bool WaterMapV2::InLiquid(float y, float x, float z) const { return InWater(y, x, z) || InLava(y, x, z); }
bool WaterMap::InLiquid(float y, float x, float z) const { if(BSP_Root == nullptr) //if the water map isn't loaded, this will save ~1 CPU cycle return false; return (InWater(y, x, z) || InLava(y, x, z)); }
bool WaterMapV2::InLiquid(const glm::vec3& location) const { return InWater(location) || InLava(location) || InVWater(location); }