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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 07c1ffe548c..8e4ba0a9679 100644
--- a/src/common/Collision/Models/GameObjectModel.cpp
+++ b/src/common/Collision/Models/GameObjectModel.cpp
@@ -161,7 +161,7 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
return mdl;
}
-bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift) const
+bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if (!isCollisionEnabled() || !owner->IsSpawned())
return false;
@@ -177,7 +177,7 @@ bool GameObjectModel::intersectRay(G3D::Ray const& 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;