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Prevent objects from colliding with own child attachments (#7610)
Also, use a better distance calculation for 'collide with objects'. Fixes the issue of a vehicle occasionally colliding with its own driver, causing one of the velocity components to be set to zero.
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@@ -51,6 +51,7 @@ public:
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virtual scene::ISceneNode *getSceneNode() { return NULL; }
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virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
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virtual bool isLocalPlayer() const {return false;}
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virtual ClientActiveObject *getParent() const { return nullptr; };
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virtual void setAttachments() {}
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virtual bool doShowSelectionBox(){return true;}
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