Swap some InRangeUnobstructed for InRangeUnoccluded (#28706)
Swap InRangeUnobstructed to InRangeUnoccluded Co-authored-by: plykiya <plykiya@protonmail.com>
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@@ -3,6 +3,7 @@ using Content.Server.Interaction;
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using Content.Server.Popups;
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using Content.Server.Stunnable;
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using Content.Shared.Administration;
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using Content.Shared.Examine;
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using Content.Shared.Instruments;
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using Content.Shared.Instruments.UI;
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using Content.Shared.Physics;
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@@ -30,6 +31,7 @@ public sealed partial class InstrumentSystem : SharedInstrumentSystem
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly InteractionSystem _interactions = default!;
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[Dependency] private readonly ExamineSystemShared _examineSystem = default!;
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private const float MaxInstrumentBandRange = 10f;
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@@ -250,9 +252,8 @@ public sealed partial class InstrumentSystem : SharedInstrumentSystem
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continue;
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// Maybe a bit expensive but oh well GetBands is queued and has a timer anyway.
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// Make sure the instrument is visible, uses the Opaque collision group so this works across windows etc.
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if (!_interactions.InRangeUnobstructed(uid, entity, MaxInstrumentBandRange,
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CollisionGroup.Opaque, e => e == playerUid || e == originPlayer))
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// Make sure the instrument is visible
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if (!_examineSystem.InRangeUnOccluded(uid, entity, MaxInstrumentBandRange, e => e == playerUid || e == originPlayer))
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continue;
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if (!metadataQuery.TryGetComponent(playerUid, out var playerMetadata)
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