When pointing at a wall, <i>cursorTarget</i> returns the house.
When pointing to the ground, <i>cursorTarget</i> returns <i>objNull</i>.
Model positions are displaced by <b>[-3.5, +1, -2.5]</b> compared to the intact versions of this model. Examples:
door 1 (roughly):
Land_i_Barracks_V1_F - [-5.51,-6.75,0.59]
Land_u_Barracks_V2_F - [-9.01,-5.75,-1.89]
door 2 (roughly):
Land_i_Barracks_V1_F - [14.80,0.15,0.60]
Land_u_Barracks_V2_F - [11.30,1.15,-1.90]
On Altis:
When walking through this house's door 3 ("Door_3_rot"), the player drops through the house's floor, walking "inside" it (see screenshots).
This also happens when standing in the doorframe of door 1 ("Door_1_rot").
In VR:
This always happens when walking through doors 1, 2, 3 or 4 (all exit doors in the main floor).
Also, the handrails on both the inside and outside stairs have no collision detection. {F26777}