Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates. Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean. Co-authored-by: OpenAI Codex <codex@openai.com>
192 lines
8.5 KiB
C#
192 lines
8.5 KiB
C#
using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Verbatim port of the collision-response tail of retail
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/// <c>CPhysicsObj::UpdateObjectInternal</c>: the velocity decision that
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/// <c>SetPositionInternal</c> (0x00515330) drives through
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/// <c>handle_all_collisions</c> (0x00514780, pc:282647). Kept as a pure function over a
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/// <see cref="PhysicsBody"/> + the resolve outcome so the whole decision is unit-testable
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/// in Core, independent of the App per-frame loop. The transition INTERNALS
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/// (<c>ResolveWithTransition</c> and below) are untouched.
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/// </summary>
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public static class PhysicsObjUpdate
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{
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/// <summary>
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/// Retail <c>SetPositionInternal</c> walkability comparison at
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/// <c>0x00515465-0x0051548E</c>. Equality with FloorZ is walkable.
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/// </summary>
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public static bool IsWalkableContact(bool inContact, Vector3 contactNormal)
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=> inContact && contactNormal.Z >= PhysicsGlobals.FloorZ;
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/// <summary>
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/// Applies the two independent transient facts written by retail
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/// <c>CPhysicsObj::SetPositionInternal</c> at <c>0x00515430-0x0051549F</c>.
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/// Contact comes from contact-plane validity; OnWalkable additionally
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/// requires a walkable plane normal. A steep contact therefore remains in
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/// contact without becoming grounded.
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/// </summary>
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public static void ApplySetPositionContact(
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PhysicsBody body,
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bool inContact,
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bool onWalkable)
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{
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if (inContact)
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body.TransientState |= TransientStateFlags.Contact;
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else
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body.TransientState &= ~TransientStateFlags.Contact;
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if (inContact && onWalkable)
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body.TransientState |= TransientStateFlags.OnWalkable;
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else
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body.TransientState &= ~TransientStateFlags.OnWalkable;
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body.calc_acceleration();
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}
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/// <summary>
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/// Commits the contact/walkable/collision-response tail of retail
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/// <c>CPhysicsObj::SetPositionInternal</c> (<c>0x00515330</c>) in its
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/// original order. The pre-transition flags are explicit because a
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/// deferred placement may temporarily park the body without contact while
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/// still needing the source edge when its destination cell becomes ready.
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/// </summary>
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/// <remarks>
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/// Retail writes Contact and recalculates acceleration, calls
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/// <c>set_on_walkable</c> (which invokes HitGround/LeaveGround), then calls
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/// <c>handle_all_collisions</c> at <c>0x005154FE</c>. Collision response
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/// must therefore observe any velocity change made by the movement
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/// callback; moving that callback after reflection changes the result.
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/// </remarks>
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public static bool CommitSetPositionTransition(
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PhysicsBody body,
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bool inContact,
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bool onWalkable,
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bool collisionNormalValid,
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Vector3 collisionNormal,
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bool previousContact,
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bool previousOnWalkable,
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Action? hitGround = null,
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Action? leaveGround = null,
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Func<bool>? isCurrent = null,
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Func<bool>? isVelocityCurrent = null)
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{
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ArgumentNullException.ThrowIfNull(body);
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// SetPositionInternal replaces Contact first but retains the source
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// OnWalkable bit through its first calc_acceleration call. A deferred
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// teleport may have parked the live body with both bits cleared, so
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// restore the captured source bit explicitly before reproducing that
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// ordering.
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if (previousOnWalkable)
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body.TransientState |= TransientStateFlags.OnWalkable;
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else
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body.TransientState &= ~TransientStateFlags.OnWalkable;
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if (inContact)
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body.TransientState |= TransientStateFlags.Contact;
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else
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body.TransientState &= ~TransientStateFlags.Contact;
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body.calc_acceleration();
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bool finalOnWalkable = inContact && onWalkable;
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if (finalOnWalkable)
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body.TransientState |= TransientStateFlags.OnWalkable;
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else
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body.TransientState &= ~TransientStateFlags.OnWalkable;
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if (!previousOnWalkable && finalOnWalkable)
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{
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hitGround?.Invoke();
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if (isCurrent?.Invoke() == false)
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return false;
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}
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else if (previousOnWalkable && !finalOnWalkable)
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{
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leaveGround?.Invoke();
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if (isCurrent?.Invoke() == false)
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return false;
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}
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body.calc_acceleration();
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// Position, Vector, and Movement are independently timestamped but
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// can all install m_velocityVector. If a later one arrived from a
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// callback above, retain its vector and finish the non-overlapping
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// contact/pose commit without applying this older collision response.
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if (isVelocityCurrent?.Invoke() == false)
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return isCurrent?.Invoke() ?? true;
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HandleAllCollisions(
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body,
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collisionNormalValid,
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collisionNormal,
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previousContact,
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previousOnWalkable,
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finalOnWalkable);
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return isCurrent?.Invoke() ?? true;
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}
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/// <summary>
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/// retail <c>handle_all_collisions</c> (0x00514780). Reflects or zeros the body's
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/// <see cref="PhysicsBody.Velocity"/> (retail m_velocityVector) based on
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/// <see cref="PhysicsBody.FramesStationaryFall"/>:
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/// <list type="bullet">
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/// <item>fsf ≤ 1 → reflect the into-surface component
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/// (<c>v += -(v·n)(elasticity+1)·n</c>, pc:282712) when we should reflect and a
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/// collision normal is valid; an INELASTIC mover zeros instead (pc:282720).</item>
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/// <item>fsf > 1 → <c>v = 0</c> entirely (pc:282729) — the "bleed on block" that
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/// lets gravity resume so a blocked jump falls/glides off (fixes the #182
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/// airborne-stuck wedge).</item>
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/// </list>
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/// The Stationary* transient-bit round-trip (pc:282737-758) is owned by the Core resolve
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/// writeback (<c>PhysicsEngine.ResolveWithTransition</c>), not re-encoded here.
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/// </summary>
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/// <param name="body">The mover.</param>
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/// <param name="collisionNormalValid">Was a wall/creature collision normal recorded this resolve.</param>
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/// <param name="collisionNormal">Outward collision normal (points away from the surface).</param>
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/// <param name="prevContact">Whether the body had Contact BEFORE this resolve committed
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/// (retail arg3 — reserved for environment-collision reporting; unused today).</param>
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/// <param name="prevOnWalkable">Whether the body was OnWalkable before this resolve (retail arg4).</param>
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/// <param name="nowOnWalkable">Whether the body is OnWalkable after this resolve.</param>
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public static void HandleAllCollisions(
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PhysicsBody body,
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bool collisionNormalValid, Vector3 collisionNormal,
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bool prevContact, bool prevOnWalkable, bool nowOnWalkable)
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{
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// var_10_1 (pc:282653-282657): reflect UNLESS the mover stays on walkable ground
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// (and is not sledding). This restores retail's broader rule — the AD-25 airborne-only
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// suppression is retired: the landing-snap fragility it guarded is gone (landing state
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// is now owned by the SetPositionInternal-derived contact flags, not a Velocity.Z<=0
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// gate). A grounded corridor wall-slide keeps its tangential velocity (should_reflect
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// false), exactly as retail.
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bool sledding = body.State.HasFlag(PhysicsStateFlags.Sledding);
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bool shouldReflect = !(prevOnWalkable && nowOnWalkable && !sledding);
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if (body.FramesStationaryFall <= 1)
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{
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if (shouldReflect && collisionNormalValid)
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{
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if (body.State.HasFlag(PhysicsStateFlags.Inelastic))
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{
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body.Velocity = Vector3.Zero; // pc:282720-282722
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}
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else
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{
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float dot = Vector3.Dot(body.Velocity, collisionNormal);
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if (dot < 0f) // moving INTO the surface
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{
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float k = -(dot * (body.Elasticity + 1f)); // pc:282712
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body.Velocity += collisionNormal * k;
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}
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}
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}
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}
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else
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{
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body.Velocity = Vector3.Zero; // fsf>1 → THE BLEED (pc:282729)
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}
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_ = prevContact; // retail report_environment_collision(arg3) — weenie collision events, later.
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}
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}
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