fix(physics): #32 L.2c wire edge-slide movement flag

This commit is contained in:
Erik 2026-04-30 07:40:43 +02:00
parent 9fea9b13ad
commit 1ec40f2a4f
6 changed files with 75 additions and 14 deletions

View file

@ -428,12 +428,18 @@ public sealed class PlayerMovementController
stepDownHeight: StepDownHeight, // L.2.3a: from Setup.StepDownHeight
isOnGround: _body.OnWalkable,
body: _body, // persist ContactPlane across frames for slope tracking
// L.2c 2026-04-30: retail PhysicsGlobals.DefaultState includes
// EdgeSlide, and PhysicsObj.get_object_info copies that bit into
// OBJECTINFO. Keep it explicit here so edge/cliff handling runs
// under the same flag profile as retail player movement.
//
// Commit C 2026-04-29 — local player is always IsPlayer.
// The PK/PKLite/Impenetrable bits come from PlayerDescription's
// PlayerKillerStatus property; not yet parsed (non-PK pair → walks
// through other non-PK players, which is retail's default for
// ACE's character creation defaults too).
moverFlags: AcDream.Core.Physics.ObjectInfoState.IsPlayer);
moverFlags: AcDream.Core.Physics.ObjectInfoState.IsPlayer
| AcDream.Core.Physics.ObjectInfoState.EdgeSlide);
// Apply resolved position.
_body.Position = resolveResult.Position;

View file

@ -5856,7 +5856,11 @@ public sealed class GameWindow : IDisposable
// branch zeroes the +Z offset every step (same bug
// we hit on the local jump).
isOnGround: !rm.Airborne,
body: rm.Body); // persist ContactPlane across frames for slope tracking
body: rm.Body, // persist ContactPlane across frames for slope tracking
// Retail default physics state includes EdgeSlide.
// Remote dead-reckoning should exercise the same
// edge/cliff branch as local movement.
moverFlags: AcDream.Core.Physics.ObjectInfoState.EdgeSlide);
rm.Body.Position = resolveResult.Position;
if (resolveResult.CellId != 0)