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Remove no longer needed comments about coordinate system
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@ -143,7 +143,7 @@ namespace MWBase
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virtual bool isCellQuasiExterior() const = 0;
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virtual Ogre::Vector2 getNorthVector (MWWorld::CellStore* cell) = 0;
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///< get north vector (OGRE coordinates) for given interior cell
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///< get north vector for given interior cell
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virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out) = 0;
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///< get a list of teleport door markers for a given cell, to be displayed on the local map
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@ -30,8 +30,6 @@ namespace MWRender
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int getHeight() { return mHeight; }
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void worldPosToImageSpace(float x, float z, float& imageX, float& imageY);
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///< @param x x ogre coords
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/// @param z z ogre coords
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void cellTopLeftCornerToImageSpace(int x, int y, float& imageX, float& imageY);
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@ -61,8 +61,6 @@ namespace MWRender
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* Set the position & direction of the player.
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* @remarks This is used to draw a "fog of war" effect
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* to hide areas on the map the player has not discovered yet.
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* @param position (OGRE coordinates)
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* @param camera orientation (OGRE coordinates)
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*/
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void updatePlayer (const Ogre::Vector3& position, const Ogre::Quaternion& orientation);
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@ -74,7 +72,7 @@ namespace MWRender
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/**
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* Get the interior map texture index and normalized position
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* on this texture, given a world position (in ogre coordinates)
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* on this texture, given a world position
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*/
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void getInteriorMapPosition (Ogre::Vector2 pos, float& nX, float& nY, int& x, int& y);
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@ -205,7 +205,7 @@ namespace MWWorld
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virtual bool isCellQuasiExterior() const;
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virtual Ogre::Vector2 getNorthVector (CellStore* cell);
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///< get north vector (OGRE coordinates) for given interior cell
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///< get north vector for given interior cell
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virtual void getDoorMarkers (MWWorld::CellStore* cell, std::vector<DoorMarker>& out);
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///< get a list of teleport door markers for a given cell, to be displayed on the local map
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