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

@ -134,8 +134,8 @@ void WorldSpatialTree::ReadBounds(CFile& input, int depth) {
void WorldSpatialTree::BindTerrain(C3dAttr& resource, int depth) {
this->dirty = 1;
this->terrain = &resource;
resource.Grid().SpatialCell(this->minimum[0], this->minimum[2], this->terrainCells[0], this->terrainCells[1]);
this->terrain->Grid().SpatialCell(this->maximum[0], this->maximum[2], this->terrainCells[2], this->terrainCells[3]);
resource.SpatialCell(this->minimum[0], this->minimum[2], this->terrainCells[0], this->terrainCells[1]);
this->terrain->SpatialCell(this->maximum[0], this->maximum[2], this->terrainCells[2], this->terrainCells[3]);
if (depth != 5) {
for (WorldSpatialTree* child : this->children) {
@ -207,7 +207,7 @@ void WorldSpatialTree::RefreshBounds(int depth) {
float terrainMinimum;
float terrainMaximum;
this->ground->HeightBounds(this->groundCells, groundMinimum, groundMaximum);
this->terrain->Grid().HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->terrain->HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->maximum[1] = terrainMaximum > groundMaximum ? terrainMaximum : groundMaximum;
this->minimum[1] = terrainMinimum < groundMinimum ? terrainMinimum : groundMinimum;
@ -341,7 +341,7 @@ void WorldSpatialTree::RefreshModelBounds(int depth) {
float terrainMinimum;
float terrainMaximum;
this->ground->HeightBounds(this->groundCells, groundMinimum, groundMaximum);
this->terrain->Grid().HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->terrain->HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->maximum[1] = terrainMaximum > groundMaximum ? terrainMaximum : groundMaximum;
this->minimum[1] = terrainMinimum < groundMinimum ? terrainMinimum : groundMinimum;