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@ -57,7 +57,7 @@ public class Terrain { |
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this.terrain_size.y = this.zone.minor_radius * 2; |
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this.terrain_size.y = this.zone.minor_radius * 2; |
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this.cell_count.x = this.image_size.x; |
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this.cell_count.x = this.image_size.x; |
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this.cell_count.y = this.image_size.x; // Bug in exe
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this.cell_count.y = this.image_size.y; // Bug in exe
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this.cell_size.x = terrain_size.x / this.cell_count.x; |
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this.cell_size.x = terrain_size.x / this.cell_count.x; |
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this.cell_size.y = terrain_size.y / this.cell_count.y; |
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this.cell_size.y = terrain_size.y / this.cell_count.y; |
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@ -160,12 +160,12 @@ public class Terrain { |
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// Calculate terrain cell with offset. Bug mirrors the exe
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// Calculate terrain cell with offset. Bug mirrors the exe
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Vector2f terrain_cell = new Vector2f(terrain_loc.x / this.cell_size.x, terrain_loc.y / this.cell_size.y); |
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Vector2f terrain_cell = new Vector2f(terrain_loc.x / this.cell_size.x, terrain_loc.y / this.cell_size.x); |
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// Clamp values when standing directly on pole
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// Clamp values when standing directly on pole
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terrain_cell.x = Math.max(0, Math.min(this.cell_count.x - 2, terrain_cell.x)); |
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terrain_cell.x = Math.max(0, Math.min(this.cell_count.x - 1, terrain_cell.x)); |
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terrain_cell.y = Math.max(0, Math.min(this.cell_count.y - 2, terrain_cell.y)); |
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terrain_cell.y = Math.max(0, Math.min(this.cell_count.y - 1, terrain_cell.y)); |
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return terrain_cell; |
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return terrain_cell; |
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} |
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} |
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