Improve WMO wall collision, unstuck, interior zoom, and chat focus

- Stronger wall collision push (0.35/0.15) and swept push (0.45/0.25)
  for interior/exterior WMOs to reduce clipping through tunnel walls
- Use all triangles (not just pre-classified walls) for collision checks
- Allow invisible collidable triangles (MOPY 0x01 without 0x20) to block
- Pass insideWMO flag to all collision callers, match swim sweep to ground
- Widen swept hit detection radius from 0.15 to 0.25
- Restrict camera zoom to 12 units inside WMO interiors
- Fix /unstuck launching player above WMOs: remove +20 fallback, use
  gravity when no floor found
- Slash and Enter keys always focus chat unless already typing
This commit is contained in:
Kelsi 2026-03-06 20:00:27 -08:00
parent 4cae4bfcdc
commit 8014dde29b
5 changed files with 36 additions and 24 deletions

View file

@ -81,6 +81,7 @@ public:
bool isSitting() const { return sitting; }
bool isSwimming() const { return swimming; }
bool isInsideWMO() const { return cachedInsideWMO; }
void setGrounded(bool g) { grounded = g; }
bool isOnTaxi() const { return externalFollow_; }
const glm::vec3* getFollowTarget() const { return followTarget; }
glm::vec3* getFollowTargetMutable() { return followTarget; }
@ -141,6 +142,7 @@ private:
static constexpr float MIN_DISTANCE = 0.5f; // Minimum zoom (first-person threshold)
static constexpr float MAX_DISTANCE_NORMAL = 22.0f; // Default max zoom out
static constexpr float MAX_DISTANCE_EXTENDED = 50.0f; // Extended max zoom out
static constexpr float MAX_DISTANCE_INTERIOR = 12.0f; // Max zoom inside WMOs
bool extendedZoom_ = false;
static constexpr float ZOOM_SMOOTH_SPEED = 15.0f; // How fast zoom eases
static constexpr float CAM_SMOOTH_SPEED = 20.0f; // How fast camera position smooths