Raycast API changes.
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@@ -114,7 +114,7 @@ namespace Content.Server.AI
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var ray = new Ray(myTransform.WorldPosition, dir.Normalized, (int)(CollisionGroup.MobImpassable | CollisionGroup.Impassable));
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// cast the ray
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var result = _physMan.IntersectRay(ray, maxRayLen);
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var result = _physMan.IntersectRay(myTransform.MapID, ray, maxRayLen, SelfEntity);
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// add to visible list
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if (result.HitEntity == entity)
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@@ -127,7 +127,7 @@ namespace Content.Server.AI
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{
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var dir = new Vector2(Random01(ref rngState) * 2 - 1, Random01(ref rngState) *2 -1).Normalized;
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var ray = new Ray(entWorldPos, dir, (int) CollisionGroup.Impassable);
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var rayResult = _physMan.IntersectRay(ray, MaxWalkDistance, SelfEntity);
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var rayResult = _physMan.IntersectRay(SelfEntity.Transform.MapID, ray, MaxWalkDistance, SelfEntity);
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if (rayResult.DidHitObject && rayResult.Distance > 1) // hit an impassable object
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{
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@@ -129,10 +129,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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var resSet = new HashSet<IEntity>();
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var mapId = Owner.Transform.MapID;
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = _physicsManager.IntersectRay(new Ray(position, castAngle.ToVec(), 19), _range, ignore);
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var res = _physicsManager.IntersectRay(mapId, new Ray(position, castAngle.ToVec(), 19), _range, ignore);
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if (res.HitEntity != null)
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{
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resSet.Add(res.HitEntity);
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@@ -90,7 +90,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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var angle = new Angle(clickLocation.Position - userPosition);
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var ray = new Ray(userPosition, angle.ToVec(), (int)(CollisionGroup.Impassable | CollisionGroup.MobImpassable));
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(ray, MaxLength, user);
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(user.Transform.MapID, ray, MaxLength, user);
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Hit(rayCastResults, energyModifier);
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AfterEffects(user, rayCastResults, angle, energyModifier);
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