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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>
92 lines
3.5 KiB
C++
92 lines
3.5 KiB
C++
#ifndef __PHYSICSCOMPONENT__H__
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#define __PHYSICSCOMPONENT__H__
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#include "Component.h"
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#include "NiPoint3.h"
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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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};
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namespace Raknet {
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class BitStream;
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};
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enum class eReplicaComponentType : uint32_t;
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class dpEntity;
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class PhysicsComponent : public Component {
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public:
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PhysicsComponent(Entity* parent, const int32_t componentID);
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virtual ~PhysicsComponent();
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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const NiPoint3& GetPosition() const noexcept { return m_Position; }
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virtual void SetPosition(const NiPoint3& pos) { if (m_Position == pos) return; m_Position = pos; m_DirtyPosition = true; }
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const NiQuaternion& GetRotation() const { return m_Rotation; }
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virtual void SetRotation(const NiQuaternion& rot) { if (m_Rotation == rot) return; m_Rotation = rot; m_DirtyPosition = true; }
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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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// isFallback, when given, says whether the asset had no known shape and got a stand in cube
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dpEntity* CreatePhysicsEntity(eReplicaComponentType type, bool* isFallback = nullptr);
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/**
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* The shape of the physics asset of a LOT's physics component of the given type, for an object placed with this
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* scale and rotation, or nullptr when it has none. Some shapes move position (in and out) to line up with the
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* client's. isFallback, when given, says whether the asset had no known shape and got a stand in cube.
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*/
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static dpEntity* CreateAssetShape(LWOOBJID id, LOT lot, eReplicaComponentType type, int32_t collisionGroup, float scale, const NiQuaternion& rotation, NiPoint3& position, bool* isFallback = nullptr);
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/**
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* Makes this object a wall the server's movers can't walk through when its data says it is one
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* (dpMovementBlockers::BlockingFilter: a navmesh carver, or a solid object only enemies collide with). Only
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* shapes the server knows are used; a stand in cube would be a guess.
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*/
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void RegisterMovementBlocker(eReplicaComponentType type, bool solid, float scale);
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dpEntity* CreatePhysicsLnv(const float scale, const eReplicaComponentType type) const;
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void SpawnVertices(dpEntity* entity) const;
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bool OnGetPosition(GameMessages::GetPosition& msg);
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NiPoint3 m_Position;
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NiQuaternion m_Rotation = QuatUtils::IDENTITY;
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bool m_DirtyPosition;
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int32_t m_CollisionGroup{};
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// This object's shape as a movement blocker, owned here and not stepped with the physics world
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dpEntity* m_MovementBlocker{};
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};
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#endif //!__PHYSICSCOMPONENT__H__
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