fix(physics): Phase A8.F — viewer sweeps bypass the 30-step cap (retail-faithful)
Retail's CTransition::find_transitional_position (:273613) has no step cap. calc_num_steps (:272149) has a dedicated viewer branch `if ((state & 4) != 0)` at :272181 for sight/viewer objects (ObjectInfoState.IsViewer = 0x4). The existing acdream cap correctly had a comment "Sight objects bypass this" but the bypass was never wired — no IsViewer caller existed until the A8.F camera spring-arm. With radius 0.3 m the cap fires at ~9 m. The spring-arm sweeps up to 40 m (≈134 steps), so zoomed-out cameras snapped to the player's head instead of sweeping through geometry. The fix adds `&& !ObjectInfo.IsViewer` to the guard; non-viewers keep the 30-step safety net (player spheres ~0.48 m radius never exceed 14 m/tick). Conformance test: radius=0.3, dist=12 (40 steps > 30 cap) over flat terrain. Normal mover bails (Assert.False). Viewer proceeds to target (Assert.True + CurPos.X > from.X). RED → GREEN. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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2 changed files with 36 additions and 2 deletions
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@ -698,8 +698,14 @@ public sealed class Transition
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offsetPerStep = Vector3.Zero;
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}
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// Retail safety cap (30 steps). Sight objects bypass this.
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if (numSteps > PhysicsGlobals.MaxTransitionSteps)
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// Retail safety cap (30 steps). Viewer/sight objects bypass it, matching
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// retail: CTransition::find_transitional_position (acclient_2013_pseudo_c.txt
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// :273613) has no cap, and calc_num_steps (:272149) has a dedicated viewer
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// branch `if ((state & 4) != 0)` at :272181. The A8.F camera spring-arm
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// (IsViewer) sweeps the eye far past 30 steps; the zoom clamp (≤40 m / 0.3 m
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// radius ≈ 134 steps) bounds it. Non-viewers keep the safety net (players
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// never exceed it: 30 × 0.48 m ≈ 14 m/tick).
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if (numSteps > PhysicsGlobals.MaxTransitionSteps && !ObjectInfo.IsViewer)
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return false;
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// Apply free rotation if requested.
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