revert(app): drop foundry-statue camera target — it's a weenie
The Holtburg foundry statue is a selectable in-game item (weenie
template spawned by the server), not a static client-dat entity. It's
correctly absent from:
- LandBlockInfo.Objects (Stabs)
- LandBlockInfo.Buildings (BuildingInfo)
- EnvCell.StaticObjects
- Region.SceneInfo procedural scenery (SceneryGenerator explicitly
skips ObjectDesc entries where WeenieObj != 0 — that branch is the
weenie-reference flag)
The client is behaving correctly. The statue will appear once we
connect to a live ACEmulator instance and receive CreateObject network
messages placing the weenie at its spawn position — Phase 4+ work.
Setup 0x02000081 that I speculatively identified as "the statue" is a
different decoration entirely; there's no need to pin the default
camera at its location.
Revert the camera targeting from eb27e3c. OrbitCamera defaults back to
(96, 96, 0) centered on Holtburg, FlyCamera to (96, 96, 150).
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1 changed files with 0 additions and 11 deletions
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@ -413,17 +413,6 @@ public sealed class GameWindow : IDisposable
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}
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Console.WriteLine($"interior: spawned {interiorSpawned} static objects from EnvCells");
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// Point the default camera at the Holtburg foundry rooftop so the user
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// can see Setup 0x02000081 (the presumed statue) without having to hunt
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// for it. Foundry is Building[7] at (107.5, 36.0, 94) and we render a
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// candidate statue Setup at (107.5, 36.0, 100.85) from EnvCell 0xA9B40166.
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_cameraController!.Orbit.Target = new System.Numerics.Vector3(107.5f, 36.0f, 100.85f);
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_cameraController.Orbit.Distance = 60f;
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_cameraController.Fly.Position = new System.Numerics.Vector3(107.5f, 0f, 115f);
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_cameraController.Fly.Yaw = MathF.PI / 2f;
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_cameraController.Fly.Pitch = -0.15f;
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Console.WriteLine("camera targeted at suspected foundry statue at (107.5, 36.0, 100.85)");
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_entities = hydratedEntities;
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Console.WriteLine($"hydrated {_entities.Count} entities total (stabs + buildings + scenery + interior)");
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}
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