Removed collision from wall gaps
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@@ -176,7 +176,7 @@ namespace Barotrauma.Items.Components
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}
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Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies,
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Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies,
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Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel, false);
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Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair, false);
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if (targetBody == null || targetBody.UserData == null) return;
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if (targetBody == null || targetBody.UserData == null) return;
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@@ -774,7 +774,12 @@ namespace Barotrauma
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//if the section has holes (or is just one big hole with no bodies),
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//if the section has holes (or is just one big hole with no bodies),
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//we need a sensor for repairtools to be able to target the structure
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//we need a sensor for repairtools to be able to target the structure
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if (hasHoles || !bodies.Any()) CreateRectBody(rect).IsSensor = true;
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if (hasHoles || !bodies.Any())
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{
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Body sensorBody = CreateRectBody(rect);
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sensorBody.CollisionCategories = Physics.CollisionRepair;
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sensorBody.IsSensor = true;
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}
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}
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}
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private Body CreateRectBody(Rectangle rect)
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private Body CreateRectBody(Rectangle rect)
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@@ -13,6 +13,7 @@ namespace Barotrauma
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public const Category CollisionItem = Category.Cat5;
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public const Category CollisionItem = Category.Cat5;
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public const Category CollisionProjectile = Category.Cat6;
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public const Category CollisionProjectile = Category.Cat6;
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public const Category CollisionLevel = Category.Cat7;
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public const Category CollisionLevel = Category.Cat7;
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public const Category CollisionRepair = Category.Cat8;
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public static float DisplayToRealWorldRatio = 1.0f / 80.0f;
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public static float DisplayToRealWorldRatio = 1.0f / 80.0f;
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