- Larger icon for gap/ladder waypoints
- Creature-sub collision damage improvements (takes velocity of the limb into account) - In-sub particles move with the sub - Fixed artifacts spawning to non-pickable positions - Fixed ItemInventories not being drawn if the item is in a subslot - CauseOfDeath = Drowning if the character is in water while running out of oxy - Some more deconstructable items
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@@ -349,7 +349,7 @@ 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)
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public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false)
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{
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Body closestBody = null;
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float closestFraction = 1.0f;
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@@ -365,6 +365,8 @@ namespace Barotrauma
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if (fixture == null ||
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(fixture.CollisionCategories != Physics.CollisionWall && fixture.CollisionCategories != Physics.CollisionLevel)) return -1;
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if (ignoreLevel && fixture.CollisionCategories == Physics.CollisionLevel) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (structure != null)
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{
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