Maintenance: [forced, user-approved] Family G32: remove TerrainHeight (31 files, reassigned from agent 2). The height-grid methods ru
Batch #10268 by ragnarok-clanker: forced by an admin (17 lower score(s), 85 changed function(s)); checked with 222 compiled unit(s), including every includer of Source/Client/Mode/CGameMode.h, Source/Contents/Camera/CameraFrame.h, Source/Contents/Ground/TerrainHeight.h, Source/Contents/World/World.h, Source/Resource/World/TerrainResource.h.
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50 changed files with 211 additions and 230 deletions
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@ -2372,7 +2372,7 @@ std::vector<unsigned char> CGameMode::SaveGroundItems() {
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int row;
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int subColumn;
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int subRow;
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this->scene->terrain->Grid().WorldSubcell(item->render.position.x, item->render.position.z, column, row, subColumn, subRow);
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this->WorldSubcell(item->render.position.x, item->render.position.z, column, row, subColumn, subRow);
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packet.x = static_cast<std::int16_t>(column);
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packet.y = static_cast<std::int16_t>(row);
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packet.subX = static_cast<unsigned char>(subColumn);
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@ -4454,7 +4454,7 @@ int CGameMode::ProcessGroundClick(int result) {
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g_groundOverlayB = row;
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g_groundOverlaySkip = 0;
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int skip = 1;
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const TerrainHeightCell* cell = this->scene->terrain->Grid().CellAt(column, row);
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const TerrainHeightCell* cell = this->scene->terrain->CellAt(column, row);
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if (!cell || cell->type == 1) {
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g_groundOverlayC = 0xFEFF0000;
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} else if (cell->type == 5) {
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@ -4493,14 +4493,14 @@ int CGameMode::ProcessGroundClick(int result) {
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bool findClosest = true;
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CPlayer* player = this->scene->player;
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const TerrainHeightCell* cell = this->scene->terrain->Grid().CellAt(column, row);
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const TerrainHeightCell* cell = this->scene->terrain->CellAt(column, row);
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if (cell && cell->type != 1 && cell->type != 5 &&
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(column != *reinterpret_cast<const int*>(&player->unknown_04F8) || row != player->unknown_04FC)) {
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int startColumn;
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int startRow;
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int startSubColumn;
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int startSubRow;
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this->scene->terrain->Grid().WorldSubcell(player->render.position.x, player->render.position.z, startColumn, startRow, startSubColumn, startSubRow);
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this->WorldSubcell(player->render.position.x, player->render.position.z, startColumn, startRow, startSubColumn, startSubRow);
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if (this->CanFindPath(startColumn, startRow, startSubColumn, startSubRow, column, row) && !this->IsRegisterCell(column, row)) {
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findClosest = false;
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}
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@ -4692,7 +4692,7 @@ void CGameMode::ProcessInput() {
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g_renderer->viewport.Projection(), g_mouse.x, g_mouse.y, this->camera->frame.eye, this->camera->frame.inverse.values, this->scene->spatial,
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column, row
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);
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const TerrainHeightCell* cell = this->scene->terrain->Grid().CellAt(column, row);
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const TerrainHeightCell* cell = this->scene->terrain->CellAt(column, row);
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if (cell && cell->type != 1 && cell->type != 5) {
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this->SetCursorAction(0);
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} else {
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