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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@ -11119,7 +11119,7 @@ void LaunchSkillCastEffect(CGameMode* mode, CGameActor* source, CGameActor* targ
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float worldZ = 0.0f;
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const int column = x;
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const int row = y;
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reinterpret_cast<const ::TerrainHeight*>(g_modeMgr.GetGameMode())->CellCenter(column, row, worldX, worldZ);
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static_cast<CGameMode*>(g_modeMgr.GetGameMode())->CellCenter(column, row, worldX, worldZ);
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source->Face(worldX, worldZ);
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CGroundScope* scope = new (std::nothrow) CGroundScope;
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@ -11924,9 +11924,9 @@ void CGameMode::SpawnMirrorActor(std::uint32_t aid, std::uint32_t owner, short x
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if (owner == g_session.m_aid) {
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CGameActor* actor = static_cast<CGameActor*>(this->scene->GetGameActorByAID(aid));
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if (actor) {
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reinterpret_cast<const ::TerrainHeight*>(this)->CellCenter(x, y, actor->render.position.x, actor->render.position.z);
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this->CellCenter(x, y, actor->render.position.x, actor->render.position.z);
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actor->render.position.y =
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reinterpret_cast<const ::TerrainHeight*>(this->scene->terrain)->Height(actor->render.position.x, actor->render.position.z);
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this->scene->terrain->Height(actor->render.position.x, actor->render.position.z);
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return;
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}
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@ -16181,9 +16181,8 @@ void LaunchSkillActorEffect(CGameActor* actor, short x, short y, std::uint16_t s
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}
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case 0x98F: {
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vector3d position{0.0f, 0.0f, 0.0f};
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const TerrainHeight terrain = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid();
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terrain.CellCenter(x, y, position.x, position.z);
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position.y = terrain.Height(position.x, position.z);
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static_cast<CGameMode*>(g_modeMgr.GetGameMode())->CellCenter(x, y, position.x, position.z);
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position.y = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Height(position.x, position.z);
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effect = g_effectMgr->Spawn(0, g_serviceOptions.Get(0xE5) ? 0x5AC : 0x504, position.x, position.y, position.z, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(delay);
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@ -16193,9 +16192,8 @@ void LaunchSkillActorEffect(CGameActor* actor, short x, short y, std::uint16_t s
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case 0x2E0:
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case 0x991: {
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vector3d position{0.0f, 0.0f, 0.0f};
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const TerrainHeight terrain = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid();
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terrain.CellCenter(x, y, position.x, position.z);
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position.y = terrain.Height(position.x, position.z);
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static_cast<CGameMode*>(g_modeMgr.GetGameMode())->CellCenter(x, y, position.x, position.z);
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position.y = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Height(position.x, position.z);
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effect = g_effectMgr->Spawn(0, g_serviceOptions.Get(0xE5) ? 0x5B0 : 0x50A, position.x, position.y, position.z, 0, -1, 0, 0);
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if (effect) {
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effect->Slot14(delay);
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@ -16857,7 +16855,7 @@ void CGameMode::ReceiveSkillUse(std::uint16_t skillId, int level, std::uint32_t
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if (source != nullptr) {
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float x;
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float z;
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this->scene->terrain->Grid().CellCenter(targetAid >> 16, targetAid & 0xFFFF, x, z);
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this->CellCenter(targetAid >> 16, targetAid & 0xFFFF, x, z);
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source->Face(x, z);
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}
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break;
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