feat: switch trigger physics volumes on and off at runtime

The ActivatePhysics trigger command was a TODO. The client activates or
deactivates the object's physics component
(LWOPhysicsSystemComponent::msgActivatePhysics, 1.10.64 0x00ccf970);
the server now does the same to phantom physics: switching it off takes
the volume out of the physics world (dpWorld::DetachEntity, without
deleting it) and makes whatever was inside leave, switching it on adds
it back and whatever is inside enters on the next step. This lets
trigger driven volumes like the monument lasers turn on and off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 00:01:34 -05:00
parent 5d3c2e6f9a
commit 27c562e242
9 changed files with 114 additions and 11 deletions

View File

@@ -467,13 +467,18 @@ void TriggerComponent::HandleDestroySpawnerNetworkObjects(std::string args) {
}
void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string args) {
if (args == "true") {
// TODO add physics entity if there isn't one
} else if (args == "false") {
// TODO remove Phsyics entity if there is one
} else {
if (args != "true" && args != "false") {
LOG_DEBUG("Invalid argument for ActivatePhysics Trigger: %s", args.c_str());
return;
}
auto* const phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("ActivatePhysics on %llu:%i which has no phantom physics", targetEntity->GetObjectID(), targetEntity->GetLOT());
return;
}
phantomPhysicsComponent->SetPhysicsActive(args == "true");
}
void TriggerComponent::HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray) {