For some reason, key.Texture->HasAlphaChannel() returns false the first time it encounters OWODWFALL_HITSURFACE_A0 or OWODWFALL_STONE_A0 and true after that. I removed this check as AdditionalCheckWaterFall() is more restrictive anyway. Of course comparing strings takes longer than a bool but the parent function is called once a level is loaded, therefore this shouldn't have any noticable performance impact. Finally I changed zMAT_ALPHA_FUNC_TEST to zMAT_ALPHA_FUNC_BLEND, which looks better.
For some reason, key.Texture->HasAlphaChannel() returns false the first time it encounters OWODWFALL_HITSURFACE_A0 or OWODWFALL_STONE_A0 and true after that. I removed this check as AdditionalCheckWaterFall() is more restrictive anyway. Of course comparing strings takes longer than a bool but the parent function is called once a level is loaded, therefore this shouldn't have any noticable performance impact. Finally I changed zMAT_ALPHA_FUNC_TEST to zMAT_ALPHA_FUNC_BLEND, which looks better.