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Make InvisibleTrap objects invisible and non-collidable
Event objects like Fire Festival Fury Trap and Mercutio Post use SpellObject_InvisibleTrap.m2 models which were rendering as white tiles using WHITE1.BLP texture. These are meant to be invisible spell trigger objects that should not obstruct player movement. Changes: - Added isInvisibleTrap flag to M2ModelGPU struct - Detect models with "invisibletrap" in name during loading - Skip rendering invisible trap instances in render loop - Disable all collision checks (floor/wall/occlusion) for invisible traps - Objects remain functional for spell casting but are now invisible
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3 changed files with 65 additions and 6 deletions
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@ -60,6 +60,7 @@ struct M2ModelGPU {
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bool collisionNoBlock = false;
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bool collisionStatue = false;
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bool isSmallFoliage = false; // Small foliage (bushes, grass, plants) - skip during taxi
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bool isInvisibleTrap = false; // Invisible trap objects (don't render, no collision)
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// Collision mesh with spatial grid (from M2 bounding geometry)
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struct CollisionMesh {
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