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fix: reduce GO fallback hit radius to prevent invisible chair click-lock
Fallback sphere for GameObjects without a loaded renderer instance was 2.5f, causing invisible/unloaded chairs in Goldshire Inn to be accidentally targeted during camera right-drag. This sent CMSG_GAMEOBJ_USE which set server stand state to SIT, trapping the player until a stand-up packet was sent. Reduce fallback radius to 1.2f and height offset to 1.0f so only deliberate close-range direct clicks register on unloaded GO geometry.
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1 changed files with 5 additions and 5 deletions
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@ -1683,11 +1683,11 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
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heightOffset = 0.3f;
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}
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} else if (t == game::ObjectType::GAMEOBJECT) {
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// Do not hard-filter by GO type here. Some realms/content
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// classify usable objects (including some chests) with types
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// that look decorative in cache data.
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hitRadius = 2.5f;
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heightOffset = 1.2f;
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// For GOs with no renderer instance yet, use a tight fallback
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// sphere (not 2.5f) so invisible/unloaded GOs (chairs, doodads)
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// are not accidentally clicked during camera right-drag.
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hitRadius = 1.2f;
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heightOffset = 1.0f;
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}
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hitCenter = core::coords::canonicalToRender(
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glm::vec3(entity->getX(), entity->getY(), entity->getZ()));
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