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feat(zone): don't spawn carver_only objects, keep them as walls
The client never loads a level object whose config has carver_only set (its resource manager skips the load; LWOBasePhysComponent::LoadConfigData 0x00c495c9 reads the flag next to navmesh_carver), and live never sent one: none of the 331 carver_only placements (mostly Crux Prime's trigger boxes) shows up among the live constructions, where their zones' other objects do. DLU spawned them as objects. They are skipped now. The ones that carve the navmesh (53, in six zones, among them the Avant Gardens Sentinel camp walls) still stop the server's movers: their shape goes into the world's movement blockers without an object, owned by the physics world (dpWorld::AddOwnedMovementBlocker) and freed when it shuts down. None of them has a script, trigger or group. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -6,6 +6,8 @@
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#include "NiQuaternion.h"
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#include "dCommonVars.h"
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struct LwoNameValue;
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namespace GameMessages {
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struct GetObjectReportInfo;
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struct GetPosition;
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@@ -34,6 +36,20 @@ public:
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int32_t GetCollisionGroup() const noexcept { return m_CollisionGroup; }
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void SetCollisionGroup(int32_t group) noexcept { m_CollisionGroup = group; }
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/**
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* Whether a level object is carver_only, which the client never loads (LWOResMgr2Interface::Run skips its load
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* when its config has carver_only set; LWOBasePhysComponent::LoadConfigData 0x00c495c9 reads it next to
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* navmesh_carver). Live never sent one.
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*/
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[[nodiscard]] static bool IsCarverOnly(const LwoNameValue& settings);
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/**
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* For a level object the server doesn't spawn (carver_only): adds its shape to the world's movement blockers, the
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* way its physics component would have (RegisterMovementBlocker), owned by the world.
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* @return whether it blocks movement (its data makes it a wall and the server knows its shape)
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*/
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static bool AddLevelMovementBlocker(LWOOBJID id, LOT lot, const LwoNameValue& settings, const NiPoint3& position, const NiQuaternion& rotation, float scale);
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protected:
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bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& msg);
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