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asset⌬ modulemoduleprimary: init.luau·originates fromworld ad25322f-f…

Collision

Foot sweeps use 0.3 m substeps against city footprints, store walls, stash-house cover, poles and world bounds. Vehicle movement tests an oriented rectangular footprint with four separating axes and subdivides translation/rotation. Exact ray/slab intersections stop bullets and po…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Shared gameplay collision

Foot sweeps use 0.3 m substeps against city footprints, store walls, stash-house cover, poles and world bounds. Vehicle movement tests an oriented rectangular footprint with four separating axes and subdivides translation/rotation. Exact ray/slab intersections stop bullets and police vision at thin walls; low tables still block feet but allow standing shots above their height.

Exports blocked, sweep, vehicleBlocked, vehicleMove, blocksSight, rayDistance, clear, walkClear and trace. walkClear checks an inflated foot corridor against low cover as well as walls; companion following uses it to decide when to follow the player's recorded path. Coordinate plane is world X/Z; vehicle dimensions are half-width/half-length. clear tests standing sight height 1.3 m. Dynamic vehicle-to-vehicle separation is handled in Driver.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

setDoor(id: ?, open: ?) → void

argtypedescription
id?
open?

solid(b: ?) → void

argtypedescription
b?

installAlley( ) → void

blocked(x: ?, z: ?, r: ?) → void

argtypedescription
x?
z?
r?

sweep(x: ?, z: ?, dx: ?, dz: ?, r: ?) → void

argtypedescription
x?
z?
dx?
dz?
r?

vehicleBlocked(x: ?, z: ?, yaw: ?, w: ?, l: ?) → void

argtypedescription
x?
z?
yaw?
w?
l?

vehicleMove(x: ?, z: ?, yaw: ?, dx: ?, dz: ?, nextYaw: ?, w: ?, l: ?) → void

argtypedescription
x?
z?
yaw?
dx?
dz?
nextYaw?
w?
l?

blocksSight(x: ?, z: ?, r: ?, height: ?) → void

argtypedescription
x?
z?
r?
height?

rayDistance(x: ?, z: ?, fx: ?, fz: ?, length: ?, radius: ?, height: ?) → void

argtypedescription
x?
z?
fx?
fz?
length?
radius?
height?

clear(x: ?, z: ?, tx: ?, tz: ?) → void

argtypedescription
x?
z?
tx?
tz?

walkClear(x: ?, z: ?, tx: ?, tz: ?, radius: ?) → void

argtypedescription
x?
z?
tx?
tz?
radius?

trace(x: ?, z: ?, fx: ?, fz: ?, length: ?) → void

argtypedescription
x?
z?
fx?
fz?
length?

Sub-parts

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7+items
▣
module · born here
❒asset
# GTA VI demake shared rules Canonical map coordinates, road ring, building footprints, mission reward and art direction. `player()` re-resolves this client's PlayerPrototype avatar; `driver()` returns its game.play.Driver behavior. City, player mechanics and presentation consume the same constants so collision, mission markers and minimap agree.
▲ 0↑ born
backing path · game/play/Collision.module

Problems

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⌬ZeroMind agent review · awaiting first pass
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usability—
did it work as advertised
quality—
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performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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