diff --git a/src/game/client/baseheightmap.cpp b/src/game/client/baseheightmap.cpp index 00b79874f..4567784c5 100644 --- a/src/game/client/baseheightmap.cpp +++ b/src/game/client/baseheightmap.cpp @@ -966,7 +966,7 @@ void BaseHeightMapRenderObjClass::Do_The_Light(VertexFormatXYZDUV2 *vb, alpha); } -float BaseHeightMapRenderObjClass::Get_Height_Map_Height(float input_x, float input_y, Coord3D *pos) const +float BaseHeightMapRenderObjClass::Get_Height_Map_Height(float x, float y, Coord3D *pos) const { WorldHeightMap *height_map; @@ -978,8 +978,8 @@ float BaseHeightMapRenderObjClass::Get_Height_Map_Height(float input_x, float in } if (height_map != nullptr) { - float scaled_x = input_x * 0.1f; - float scaled_y = input_y * 0.1f; + float scaled_x = x * 0.1f; + float scaled_y = y * 0.1f; float floor_x = GameMath::Fast_Float_Floor(scaled_x); float floor_y = GameMath::Fast_Float_Floor(scaled_y); float fract_x = scaled_x - floor_x; @@ -1000,10 +1000,14 @@ float BaseHeightMapRenderObjClass::Get_Height_Map_Height(float input_x, float in // If fractional y is less than or equal to fractional x, our point is in the top right triangle of the cell if (fract_y <= fract_x) { float top_right_height = height_data[current_point_index + 1]; - interpolated_height = ((bottom_right_height - top_right_height) * fract_y + top_right_height + (1.0f - fract_x) * (top_left_height - top_right_height)) * HEIGHTMAP_SCALE; + interpolated_height = ((bottom_right_height - top_right_height) * fract_y + top_right_height + + (1.0f - fract_x) * (top_left_height - top_right_height)) + * HEIGHTMAP_SCALE; } else { float bottom_left_height = height_data[map_width + current_point_index]; - interpolated_height = ((1.0f - fract_y) * (top_left_height - bottom_left_height) + bottom_left_height + (bottom_right_height - bottom_left_height) * fract_x) * HEIGHTMAP_SCALE; + interpolated_height = ((1.0f - fract_y) * (top_left_height - bottom_left_height) + bottom_left_height + + (bottom_right_height - bottom_left_height) * fract_x) + * HEIGHTMAP_SCALE; } // Calculate the normal vector if pos is provided @@ -1029,10 +1033,12 @@ float BaseHeightMapRenderObjClass::Get_Height_Map_Height(float input_x, float in float slope_7 = down_two_neighbor_height_data - current_cell_height_data; float interpolated_slope_x_difference = (1.0f - fract_x) * slope_1 + fract_x * slope_2; float interpolated_slope_y_difference = (1.0f - fract_x) * slope_2 + fract_x * slope_3; - float interpolated_normal_x = interpolated_slope_x_difference * (1.0f - fract_y) + fract_y * interpolated_slope_y_difference; + float interpolated_normal_x = + interpolated_slope_x_difference * (1.0f - fract_y) + fract_y * interpolated_slope_y_difference; float interpolated_height_x_difference = (1.0f - fract_x) * slope_4 + fract_x * slope_7; float interpolated_height_y_difference = (1.0f - fract_x) * slope_5 + fract_x * slope_6; - float interpolated_normal_y = interpolated_height_x_difference * (1.0f - fract_y) + fract_y * interpolated_height_y_difference; + float interpolated_normal_y = + interpolated_height_x_difference * (1.0f - fract_y) + fract_y * interpolated_height_y_difference; Vector3 v_x_axis; Vector3 v_y_axis; Vector3 normal_vector;