From 46c69df3a7cd3f863a7a3cca59a136a0a5cdec9d 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 (cherry-picked from 01d715eaef99e91f0959dc85fb7f69eb26d01a22) --- 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 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_ptrIsSpawned()) 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; -- cgit v1.2.3