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…
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.
Scoped to this part · feeds back into the world's score.