Use nearest edge for interaction range (#11660)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -121,11 +121,8 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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{
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return;
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}
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// InRangeUnobstructed is insufficient rn as it checks the centre of the body rather than the nearest edge.
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// TODO: Look at fixing it
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// This is mainly to keep consistency between the wide attack raycast and the click attack raycast.
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if (!_interaction.InRangeUnobstructed(user, ev.Target.Value, component.Range + 0.35f))
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if (!_interaction.InRangeUnobstructed(user, ev.Target.Value, component.Range))
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return;
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var damage = component.Damage * GetModifier(component, true);
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