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position -> mPosition
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@@ -1250,7 +1250,7 @@ void dWaterEffect_c::execute(f32 water, f32 ground) {
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if (b) {
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if (!mIsInWater) {
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mIsInWater = true;
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mVec3_c pos(ac->position.x, water, ac->position.z);
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mVec3_c pos(ac->mPosition.x, water, ac->mPosition.z);
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mVec3_c scale(mScale, mScale, mScale);
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if (mIsSmall || water - ground < 50.0f) {
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// For small objects or shallow water, create a
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@@ -1270,7 +1270,7 @@ void dWaterEffect_c::execute(f32 water, f32 ground) {
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if (mIsInWater && getActorCeilPos(ac) > water) {
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// Spawn effect while in water
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mVec3_c pos(ac->position.x, water, ac->position.z);
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mVec3_c pos(ac->mPosition.x, water, ac->mPosition.z);
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mVec3_c scale(mScale, mScale, mScale);
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mEff.createContinuousEffect(PARTICLE_RESOURCE_ID_MAPPING_127_, pos, nullptr, &scale, nullptr, nullptr);
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f32 rate = nw4r::math::FAbs(ac->forwardSpeed) * 0.02f;
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