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3c - Chests and NPC loot on XRI - #431
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…gs it open, the content spawns silently into slots laid out to the chest mesh, items can be taken out and dropped back into the open chest (VrContainerDropZone), closing hides the slots and reopening shows the same items; looting an NPC shows its items in XRI "VR Socket Slot"s, equipped weapons with [E], taking one removes it from the NPC (inventory, equipped list, weapon mesh). VRVobContainerPhysicsChest split: backend-neutral VrChestSlots (layout, content, silent spawn, one slot inventory per backend in oCMobContainer.prefab) and HvrPhysicsChest as HVR lid only; interim Xri lid VrChestLidToggle (IVrHinge, lock picking and open/close sounds) until VrHinge in Phase 4; IVrHinge.IsActive + VrHinges.FindActive, IVrBackend.Kind, IVrSocketContainer.IsActive/IsSilent; slots keep their items while deactivated (XRI let go of them when a chest closed); no weapon draw sounds while a chest spawns its content (also on HVR) (HVR phase 3c). Otherwise no player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Locks not tested but Chest. Works as expected here. |
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Lockpicking tested. Works too. |
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Description
Phase 3c: chests and NPC loot on the Xri backend (needs 3b). Completes Phase 3. Also adds
Docs/HVR-replacement/found-bugs.md.VrChestSlots(chest content, slots fitted to the chest mesh, silent bulk spawn) onoCMobContainer; separate Xri slot children and aDropZoneso dropping an item into the open chest stores it.VrChestLidToggle(grip = open/close, supports lock picking) until Phase 4's physical hinge.VRNpcLootusesVR Socket Sloton Xri; taking an item moves it to the player, equipped items show[E].IVrHinge.IsActive/VrHinges.FindActive; door/container code tolerates a missing hinge. Opening a chest on Hvr no longer plays a burst of weapon sounds.To test
[E]; taking it removes its mesh from the corpse; closing removes the slots.found-bugs.md).Test on (delete if irrelevant)
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