Remove ignore-inside-blocker (#6692)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -9,6 +9,7 @@ using Content.Server.AI.Pathfinding.Pathfinders;
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using Content.Server.CPUJob.JobQueues;
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using Content.Shared.Access.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -28,6 +29,7 @@ namespace Content.Server.AI.Steering
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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/// <summary>
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/// Whether we try to avoid non-blocking physics objects
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@@ -283,7 +285,7 @@ namespace Content.Server.AI.Steering
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if (targetDistance <= steeringRequest.ArrivalDistance && steeringRequest.TimeUntilInteractionCheck <= 0.0f)
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{
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if (!steeringRequest.RequiresInRangeUnobstructed ||
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entity.InRangeUnobstructed(steeringRequest.TargetMap, steeringRequest.ArrivalDistance, popup: true))
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_interactionSystem.InRangeUnobstructed(entity, steeringRequest.TargetMap, steeringRequest.ArrivalDistance, popup: true))
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{
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// TODO: Need cruder LOS checks for ranged weaps
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controller.VelocityDir = Vector2.Zero;
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