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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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@@ -31,7 +31,8 @@ SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, const int32_t com
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} else {
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SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
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}
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m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
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// Without a motionType the object is fixed (live: Fixed on 38,970 of 40,786 constructions, never the invalid 0)
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if (m_Parent->HasVar(u"motionType")) m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
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}
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SimplePhysicsComponent::~SimplePhysicsComponent() {
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@@ -50,13 +51,16 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
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outBitStream.Write(m_ClimbableType);
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}
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outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
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if (m_DirtyVelocity || bIsInitialUpdate) {
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// Live left the velocity out of a fixed object's construction and wrote it for keyframed and dynamic ones.
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const bool writeVelocity = bIsInitialUpdate
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? m_PhysicsMotionState != MOTION_TYPE_FIXED || m_Velocity != NiPoint3Constant::ZERO || m_AngularVelocity != NiPoint3Constant::ZERO
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: m_DirtyVelocity;
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outBitStream.Write(writeVelocity);
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if (writeVelocity) {
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outBitStream.Write(m_Velocity);
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outBitStream.Write(m_AngularVelocity);
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m_DirtyVelocity = false;
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}
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if (writeVelocity || bIsInitialUpdate) m_DirtyVelocity = false;
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// Physics motion state
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outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate);
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