Fix hitting through directional windows (and more!) (#34793)
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@@ -170,7 +170,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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var targetCoordinates = xform.Coordinates;
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var targetLocalAngle = xform.LocalRotation;
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return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
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return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range, overlapCheck: false);
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}
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protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
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@@ -78,7 +78,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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// Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference.
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// (This runs lagcomp internally and is what clickattacks use)
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if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f))
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if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f, overlapCheck: false))
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return false;
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// TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important.
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@@ -193,7 +193,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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if (session is { } pSession)
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{
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(targetCoordinates, targetLocalAngle) = _lag.GetCoordinatesAngle(target, pSession);
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return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
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return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range, overlapCheck: false);
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}
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return Interaction.InRangeUnobstructed(user, target, range);
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@@ -667,7 +667,8 @@ namespace Content.Shared.Interaction
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float range = InteractionRange,
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CollisionGroup collisionMask = InRangeUnobstructedMask,
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Ignored? predicate = null,
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bool popup = false)
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bool popup = false,
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bool overlapCheck = true)
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{
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if (!Resolve(other, ref other.Comp))
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return false;
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@@ -687,7 +688,8 @@ namespace Content.Shared.Interaction
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range,
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collisionMask,
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predicate,
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popup);
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popup,
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overlapCheck);
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}
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/// <summary>
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@@ -717,6 +719,7 @@ namespace Content.Shared.Interaction
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/// <returns>
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/// True if the two points are within a given range without being obstructed.
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/// </returns>
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/// <param name="overlapCheck">If true, if the broadphase query returns an overlap (0f distance) this function will early out true with no raycast made.</param>
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public bool InRangeUnobstructed(
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Entity<TransformComponent?> origin,
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Entity<TransformComponent?> other,
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@@ -725,7 +728,8 @@ namespace Content.Shared.Interaction
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float range = InteractionRange,
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CollisionGroup collisionMask = InRangeUnobstructedMask,
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Ignored? predicate = null,
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bool popup = false)
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bool popup = false,
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bool overlapCheck = true)
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{
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Ignored combinedPredicate = e => e == origin.Owner || (predicate?.Invoke(e) ?? false);
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var inRange = true;
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@@ -768,7 +772,7 @@ namespace Content.Shared.Interaction
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inRange = false;
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}
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// Overlap, early out and no raycast.
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else if (distance.Equals(0f))
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else if (overlapCheck && distance.Equals(0f))
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{
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return true;
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}
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@@ -731,7 +731,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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if (res.Count != 0)
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{
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resSet.Add(res[0].HitEntity);
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// If there's exact distance overlap, we simply have to deal with all overlapping objects to avoid selecting randomly.
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var resChecked = res.Where(x => x.Distance.Equals(res[0].Distance));
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foreach (var r in resChecked)
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{
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if (Interaction.InRangeUnobstructed(ignore, r.HitEntity, range + 0.1f, overlapCheck: false))
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resSet.Add(r.HitEntity);
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}
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}
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}
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@@ -157,7 +157,7 @@
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fix1:
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shape:
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!type:PhysShapeAabb
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bounds: "-0.49,-0.49,0.49,-0.36"
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bounds: "-0.5,-0.5,0.5,-0.28125"
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density: 1500
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mask:
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- FullTileMask
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