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Overlay areas (elevator rides, observatory, gas station/police doorways) stay within the Isle world but use fixed cameras with no free-roaming movement. The third person camera and player display were incorrectly staying active in these areas, and remote players remained visible at their last open-world position. Query GameState::m_currentArea at runtime to detect restricted areas, avoiding new state variables or hooks into decompiled code. Extract shared IsRestrictedArea() into a common header used by both the camera controller and multiplayer networking. On the multiplayer side, broadcast WORLD_NOT_VISIBLE as the worldId so remote clients hide the player via existing visibility logic, and exclude the local player from the player count when in a restricted area. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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