Waypoint generation fix (submarine collider is ignored when doing visibility checks), regenerated waypoints in vanilla subs
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@@ -477,7 +477,7 @@ namespace Barotrauma
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/// check visibility between two points (in sim units)
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/// </summary>
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/// <returns>a physics body that was between the points (or null)</returns>
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public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false)
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public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false, bool ignoreSubs = false)
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{
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Body closestBody = null;
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float closestFraction = 1.0f;
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@@ -494,6 +494,7 @@ namespace Barotrauma
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(!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) && !fixture.CollisionCategories.HasFlag(Physics.CollisionLevel))) return -1;
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if (ignoreLevel && fixture.CollisionCategories == Physics.CollisionLevel) return -1;
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if (ignoreSubs && fixture.Body.UserData is Submarine) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (structure != null)
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