From 01d715eaef99e91f0959dc85fb7f69eb26d01a22 Mon Sep 17 00:00:00 2001 From: HelloKitty Date: Sat, 21 Jan 2017 14:44:31 +0100 Subject: Core/Vmaps: Stop M2s from occluding for spellcast LoS Closes #18528 --- src/common/Collision/Models/GameObjectModel.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/common/Collision/Models/GameObjectModel.cpp') 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_ptrIsSpawned()) 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; -- cgit v1.2.3