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#23 fix water plane visibility check
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@@ -1799,6 +1799,9 @@ struct Level : IGame {
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for (int i = 0; i < room.portalsCount; i++) {
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TR::Room::Portal &p = room.portals[i];
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if (Core::pass == Core::passCompose && water && waterCache && (level.rooms[to].flags.water ^ level.rooms[p.roomIndex].flags.water))
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waterCache->setVisible(to, p.roomIndex);
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if (from != room.portals[i].roomIndex && checkPortal(room, p, viewPort, clipPort))
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getVisibleRooms(roomsList, roomsCount, to, p.roomIndex, clipPort, water, count + 1);
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}
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