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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@ -243,7 +243,7 @@ bool CEffectPrim::MoveEffectPrimitive() {
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this->state.master->state.deltaPos[2] = this->state.deltaPos.z + this->state.deltaPos2.z;
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}
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if ((this->state.pattern & 4u) != 0 && this->render.position.y > static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid().Height(this->render.position.x, this->render.position.z)) {
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if ((this->state.pattern & 4u) != 0 && this->render.position.y > static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Height(this->render.position.x, this->render.position.z)) {
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this->state.pattern &= ~4u;
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this->state.stateCnt = this->state.duration - 25;
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this->state.speed = 0;
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@ -2496,7 +2496,7 @@ bool CEffectPrim::Prim3DParticleGravity() {
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this->render.position.z = this->state.deltaPos.z + this->state.orgPos.z;
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this->state.size = this->state.sizeSpeed + this->state.size;
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if (this->state.gravSpeed > 0.0f && this->render.position.y > mode->scene->terrain->Grid().Height(this->render.position.x, this->render.position.z)) {
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if (this->state.gravSpeed > 0.0f && this->render.position.y > mode->scene->terrain->Height(this->render.position.x, this->render.position.z)) {
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this->state.gravSpeed = this->state.gravSpeed / -1.5f;
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if (this->state.playWaveType == 1) {
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@ -2663,7 +2663,7 @@ bool CEffectPrim::Prim3DTextureNoMaster() {
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if ((particle.pattern & 4u) != 0) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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if (this->render.position.y > mode->scene->terrain->Grid().Height(this->render.position.x, this->render.position.z)) {
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if (this->render.position.y > mode->scene->terrain->Height(this->render.position.x, this->render.position.z)) {
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particle.pattern &= ~4u;
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particle.stateCnt = particle.duration - 25;
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particle.speed = 0;
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@ -5950,9 +5950,9 @@ bool CEffectPrim::PrimFieldFireflies() {
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} else if (respawn == 3.0f) {
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slot.vecBNow.x = static_cast<float>(Random(300) - 150);
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slot.vecBNow.z = static_cast<float>(Random(300) - 150);
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const auto& grid = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid();
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const C3dAttr* grid = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain;
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const int sink = Random(5);
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slot.vecBNow.y = grid.Height(this->render.position.x + slot.vecBNow.x, this->render.position.z + slot.vecBNow.z) - 20.0f - static_cast<float>(sink);
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slot.vecBNow.y = grid->Height(this->render.position.x + slot.vecBNow.x, this->render.position.z + slot.vecBNow.z) - 20.0f - static_cast<float>(sink);
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} else {
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slot.vecBNow.x = static_cast<float>(Random(200) + 25);
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slot.vecBNow.z = static_cast<float>(Random(200) + 25);
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