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remove bits from other-avatar collision mask
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1 changed files with 5 additions and 1 deletions
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@ -59,7 +59,11 @@ const int32_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
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// MY_AVATAR does not collide with itself
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const int32_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);
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const int32_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_MASK_DEFAULT;
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// OTHER_AVATARs are dynamic, but are slammed to whatever the avatar-mixer says, which means
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// their motion can't actually be affected by the local physics simulation -- we rely on the remote simulation
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// to move its avatar around correctly and to communicate its motion through the avatar-mixer.
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// Therefore, they only need to collide against things that can be affected by their motion: dynamic and MyAvatar
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const int32_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_GROUP_DYNAMIC | BULLET_COLLISION_GROUP_MY_AVATAR;
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// COLLISIONLESS gets an empty mask.
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const int32_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;
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