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Reduce collision trapping and improve /unstuck
Add root, branch, thorn, moss, ivy, and other natural doodads to the no-block foliage list. /unstuck now moves the player 5 units forward instead of resetting in place.
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3 changed files with 19 additions and 5 deletions
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@ -1,6 +1,7 @@
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#include "core/application.hpp"
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#include "core/coordinates.hpp"
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#include <unordered_set>
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#include <cmath>
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#include "core/spawn_presets.hpp"
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#include "core/logger.hpp"
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#include "rendering/renderer.hpp"
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@ -539,14 +540,18 @@ void Application::setupUICallbacks() {
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loadOnlineWorldTerrain(mapId, x, y, z);
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});
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// Unstuck callback — re-run spawn search at current XY to find valid floor
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// Unstuck callback — move 5 units forward (based on facing) and re-snap to floor
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gameHandler->setUnstuckCallback([this]() {
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if (!renderer || !renderer->getCameraController()) return;
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auto* cc = renderer->getCameraController();
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auto* ft = cc->getFollowTargetMutable();
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if (!ft) return;
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// Use reset() which does a full multi-radius WMO/terrain floor search
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cc->setDefaultSpawn(*ft, cc->getYaw(), cc->getPitch());
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// Move 5 units in the direction the player is facing
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float yaw = cc->getYaw();
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ft->x += 5.0f * std::sin(yaw);
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ft->y += 5.0f * std::cos(yaw);
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// Re-snap to floor at the new position
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cc->setDefaultSpawn(*ft, yaw, cc->getPitch());
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cc->reset();
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});
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