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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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@@ -42,7 +42,9 @@ public:
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// Use a function, if isDead can be defined by other conditions
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bool isDead() const { return m_hp == 0; }
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bool isAttached() const;
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inline bool isAttached() const
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{ return getParent(); }
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void setArmorGroups(const ItemGroupList &armor_groups);
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const ItemGroupList &getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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@@ -57,6 +59,7 @@ public:
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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const std::unordered_set<int> &getAttachmentChildIds();
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ServerActiveObject *getParent() const;
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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protected:
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