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fix(physics): simple-physics motion type and velocity like live
Live's simple-physics constructions (40,786 in the captures): - Motion type Fixed (5) for objects without a motionType (38,970). DLU read the level's motionType and, when there was none, sent 0, a value the client's motion-type enum does not have. - Keyframed (4) for every moving platform (1,059 of 1,059) and for models without behaviors; Dynamic (1) for models with behaviors (655 of 666 model constructions follow this; DLU only switched it when a behavior was added or removed). - No velocity for fixed objects (all 38,970); keyframed and dynamic objects have one. DLU wrote a velocity in every construction. A level-set motionType still wins. Test: ReplicaConstructionTest.SimplePhysicsConstructionLikeLive (values of a captured smashable, LOT 12266); the existing SimplePhysicsTest bytes are unchanged. Check in game: moving platforms (AG, GF, NS, NT), spinners and other simple-physics objects move and collide as before; smashables and static objects stay put; on a property, placed models with and without behaviors sit and run as before, including after picking them up and placing again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -98,6 +98,12 @@ void ModelComponent::LoadBehaviors() {
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// add behavior at the back
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LoadBehavior(behaviorId.value(), m_Behaviors.size(), false);
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}
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// Live constructed models with behaviors as dynamic and models without as keyframed (655 of 666 model constructions)
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auto* const simplePhysics = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysics && !m_Parent->HasVar(u"motionType")) {
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simplePhysics->SetPhysicsMotionState(m_Behaviors.empty() ? SimplePhysicsComponent::MOTION_TYPE_KEYFRAMED : SimplePhysicsComponent::MOTION_TYPE_DYNAMIC);
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}
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}
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void ModelComponent::LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed) {
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