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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@ -183,7 +183,7 @@ bool UIWindowMgr::HasTitleAtActorCell(std::uint32_t aid) {
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int actorColumn = 0;
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int actorRow = 0;
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CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
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world->terrain->Grid().SpatialCell(actor->render.position.x, actor->render.position.z, actorColumn, actorRow);
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world->terrain->SpatialCell(actor->render.position.x, actor->render.position.z, actorColumn, actorRow);
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for (std::list<UIWindow*>::iterator it = this->rendered.begin(); it != this->rendered.end(); ++it) {
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UIWindow* window = *it;
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CRenderObject* owner;
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@ -211,7 +211,7 @@ bool UIWindowMgr::HasTitleAtActorCell(std::uint32_t aid) {
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continue;
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}
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world->terrain->Grid().SpatialCell(owner->render.position.x, owner->render.position.z, titleColumn, titleRow);
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world->terrain->SpatialCell(owner->render.position.x, owner->render.position.z, titleColumn, titleRow);
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if (titleColumn == actorColumn && titleRow == actorRow) {
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return true;
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}
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