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

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