fix(physics): keep remote placement and targeting in one world frame
CreateObject positions are landblock-local, but Runtime first-entry previously submitted remotes with a zero world offset. Runtime now owns the accepted local-player world-frame center and converts remote placements before SetPosition. The local physics host also publishes body.Position rather than CellPosition's landblock-local origin, so TargetManager no longer directs monsters toward a phantom player position. User gate: monster/static placement, chase, and attacks accepted outside Tusker Barracks.
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7 changed files with 140 additions and 12 deletions
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@ -346,7 +346,8 @@ internal sealed class RuntimeRemoteFirstEntryState
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lease.Route.SetPositionFlags,
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collisionSource,
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gameTime,
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out RuntimeSetPositionCommand command);
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out RuntimeSetPositionCommand command,
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resolveWorldOffsetFromRuntimeFrame: true);
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if (moverStatus
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== RuntimeSetPositionMoverPreparationStatus.RetrySetupUnavailable)
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{
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