@@ -406,7 +406,7 @@ CClientGame::~CClientGame()
406406 m_bBeingDeleted = true ;
407407 // Remove active projectile references to local player
408408 if (auto pLocalPlayer = g_pClientGame->GetLocalPlayer ())
409- g_pGame->GetProjectileInfo ()->RemoveEntityReferences (pLocalPlayer->GetGameEntity ());
409+ g_pGame->GetProjectileInfo ()->RemoveEntityReferences (pLocalPlayer->GetGameEntity ());
410410
411411 // Stop all explosions. Unfortunately this doesn't fix the crash
412412 // if a vehicle is destroyed while it explodes.
@@ -1026,7 +1026,7 @@ void CClientGame::DoPulsePostFrame()
10261026 }
10271027
10281028 auto taskManager = pLocalPlayer->GetTaskManager ();
1029- auto task = taskManager->GetActiveTask ();
1029+ auto task = taskManager->GetActiveTask ();
10301030 auto pVehicle = pLocalPlayer->GetOccupiedVehicle ();
10311031 bool useZoneName = true ;
10321032
@@ -1080,7 +1080,7 @@ void CClientGame::DoPulsePostFrame()
10801080
10811081 discordState = taskState.strState ;
10821082 useZoneName = taskState.bUseZone ;
1083- }
1083+ }
10841084
10851085 if (useZoneName)
10861086 {
@@ -6928,6 +6928,10 @@ void CClientGame::ResetWorldProperties(const ResetWorldPropsInfo& resetPropsInfo
69286928 GetManager ()->GetWaterManager ()->ResetWorldWaterLevel ();
69296929 GetManager ()->GetWaterManager ()->SetWaveLevel (0 .0f );
69306930
6931+ // Underwater effects
6932+ g_pMultiplayer->ResetUnderwaterDarkness ();
6933+ g_pMultiplayer->ResetUnderwaterEffect ();
6934+
69316935 // Reset volumetric shadows
69326936 g_pGame->GetSettings ()->ResetVolumetricShadows ();
69336937
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