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further filtering for updatePlayerAttachment
*just* check pathshape/staticshape/terrain for determining if we are attaching/detaching from a pathshape and don't bother if we're not enabled and not falling
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@ -4754,6 +4754,8 @@ bool Player::step(Point3F *pos,F32 *maxStep,F32 time)
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// If so, it will attempt to attach to it.
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void Player::updateAttachment()
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{
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if (getDamageState() != Enabled && mVelocity.z > mDataBlock->fallingSpeedThreshold) return;
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Point3F rot, pos;
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RayInfo rInfo;
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MatrixF mat = getTransform();
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@ -4761,10 +4763,10 @@ void Player::updateAttachment()
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disableCollision();
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if (gServerContainer.castRay(Point3F(pos.x, pos.y, pos.z + 0.1f),
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Point3F(pos.x, pos.y, pos.z - 1.0f ),
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sCollisionMoveMask, &rInfo))
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PathShapeObjectType | StaticShapeObjectType | TerrainObjectType, &rInfo))
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{
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Point3F setPos = rInfo.point;
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setPos.z = mMax(setPos.z+sMinFaceDistance, pos.z);
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setPos.z = mMax(setPos.z + sMinFaceDistance, pos.z);
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if ((mJumpSurfaceLastContact < JumpSkipContactsMax) && !mSwimming)
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setPosition(setPos, getRotation());
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