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.
This commit is contained in:
ragnarok-clanker 2026-11-03 14:34:33 +00:00
commit ba6ca37fa1
50 changed files with 211 additions and 230 deletions

View file

@ -2372,7 +2372,7 @@ std::vector<unsigned char> CGameMode::SaveGroundItems() {
int row;
int subColumn;
int subRow;
this->scene->terrain->Grid().WorldSubcell(item->render.position.x, item->render.position.z, column, row, subColumn, subRow);
this->WorldSubcell(item->render.position.x, item->render.position.z, column, row, subColumn, subRow);
packet.x = static_cast<std::int16_t>(column);
packet.y = static_cast<std::int16_t>(row);
packet.subX = static_cast<unsigned char>(subColumn);
@ -4454,7 +4454,7 @@ int CGameMode::ProcessGroundClick(int result) {
g_groundOverlayB = row;
g_groundOverlaySkip = 0;
int skip = 1;
const TerrainHeightCell* cell = this->scene->terrain->Grid().CellAt(column, row);
const TerrainHeightCell* cell = this->scene->terrain->CellAt(column, row);
if (!cell || cell->type == 1) {
g_groundOverlayC = 0xFEFF0000;
} else if (cell->type == 5) {
@ -4493,14 +4493,14 @@ int CGameMode::ProcessGroundClick(int result) {
bool findClosest = true;
CPlayer* player = this->scene->player;
const TerrainHeightCell* cell = this->scene->terrain->Grid().CellAt(column, row);
const TerrainHeightCell* cell = this->scene->terrain->CellAt(column, row);
if (cell && cell->type != 1 && cell->type != 5 &&
(column != *reinterpret_cast<const int*>(&player->unknown_04F8) || row != player->unknown_04FC)) {
int startColumn;
int startRow;
int startSubColumn;
int startSubRow;
this->scene->terrain->Grid().WorldSubcell(player->render.position.x, player->render.position.z, startColumn, startRow, startSubColumn, startSubRow);
this->WorldSubcell(player->render.position.x, player->render.position.z, startColumn, startRow, startSubColumn, startSubRow);
if (this->CanFindPath(startColumn, startRow, startSubColumn, startSubRow, column, row) && !this->IsRegisterCell(column, row)) {
findClosest = false;
}
@ -4692,7 +4692,7 @@ void CGameMode::ProcessInput() {
g_renderer->viewport.Projection(), g_mouse.x, g_mouse.y, this->camera->frame.eye, this->camera->frame.inverse.values, this->scene->spatial,
column, row
);
const TerrainHeightCell* cell = this->scene->terrain->Grid().CellAt(column, row);
const TerrainHeightCell* cell = this->scene->terrain->CellAt(column, row);
if (cell && cell->type != 1 && cell->type != 5) {
this->SetCursorAction(0);
} else {