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Tighten WMO collision detection when inside buildings
When inside a WMO, use: - Smaller sweep step size (0.20 vs 0.35) for more frequent collision checks - Tighter player radius (0.45 vs 0.50) for less claustrophobic corridors - Stronger push response (0.12 vs 0.08 max) for more responsive walls Prevents clipping through walls in tight indoor spaces while keeping outdoor movement smooth.
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3 changed files with 13 additions and 7 deletions
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@ -201,9 +201,10 @@ public:
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* @param from Starting position
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* @param to Desired position
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* @param adjustedPos Output adjusted position (pushed away from walls)
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* @param insideWMO If true, use tighter collision for indoor precision
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* @return true if collision occurred
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*/
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bool checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos) const;
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bool checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos, bool insideWMO = false) const;
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/**
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* Check if a position is inside any WMO
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