Raw Y sanity check. Do not require exact sea Y here because synced cursor Y can differ.
Validate real fishing distance against normalized sea point.
Preserve ValidateDistances() vertical behavior for normalized sea hits.
См. определение в файле CCTLiquid.c строка 569
570 {
571 normalizedHit = vector.Zero;
572
574 return false;
575
576 if (!
g_Game.SurfaceIsSea(hitPosition[0], hitPosition[2]))
577 return false;
578
579 float seaLevel =
g_Game.SurfaceGetSeaLevel();
580 float seaLevelMax =
g_Game.SurfaceGetSeaLevelMax();
581
583 float hitToSeaHeight = Math.AbsFloat(hitPosition[1] - seaLevel);
585 return false;
586
588 return false;
589
590 normalizedHit = hitPosition;
591 normalizedHit[1] = seaLevel;
592
595 return false;
596
598 float playerToSeaHeight = Math.AbsFloat(playerPos[1] - seaLevel);
600 return false;
601
602 return true;
603 }
bool IsNearlyZero(vector value)
float m_MaxActionDistance
static const float SEA_HIT_RAW_Y_TOLERANCE
Перекрестные ссылки Math::AbsFloat(), vector::Distance(), g_Game, IsNearlyZero(), m_MaxActionDistance, m_MaxVerticalReach, SEA_HIT_RAW_Y_TOLERANCE и vector::Zero.
Используется в CheckSeaLevelFallback(), IsSeaHitPositionValid() и TryValidateHitCursor().