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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@ -960,8 +960,8 @@ vector3d CellWorldPosition(int column, int row) {
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid().CellOrigin(column, row, x, z);
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y = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid().Height(x, z);
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static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->CellOrigin(column, row, x, z);
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y = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Height(x, z);
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return vector3d{x + 2.5f, y + 0.0f, z + 2.5f};
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}
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