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Implement non-rippling CFluidPlaneCPU render path
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@@ -12,9 +12,9 @@ struct ITweakGame : ITweak
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virtual bool GetSplashScreensDisabled() const = 0;
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virtual float GetFirstPersonFOV() const = 0;
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virtual float GetPressStartDelay() const = 0;
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virtual float GetRippleSideLengthNormal() const = 0;
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virtual float GetRippleSideLengthPoison() const = 0;
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virtual float GetRippleSideLengthLava() const = 0;
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virtual float GetWavecapIntensityNormal() const = 0;
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virtual float GetWavecapIntensityPoison() const = 0;
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virtual float GetWavecapIntensityLava() const = 0;
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virtual float GetFluidEnvBumpScale() const = 0;
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virtual float GetHardModeDamageMultiplier() const = 0;
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virtual float GetHardModeWeaponMultiplier() const = 0;
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