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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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@@ -30,6 +30,11 @@ class SimplePhysicsComponent : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
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// Havok motion types the client reads as the physics motion state
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static constexpr uint32_t MOTION_TYPE_DYNAMIC = 1;
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static constexpr uint32_t MOTION_TYPE_KEYFRAMED = 4;
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static constexpr uint32_t MOTION_TYPE_FIXED = 5;
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SimplePhysicsComponent(Entity* parent, const int32_t componentID);
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~SimplePhysicsComponent() override;
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@@ -106,7 +111,7 @@ private:
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/**
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* The current physics motion state
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*/
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uint32_t m_PhysicsMotionState = 5;
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uint32_t m_PhysicsMotionState = MOTION_TYPE_FIXED;
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bool m_DirtyPhysicsMotionState = true;
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