Raycast API changes.
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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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