Splash effect
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@@ -30,6 +30,20 @@ int32_t(FASTCALL* texture_info_get_id)(const char* name)
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texture* (FASTCALL* texture_handler_get_texture)(uint32_t id)
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= (texture * (FASTCALL*)(uint32_t id))0x000000014069CD70;
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uint32_t texture::get_height_align_mip_level(uint8_t mip_level) {
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if (flags & TEXTURE_BLOCK_COMPRESSION)
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return max_def((uint32_t)height >> mip_level, 4u);
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else
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return max_def((uint32_t)height >> mip_level, 1u);
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}
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uint32_t texture::get_width_align_mip_level(uint8_t mip_level) {
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if (flags & TEXTURE_BLOCK_COMPRESSION)
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return max_def((uint32_t)width >> mip_level, 4u);
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else
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return max_def((uint32_t)width >> mip_level, 1u);
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}
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void texture_set_params(GLenum target, int32_t max_mipmap_level, bool use_high_anisotropy) {
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glTexParameteriDLL(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteriDLL(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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