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

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