Fix water rendering in "reveal map" mode.
This was SVN commit r8512.
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@ -439,7 +439,6 @@ void TerrainRenderer::RenderWater()
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CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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debug_assert(!cmpRangeManager.null());
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ICmpRangeManager::CLosQuerier los (cmpRangeManager->GetLosQuerier(g_Game->GetPlayerID()));
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bool losRevealAll = cmpRangeManager->GetLosRevealAll(g_Game->GetPlayerID());
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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@ -592,7 +591,7 @@ void TerrainRenderer::RenderWater()
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float terrainHeight = terrain->GetVertexGroundLevel(ix, iz);
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float losMod;
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if (losRevealAll || los.IsVisible(ix, iz))
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if (los.IsVisible(ix, iz))
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losMod = 1.0f;
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else if (los.IsExplored(ix, iz))
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losMod = 0.7f;
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