Port retail's CTransition::check_other_cells (acclient_2013_pseudo_c.txt :272717-272798) into Transition.FindEnvCollisions so the foot-sphere sees walls in EVERY cell it overlaps, not just the one cell the player's center is in. Closes the Holtburg inn vestibule wall walk-through (cell 0xA9B40164 has only 4 polys; adjacent 0xA9B40157 has 23 walls that are never queried today). Architecture: new CellTransit.FindCellSet overload (preserves the candidate HashSet that FindCellList currently discards), new private Transition.CheckOtherCells method (direct port of the retail loop), one wire-up in FindEnvCollisions between the existing primary-cell BSP return and the synthesis fall-through. ~380 LOC total. Out of scope: FindObjCollisions (already landblock-radius broadphased), synthesis multi-cell search (A3's job), var_4c re-target (defer). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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