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Fix build error: remove persistent floor cache update code
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1 changed files with 1 additions and 9 deletions
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@ -1874,15 +1874,7 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
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}
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}
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// Cache the result in persistent grid.
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// Only update cache if we found a floor that's close to query height,
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// to avoid caching wrong floors when player is on different stories.
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if (bestFloor && *bestFloor >= glZ - 6.0f) {
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float cacheAbove = bestFromLowPlatform ? 12.0f : 2.0f;
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if (*bestFloor <= glZ + cacheAbove) {
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precomputedFloorGrid[gridKey] = *bestFloor;
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}
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}
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// Persistent grid cache disabled (see above comment about stairs fall-through)
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if (bestFloor) {
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if (outNormalZ) *outNormalZ = bestNormalZ;
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