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fix(scripts): concert instruments place the player as live did (issue 1256)
RepositionPlayer added the offsets in world X/Z, set the height to 0 and built the keyboard turn around the position vector. As l_ns_concert_instrument_qb.lua: the offset is in the instrument's own frame, the instrument's height is kept, the player faces the instrument's way, and at the keyboard turns -0.8 further. Check: build and play all four instruments on the Nimbus Station stage: the player stands at each one facing it, not below the stage. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -267,26 +267,31 @@ void NsConcertInstrument::UnEquipInstruments(Entity* self, Entity* player) {
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}
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void NsConcertInstrument::RepositionPlayer(Entity* self, Entity* player) {
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auto position = self->GetPosition();
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auto rotation = self->GetRotation();
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position.SetY(0.0f);
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// As l_ns_concert_instrument_qb.lua: the offset is in the instrument's own frame (GetParallelPosition), the
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// instrument's height is kept, the player faces the way the instrument does, and at the keyboard turns -0.8
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// further (OrientToAngle relative to that)
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const auto rotation = self->GetRotation();
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float right = 0.0f;
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float forward = 0.0f;
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auto playerRotation = rotation;
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switch (GetInstrumentLot(self)) {
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case Bass:
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case Guitar:
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position.SetX(position.GetX() + 5.0f);
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right = 5.0f;
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break;
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case Keyboard:
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position.SetX(position.GetX() - 0.45f);
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position.SetZ(position.GetZ() + 0.75f);
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rotation = QuatUtils::AxisAngle(position, -0.8f); // Slight rotation to make the animation sensible
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right = -0.45f;
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forward = 0.75f;
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playerRotation = rotation * QuatUtils::AxisAngle(NiPoint3Constant::UNIT_Y, -0.8f);
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break;
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case Drum:
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position.SetZ(position.GetZ() - 0.5f);
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forward = -0.5f;
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break;
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}
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GameMessages::Teleport(player->GetObjectID(), position, rotation).SendToClient(player->GetSystemAddress());
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const NiPoint3 position = self->GetPosition() + NiPoint3(QuatUtils::Right(rotation)) * right + NiPoint3(QuatUtils::Forward(rotation)) * forward;
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GameMessages::Teleport(player->GetObjectID(), position, playerRotation).SendToClient(player->GetSystemAddress());
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}
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InstrumentLot NsConcertInstrument::GetInstrumentLot(Entity* self) {
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