If you render another view while the local player is underwater, the fog
effect will be applied to that view even if it's origin isn't underwater.
The only solution I had for my mod was to hook glEnable and return if
cap == GL_FOG.

It worked fine, but that would cause serious problems if somehow the
server was put into secure mode.
It also doesn't fix the fact that if your next view is underwater, the
fog effect isn't applied at all.

I'm posting this in a new message since I resolved issue #1 in my last
post and I believe there is nothing I can do from within the client.dll
to fix that fogging bug.



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