@@ -8,7 +8,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -138,7 +137,7 @@ namespace Content.Server.GameObjects.EntitySystems
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// Determine if the solar panel is occluded, and zero out coverage if so.
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// FIXME: The "Opaque" collision group doesn't seem to work right now.
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var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToVec(), (int) CollisionGroup.Opaque);
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var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
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if (rayCastResults.Any())
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coverage = 0;
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}
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