Removed collision from wall gaps

This commit is contained in:
juanjp600
2017-12-06 13:33:54 -03:00
parent 3df2c20ee1
commit d34c783c30
3 changed files with 8 additions and 2 deletions

View File

@@ -176,7 +176,7 @@ namespace Barotrauma.Items.Components
}
Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies,
Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel, false);
Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair, false);
if (targetBody == null || targetBody.UserData == null) return;

View File

@@ -774,7 +774,12 @@ namespace Barotrauma
//if the section has holes (or is just one big hole with no bodies),
//we need a sensor for repairtools to be able to target the structure
if (hasHoles || !bodies.Any()) CreateRectBody(rect).IsSensor = true;
if (hasHoles || !bodies.Any())
{
Body sensorBody = CreateRectBody(rect);
sensorBody.CollisionCategories = Physics.CollisionRepair;
sensorBody.IsSensor = true;
}
}
private Body CreateRectBody(Rectangle rect)

View File

@@ -13,6 +13,7 @@ namespace Barotrauma
public const Category CollisionItem = Category.Cat5;
public const Category CollisionProjectile = Category.Cat6;
public const Category CollisionLevel = Category.Cat7;
public const Category CollisionRepair = Category.Cat8;
public static float DisplayToRealWorldRatio = 1.0f / 80.0f;