Fix bug where InRangeUnobstructed wouldn't check for hard collid… (#748)

* Check for hard collidables too.

* ...and that's why you don't code at 7 AM!

* fugg
This commit is contained in:
Víctor Aguilera Puerto
2020-02-28 16:29:45 +01:00
committed by GitHub
parent bdfdc2d63f
commit 2df0f884ba

View File

@@ -292,7 +292,7 @@ namespace Content.Server.GameObjects.EntitySystems
return false;
var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
var rayResults = _physicsManager.IntersectRay(coords.MapId, ray, dir.Length, ignoredEnt);
var rayResults = _physicsManager.IntersectRay(coords.MapId, ray, dir.Length, ignoredEnt, true);
return !rayResults.DidHitObject;
}