Fixes melee/hitscan raycast through airlocks (#777)
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@@ -134,7 +134,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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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(mapId, new CollisionRay(position, castAngle.ToVec(), 23), _range, ignore);
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var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), 23), _range, ignore, ignoreNonHardCollidables: true);
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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 CollisionRay(userPosition, angle.ToVec(), (int)(CollisionGroup.Impassable | CollisionGroup.MobImpassable));
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(user.Transform.MapID, ray, MaxLength, user);
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(user.Transform.MapID, ray, MaxLength, user, ignoreNonHardCollidables: true);
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Hit(rayCastResults, energyModifier, user);
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AfterEffects(user, rayCastResults, angle, energyModifier);
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