Fix: vehicles were treated as held items (car tilted with the driver's head)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+4
-2
@@ -306,7 +306,7 @@ namespace MSCO
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public void ApplyAvatarHold(int playerId, int bodyId, Vector3 pos, Quaternion rot)
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public void ApplyAvatarHold(int playerId, int bodyId, Vector3 pos, Quaternion rot)
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{
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{
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SyncedBody b;
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SyncedBody b;
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if (!byId.TryGetValue(bodyId, out b) || b.Rb == null) return;
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if (!byId.TryGetValue(bodyId, out b) || b.Rb == null || b.IsVehicle) return; // ältere Mods melden evtl. ein Auto als "gehalten"
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if (b.OwnerId != playerId)
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if (b.OwnerId != playerId)
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{
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{
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if (!Wins(playerId, true, b.OwnerId, b.OwnerActive)) return;
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if (!Wins(playerId, true, b.OwnerId, b.OwnerActive)) return;
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@@ -534,7 +534,9 @@ namespace MSCO
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{
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{
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Rigidbody rb = t.GetComponent<Rigidbody>();
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Rigidbody rb = t.GetComponent<Rigidbody>();
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SyncedBody b;
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SyncedBody b;
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if (rb != null && byRb.TryGetValue(rb, out b)) return IsReallyInHand(b) ? b : null;
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// Fahrzeuge hält man nie in der Hand: im Auto zeigt PickedObject z.B. aufs Lenkrad, dessen
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// Physik-Körper ist das Auto selbst - das Auto würde sonst mit dem Kopf mitkippen
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if (rb != null && byRb.TryGetValue(rb, out b)) return !b.IsVehicle && IsReallyInHand(b) ? b : null;
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}
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}
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return null;
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return null;
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}
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}
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