Waypoint generation fix (submarine collider is ignored when doing visibility checks), regenerated waypoints in vanilla subs

This commit is contained in:
Regalis
2016-11-01 19:06:33 +02:00
parent 1b818b6422
commit 19683e749d
5 changed files with 5 additions and 6 deletions
+2 -1
View File
@@ -477,7 +477,7 @@ namespace Barotrauma
/// check visibility between two points (in sim units)
/// </summary>
/// <returns>a physics body that was between the points (or null)</returns>
public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false)
public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false, bool ignoreSubs = false)
{
Body closestBody = null;
float closestFraction = 1.0f;
@@ -494,6 +494,7 @@ namespace Barotrauma
(!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) && !fixture.CollisionCategories.HasFlag(Physics.CollisionLevel))) return -1;
if (ignoreLevel && fixture.CollisionCategories == Physics.CollisionLevel) return -1;
if (ignoreSubs && fixture.Body.UserData is Submarine) return -1;
Structure structure = fixture.Body.UserData as Structure;
if (structure != null)