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Disabled ripples until we can properly trigger them from the new character controller.
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@ -393,10 +393,9 @@ void Water::update(float dt, Ogre::Vector3 player)
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mRendering->getSkyManager ()->setGlareEnabled (!mIsUnderwater);
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/// \todo player.y is the scene node position (which is above the head) and not the feet position
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//if (player.y <= mTop)
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{
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mSimulation->addImpulse(Ogre::Vector2(player.x, player.z));
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//mSimulation->addImpulse(Ogre::Vector2(player.x, player.z));
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}
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mSimulation->update(dt, Ogre::Vector2(player.x, player.z));
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