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

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