Fix predicate documentation in a few methods related to InRangeUnobstructed
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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="coords">Set of coordinates to use.</param>
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/// <param name="otherCoords">Other set of coordinates to use.</param>
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/// <param name="collisionMask">the mask to check for collisions</param>
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/// <param name="predicate">.</param>
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/// <param name="predicate">A predicate to check whether to ignore an entity or not. If it returns true, it will be ignored.</param>
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/// <returns>Length of resulting ray.</returns>
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public float UnobstructedRayLength(MapCoordinates coords, MapCoordinates otherCoords,
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int collisionMask = (int) CollisionGroup.Impassable, Func<IEntity, bool> predicate = null)
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@@ -72,7 +72,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="otherCoords">Other set of coordinates to use.</param>
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/// <param name="range">maximum distance between the two sets of coordinates.</param>
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/// <param name="collisionMask">the mask to check for collisions</param>
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/// <param name="predicate">.</param>
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/// <param name="predicate">A predicate to check whether to ignore an entity or not. If it returns true, it will be ignored.</param>
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/// <param name="insideBlockerValid">if coordinates inside obstructions count as obstructed or not</param>
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/// <returns>True if the two points are within a given range without being obstructed.</returns>
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public bool InRangeUnobstructed(MapCoordinates coords, MapCoordinates otherCoords, float range = InteractionRange,
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