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Implement Metal fluid plane tessellation shader
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@@ -940,7 +940,7 @@ CAutoMapper::FindClosestVisibleWorld(const zeus::CVector3f& point,
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const CStateManager& mgr) const
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{
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float minDist = 29999.f;
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std::pair<int, int> closestWorld = {xa0_curAreaId, xa0_curAreaId};
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std::pair<int, int> closestWorld = {x9c_worldIdx, xa0_curAreaId};
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for (u32 w=0 ; w<x8_mapu->GetNumMapWorldDatas() ; ++w)
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{
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const CMapUniverse::CMapWorldData& mwData = x8_mapu->GetMapWorldData(w);
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