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fix: filter physics volumes like the client's collision groups
Volumes on the server touched far more than in the client: - An enemy's body in the physics world was a sphere the size of its aggro radius, so trigger and damage volumes caught enemies from far away (Cavalry Hill enemies taking damage on spawn). It is now the enemy's own radius and collision group from its physics component. - Trigger volumes ignored their collision group and caught everything. dpEntity now filters with the client's collision filter (PeCollisionFilter, 1.10.64 0x00fb6940, group table from 0x00fcf9a0): POI walls ignore enemies, threat clearing walls ignore players, and so on. The aggro sensor keeps seeing only players. - Rotated boxes were tested as the axis aligned box around them, which for a turned wall covers a big square (the AG survival boundary). Sphere and point tests now use the box's own axes. Proximity monitors take an optional collision group like live's SetProximityRadius; the AM shield generators use live's (10 finds enemies, 1 finds players). Fixes #1127 Refs #1971 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -33,6 +33,12 @@ public:
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bool IsVertInBox(const NiPoint3& vert);
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/**
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* The squared distance from a point to the box, measured along the box's own (rotated) axes. The m_Min/m_Max
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* bounds are the axis aligned box around the rotated one, which for a rotated wall is far bigger than the wall.
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*/
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float SquaredDistanceTo(const NiPoint3& point) const;
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void InitVertices();
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void SetPosition(const NiPoint3& position);
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@@ -64,6 +70,10 @@ private:
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float m_Scale;
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// Where the box was placed and how it was turned, to test against its real shape
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NiPoint3 m_Origin{};
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NiQuaternion m_Orientation = QuatUtils::IDENTITY;
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bool m_HasBeenRotated = false;
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bool isScaled = false;
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bool isTransformed = false;
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