@@ -9,7 +9,6 @@ using Robust.Shared.Serialization;
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using System.Linq;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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namespace Content.Shared.Construction.ConstructionConditions
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{
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@@ -35,7 +34,7 @@ namespace Content.Shared.Construction.ConstructionConditions
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return false;
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// now we need to check that user actually tries to build wallmount on a wall
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var physics = EntitySystem.Get<SharedBroadPhaseSystem>();
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var physics = IoCManager.Resolve<IPhysicsManager>();
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var rUserToObj = new CollisionRay(userWorldPosition, userToObject.Normalized, (int) CollisionGroup.Impassable);
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var length = userToObject.Length;
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var userToObjRaycastResults = physics.IntersectRayWithPredicate(user.Transform.MapID, rUserToObj, maxLength: length,
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Block a user