Fixing minor bugs
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@@ -174,6 +174,11 @@ if(WIN32)
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../src/game_server/RemoteGameServerHost.h
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../src/game_server/RemoteGameServerHost.cpp
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)
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if(MSVC)
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set_source_files_properties(
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../src/game_server/WebsocketGameClient.cpp
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PROPERTIES COMPILE_OPTIONS "/bigobj")
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endif()
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target_link_libraries(
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ShadowOverBishkekDemo PRIVATE opengl32 ws2_32 mswsock)
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endif()
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@@ -163,6 +163,11 @@ if(BUILD_TESTING)
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target_compile_definitions(
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GameServerWebsocketLockstepTests PRIVATE
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NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
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if(MSVC)
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set_source_files_properties(
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"${GAME_ROOT}/src/game_server/WebsocketGameClient.cpp"
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PROPERTIES COMPILE_OPTIONS "/bigobj")
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endif()
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target_link_libraries(
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GameServerWebsocketLockstepTests PRIVATE
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game_server_core ws2_32 mswsock)
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+3
-3
@@ -890,11 +890,11 @@ namespace FRG
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}
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Character* Location::raycastNpcs(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir, float maxDistance) {
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// Every NPC is treated as a vertical cylinder: radius 0.25m, height 1.6m,
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// Every NPC is treated as a vertical cylinder
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// base at npc->position (the model's foot). Intersection = circle hit in the
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// XZ plane, then clip the entry/exit t against the [yFoot, yFoot+height] slab.
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static constexpr float NPC_CLICK_RADIUS = 0.25f;
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static constexpr float NPC_CLICK_HEIGHT = 1.6f;
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static constexpr float NPC_CLICK_RADIUS = 0.35f;
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static constexpr float NPC_CLICK_HEIGHT = 1.8f;
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static constexpr float NPC_PICK_EPSILON = 1e-6f;
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Character* closestNpc = nullptr;
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