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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5f87e5e6bb
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ba6ca37fa1
50 changed files with 211 additions and 230 deletions
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@ -3969,10 +3969,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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actor->LaunchEffect(0x376, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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vector3d position;
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position.x = x;
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position.y = mode->scene->terrain->Grid().Height(x, z);
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position.y = mode->scene->terrain->Height(x, z);
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position.z = z;
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int count = message.level + 2;
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if (count > 7) {
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@ -4019,10 +4019,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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for (int index = 0; index < 8; ++index) {
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(offsets[index][0] + cellX, offsets[index][1] + cellY, x, z);
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mode->CellCenter(offsets[index][0] + cellX, offsets[index][1] + cellY, x, z);
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vector3d target;
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target.x = x;
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target.y = mode->scene->terrain->Grid().Height(x, z);
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target.y = mode->scene->terrain->Height(x, z);
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target.z = z;
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mode->SpawnArrowEffect64(source, &target, 18.0f);
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}
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@ -4038,10 +4038,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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vector3d position;
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position.x = x;
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position.y = mode->scene->terrain->Grid().Height(x, z);
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position.y = mode->scene->terrain->Height(x, z);
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position.z = z;
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this->LaunchDummyEffect(&position, 0x26E, 200, 0);
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break;
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@ -4055,10 +4055,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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vector3d position;
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position.x = x;
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position.y = mode->scene->terrain->Grid().Height(x, z);
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position.y = mode->scene->terrain->Height(x, z);
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position.z = z;
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this->LaunchDummyEffect(&position, 0x2D6, EffectLifetime(0x2D6) + 10, 0);
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break;
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@ -4070,10 +4070,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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actor->LaunchEffect(0x376, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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vector3d position;
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position.x = x;
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position.y = mode->scene->terrain->Grid().Height(x, z);
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position.y = mode->scene->terrain->Height(x, z);
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position.z = z;
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int count = message.level + 2;
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if (count > 7) {
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@ -4152,10 +4152,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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vector3d position;
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position.x = x;
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position.y = mode->scene->terrain->Grid().Height(x, z);
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position.y = mode->scene->terrain->Height(x, z);
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position.z = z;
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effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&position), 0, 0, 0, 0);
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g_modeMgr.GetGameMode()->SendMsg(0x7A, 0, 0, 0, 0);
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@ -4171,10 +4171,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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vector3d position;
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position.x = x;
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position.y = mode->scene->terrain->Grid().Height(x, z);
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position.y = mode->scene->terrain->Height(x, z);
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position.z = z;
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effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&position), 0, 0, 0, 0);
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break;
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@ -4185,8 +4185,8 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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actor->LaunchEffect(0x376, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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const float y = mode->scene->terrain->Grid().Height(x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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const float y = mode->scene->terrain->Height(x, z);
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int delay = 0;
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for (int degrees = 0; degrees < 1080; degrees += 72) {
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const float radius = static_cast<float>(std::max(std::rand() % 20, 0)) + 5.0f;
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@ -4215,10 +4215,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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g_soundMgr->PlayWave("effect\\G가시나무덫.wav", 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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vector3d position;
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position.x = x;
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position.y = mode->scene->terrain->Grid().Height(x, z);
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position.y = mode->scene->terrain->Height(x, z);
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position.z = z;
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this->LaunchDummyEffect(&position, 0x393, 150, 0);
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break;
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@ -4228,10 +4228,10 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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actor->LaunchEffect(0x376, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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float x;
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float z;
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reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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mode->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), x, z);
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vector3d position;
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position.x = x;
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position.y = mode->scene->terrain->Grid().Height(x, z);
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position.y = mode->scene->terrain->Height(x, z);
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position.z = z;
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this->LaunchDummyEffect(&position, 0x376, 300, 0);
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this->LaunchDummyEffect(&position, 0x375, 200, 0);
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@ -4247,16 +4247,16 @@ void CGameMode::ReceiveNotifyGroundSkill(const unsigned char* packet) {
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break;
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case 0x14F9: {
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vector3d position = {0.0f, 0.0f, 0.0f};
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reinterpret_cast<const ::TerrainHeight*>(this)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), position.x, position.z);
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position.y = this->scene->terrain->Grid().Height(position.x, position.z);
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this->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), position.x, position.z);
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position.y = this->scene->terrain->Height(position.x, position.z);
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g_effectMgr->Spawn(0, 0x7EB, position.x, position.y, position.z, 0, -1, 0, 0);
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g_effectMgr->Spawn(0, 0x7EA, position.x, position.y, position.z, 0, -1, 0, 0);
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break;
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}
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case 0x14FD: {
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vector3d position = {0.0f, 0.0f, 0.0f};
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reinterpret_cast<const ::TerrainHeight*>(this)->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), position.x, position.z);
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position.y = this->scene->terrain->Grid().Height(position.x, position.z);
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this->CellCenter(*reinterpret_cast<const std::int16_t*>(packet + 0xA), *reinterpret_cast<const std::int16_t*>(packet + 0xC), position.x, position.z);
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position.y = this->scene->terrain->Height(position.x, position.z);
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g_effectMgr->Spawn(0, 0x856, position.x, position.y, position.z, 0, -1, 0, 0);
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g_effectMgr->Spawn(0, 0x855, position.x, position.y, position.z, 0, -1, 0, 0);
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break;
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