The per-tick remote de-overlap sweep used a hardcoded HUMAN collision sphere
(0.48 m radius / 1.835 m capsule top) for EVERY creature, so large and small
monsters de-overlapped at human spacing (register TS-46). Retail seeds the
transition from the object's OWN Setup sphere list scaled by its wire ObjScale
(CPhysicsObj::transition 0x00512dc0 -> init_sphere(GetNumSphere, GetSphere,
m_scale); ObjScale from set_description 0x00514f40).
Slice 3 (one call site, no signature change): before the Path B ResolveWithTransition
call, read the creature's Setup-derived dims via the existing GetSetupCylinder
helper -- (setup.Radius, setup.Height) x ObjScale, the same source the local player
and the moveto/sticky radii already use, consistent with the spawn-time shadow
registration's entScale -- and pass them as sphereRadius/sphereHeight. Fall back to
the human capsule when GetSetupCylinder returns (0,0) for a shapeless / unresolvable
Setup (a zero radius would degenerate the sweep). The player call site is unchanged
(the player IS the human Setup). stepUp/stepDown stay 0.4 m (retail derives those
from the Setup too -- an adjacent divergence left as-is).
Big monsters now spread wider, small ones tighter -- the de-overlap distance tracks
each creature's true radius.
Test: RemoteDeOverlapMechanismTests.ConvergingLargeCreatures_DeOverlapWiderThanHuman
(an R=0.9 pair settles ~1.8 m -- materially wider than the human 0.96 m contact --
proving the sweep de-overlaps at the radius it is given). Register: narrows TS-46
(remotes no longer human-dimmed; residual = the two-scalar reconstruction vs retail's
sphere list, plus the 0.4 m step heights). Core 2621 / App 741 green.
Research: workflow wf_e8306250-21b (3-agent read-only sweep: acdream data source /
retail init_sphere reference / minimal-edit path).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>