Fix hitting through directional windows (and more!) (#34793)

This commit is contained in:
SlamBamActionman
2025-02-02 23:03:31 +01:00
committed by GitHub
parent 82bd0a291d
commit f25720124a
5 changed files with 19 additions and 9 deletions

View File

@@ -170,7 +170,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
var targetCoordinates = xform.Coordinates;
var targetLocalAngle = xform.LocalRotation;
return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range, overlapCheck: false);
}
protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)

View File

@@ -78,7 +78,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
// Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference.
// (This runs lagcomp internally and is what clickattacks use)
if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f))
if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f, overlapCheck: false))
return false;
// TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important.
@@ -193,7 +193,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
if (session is { } pSession)
{
(targetCoordinates, targetLocalAngle) = _lag.GetCoordinatesAngle(target, pSession);
return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range, overlapCheck: false);
}
return Interaction.InRangeUnobstructed(user, target, range);

View File

@@ -667,7 +667,8 @@ namespace Content.Shared.Interaction
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null,
bool popup = false)
bool popup = false,
bool overlapCheck = true)
{
if (!Resolve(other, ref other.Comp))
return false;
@@ -687,7 +688,8 @@ namespace Content.Shared.Interaction
range,
collisionMask,
predicate,
popup);
popup,
overlapCheck);
}
/// <summary>
@@ -717,6 +719,7 @@ namespace Content.Shared.Interaction
/// <returns>
/// True if the two points are within a given range without being obstructed.
/// </returns>
/// <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>
public bool InRangeUnobstructed(
Entity<TransformComponent?> origin,
Entity<TransformComponent?> other,
@@ -725,7 +728,8 @@ namespace Content.Shared.Interaction
float range = InteractionRange,
CollisionGroup collisionMask = InRangeUnobstructedMask,
Ignored? predicate = null,
bool popup = false)
bool popup = false,
bool overlapCheck = true)
{
Ignored combinedPredicate = e => e == origin.Owner || (predicate?.Invoke(e) ?? false);
var inRange = true;
@@ -768,7 +772,7 @@ namespace Content.Shared.Interaction
inRange = false;
}
// Overlap, early out and no raycast.
else if (distance.Equals(0f))
else if (overlapCheck && distance.Equals(0f))
{
return true;
}

View File

@@ -731,7 +731,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (res.Count != 0)
{
resSet.Add(res[0].HitEntity);
// If there's exact distance overlap, we simply have to deal with all overlapping objects to avoid selecting randomly.
var resChecked = res.Where(x => x.Distance.Equals(res[0].Distance));
foreach (var r in resChecked)
{
if (Interaction.InRangeUnobstructed(ignore, r.HitEntity, range + 0.1f, overlapCheck: false))
resSet.Add(r.HitEntity);
}
}
}

View File

@@ -157,7 +157,7 @@
fix1:
shape:
!type:PhysShapeAabb
bounds: "-0.49,-0.49,0.49,-0.36"
bounds: "-0.5,-0.5,0.5,-0.28125"
density: 1500
mask:
- FullTileMask