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path: root/src/common/Collision/Models/GameObjectModel.cpp
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Diffstat (limited to 'src/common/Collision/Models/GameObjectModel.cpp')
-rw-r--r--src/common/Collision/Models/GameObjectModel.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/common/Collision/Models/GameObjectModel.cpp b/src/common/Collision/Models/GameObjectModel.cpp
index b111b0de301..2950a48c21b 100644
--- a/src/common/Collision/Models/GameObjectModel.cpp
+++ b/src/common/Collision/Models/GameObjectModel.cpp
@@ -153,7 +153,7 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
return mdl;
}
-bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
+bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if (!(phasemask & ph_mask) || !owner->IsSpawned())
return false;
@@ -166,7 +166,7 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * ray.direction());
float distance = MaxDist * iInvScale;
- bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
+ bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
if (hit)
{
distance *= iScale;