
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