Wrote function to replace the repetitive usage of its definition
((ep->v[1].p.x+60.f)*(1.f/1000) - sin((ep->v[1].p.x+60)*(1.f/200)+time*(1.f/1000))*(1.f/40));
Began replacement.
Replaced all of the old repetitive definitions with calls to the new func.
A method taking the values as references has been added
and groups the calculations together (CalculateWaterfTufTv) because fTu and fTv are calculated in pairs, and in three stages that
repeat themselves in steps.
Wrapped up the repetitive hardcoded fTu & fTv calculations in for loops.
Included part of the if(iNbVertex) at the end to be part of the for loop as
it was essentially just another step. Kept the if(iNbVertex) outside the for loop just for the *indices incrementing.
Reduced RenderLava just like RenderWater.
Replaced duplicated ftv/ftu steps constant with a single one.
Fixed formatting in switch statements.
Gave functions a proper name.
Update player entity movement earlier
Use temporary variable
Use temporary variable
Split Cedric_TransformVerts
Use temporary rig reference
Use rig reference
Rename temporary variable
Move rig initialization
Use temporary bone variable
Use temporary variable
Move rotation calculation out of Cedric_AnimateDrawEntity
Get extra rotation data from entity outside of Cedric_AnimateDrawEntity