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Rename CELL_SIZE to TERRAIN_TILE_SIZE, to free up the term "cell" for other concepts.
This was SVN commit r10902.
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@@ -233,8 +233,8 @@ CVector3D CCamera::GetWorldCoordinates(int px, int py, bool aboveWater) const
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ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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if (gotWater)
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{
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waterPoint.X = clamp(waterPoint.X, 0.f, (float)((mapSize-1)*CELL_SIZE));
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waterPoint.Z = clamp(waterPoint.Z, 0.f, (float)((mapSize-1)*CELL_SIZE));
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waterPoint.X = clamp(waterPoint.X, 0.f, (float)((mapSize-1)*TERRAIN_TILE_SIZE));
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waterPoint.Z = clamp(waterPoint.Z, 0.f, (float)((mapSize-1)*TERRAIN_TILE_SIZE));
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}
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if (gotTerrain)
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@@ -311,8 +311,8 @@ CVector3D CCamera::GetFocus() const
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ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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if (gotWater)
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{
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waterPoint.X = clamp(waterPoint.X, 0.f, (float)((mapSize-1)*CELL_SIZE));
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waterPoint.Z = clamp(waterPoint.Z, 0.f, (float)((mapSize-1)*CELL_SIZE));
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waterPoint.X = clamp(waterPoint.X, 0.f, (float)((mapSize-1)*TERRAIN_TILE_SIZE));
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waterPoint.Z = clamp(waterPoint.Z, 0.f, (float)((mapSize-1)*TERRAIN_TILE_SIZE));
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}
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if (gotTerrain)
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