feat(commands): rnpc here stands the NPC a metre in front, facing you (D325)
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PR Checks / plugin-checks (pull_request) Successful in 8s
At the admin's feet it spawned inside them, looking away (9d player walk). It now stands 1 m ahead on the ground, turned to face the admin. If something is in the way at chest height, there is no ground within 2 m below, or a walker would have no navmesh, it falls back to the admin's own spot and the reply says so. The harness's cmd.chat.here now checks the metre. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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@@ -5179,6 +5179,39 @@ namespace Oxide.Plugins
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// ---- where an admin stands and looks ----
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/// <summary>The ground, a floor or a roof the admin is looking at, within <see cref="LookReach"/>.</summary>
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/// <summary>D325: how far in front of the admin <c>rnpc here</c> stands the NPC, centre to centre.</summary>
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private const float HereAhead = 1f;
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/// <summary>
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/// D325: the spot <see cref="HereAhead" /> in front of the admin, on the ground, facing them. False, with the
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/// admin's own spot and facing, when it does not fit: something in the way at chest height, no ground within
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/// <see cref="MaxDrop" /> below their feet, or, for one that walks, no navmesh there.
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/// </summary>
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private static bool HereSpot(BasePlayer player, bool sentry, out Vector3 spot, out float yaw)
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{
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Vector3 feet = player.transform.position;
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Vector3 ahead = player.eyes.HeadForward();
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ahead.y = 0f;
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if (ahead.sqrMagnitude < 0.01f)
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ahead = new Vector3(player.transform.forward.x, 0f, player.transform.forward.z);
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ahead.Normalize();
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Vector3 chest = feet + Vector3.up;
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RaycastHit hit;
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if (!Physics.SphereCast(chest, 0.3f, ahead, out hit, HereAhead, GroundMask, QueryTriggerInteraction.Ignore) &&
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Physics.Raycast(chest + ahead * HereAhead, Vector3.down, out hit, 1f + MaxDrop, GroundMask, QueryTriggerInteraction.Ignore) &&
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(sentry || OffMeshReason(hit.point) == null))
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{
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spot = hit.point;
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yaw = Quaternion.LookRotation(-ahead).eulerAngles.y;
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return true;
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}
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spot = feet;
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yaw = player.eyes.rotation.eulerAngles.y;
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return false;
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}
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private static bool LookSpot(BasePlayer player, out Vector3 spot)
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{
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RaycastHit hit;
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@@ -5433,6 +5466,7 @@ namespace Oxide.Plugins
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Vector3 spot;
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float yaw;
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string hereNote = null;
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if (o.At.HasValue)
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{
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spot = o.At.Value;
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@@ -5445,8 +5479,8 @@ namespace Oxide.Plugins
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}
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else if (here)
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{
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spot = c.Player.transform.position;
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yaw = c.Player.eyes.rotation.eulerAngles.y;
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if (!HereSpot(c.Player, p.IsSentry, out spot, out yaw))
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hereNote = $"There is no room {HereAhead:0} m in front of you, so it stands where you do.";
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}
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else
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{
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@@ -5511,6 +5545,8 @@ namespace Oxide.Plugins
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Movement m = movement ?? p.Movement;
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c.Say($"Placed {id}: {data.Count} × '{name}' ({p.Role}{(p.IsSentry ? "" : ", " + m.Mode + (kind == "wander" ? $" {m.Radius:0} m" : ""))}), " +
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$"respawn {data.Respawn:0} s, {data.RespawnMode}{(data.Tether != null ? $", inside zone {data.Tether}" : "")}. Rename it with rnpc rename {id} <name>.");
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if (hereNote != null)
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c.Say(hereNote);
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if (built)
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c.Say("This spot is on a player-built structure. If it is destroyed, the NPC falls back to the nearest navmesh.");
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c.Say(CostWarning(PlannedTotal()));
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