1021a07b04
A killed matador's ragdoll shared the WORLD layer with the bull, so the bull collided with the bodies and spazzed out on them. Give corpses a dedicated CORPSE layer masked to itself, and tag the ground/walls with CORPSE too (at level load, so it also reaches colliders baked into the instanced GLB arenas). The corpse still rests on the arena, but the bull — which only masks WORLD — passes straight through the bodies. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
12 lines
721 B
GDScript
12 lines
721 B
GDScript
## Central registry of the 3D physics collision-layer bits. These mirror the
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## layer_names in project.godot so the editor's layer picker reads the same words.
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##
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## The bull only collides with WORLD, so a killed matador is lifted off WORLD onto
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## CORPSE alone (see matador_ragdoll.gd). The ground and walls carry WORLD | CORPSE
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## (tagged at level load in game_shell.gd), so the ragdoll still rests on the arena
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## while the bull passes through the bodies instead of tripping over them.
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const WORLD: int = 1 # layer 1 — environment + live actors (bull, matadors, spears)
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const BULL: int = 2 # layer 2 — the bull's own body
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const CORPSE: int = 4 # layer 3 — ragdolled matadors; ground/walls also carry this
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