stack item pickup (in progress), throwable hand consumes items, spawnable objects tied to item definitions
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@@ -255,14 +255,14 @@ void RotatePlayerTowardMouse()
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Vector3 targetPoint;
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// 1. Try real world hit first (most stable)
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if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
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// Try real world hit first (most stable), ignoring Dither layer
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if (Physics.Raycast(ray, out RaycastHit hit, 1000f, ~LayerMask.GetMask("Dither")))
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{
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targetPoint = hit.point;
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}
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else
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{
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// 2. Fallback to plane at player height
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// Fallback to plane at player height
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Plane plane = new Plane(Vector3.up, DougBody.transform.position);
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if (!plane.Raycast(ray, out float enter))
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