PRACTICE > TELEPORT now shows the waypoint the player placed on the
game's pause map, with a "Go to map waypoint" button. The console gets
`trainer waypoint [info]` and `trainer ground <x> <z>`.
Reading the waypoint (trainer_waypoint.cpp)
- It is a point of interest in the map's registry, the one ReSkate's
party markers register into (addr::native_party::map_manager), with
kind DingoMapPOIType_Waypoint (3) and its world matrix at @0.
- The registry is walked only while the TELEPORT card is drawn (the
page notes it, like the class list) or the command runs, every
250 ms at most. A player who never opens the card pays nothing.
- A registry the map has filled without a waypoint means it was
removed; an empty or unreadable one keeps the last waypoint seen. A
new level forgets it.
Landing on the surface (trainer_landing.h)
- The waypoint's height is not the ground: teleporting to it dropped
the skater through the map. local_ground_height() casts the park
editor's downward ray (editor::cast_surface) through the client
physics world and takes the topmost hit.
- The first ray starts at 1500 or 500 above the hint. A custom map
can sit higher than that (a waypoint at Y 12 over ground at Y 1939
was seen in game), so a miss is cast again from 20000.
- If collision there is still streaming in, the teleport goes to the
hint's height and a 12 s watch puts the skater on the surface when
it arrives (at most 6 corrections; the teleport is re-sent up to 3
times if it never arrives).
- Teleports still go through go_to(), so they follow the host's
noclip / teleport permission in a session.
The decisions (ray spans, the watch, remember/forget) have no game in
them and are tested by trainer_landing (DINGOSDK_BUILD_TRAINER_TESTS).
README and CHANGELOG updated.