From 45fcc2ff9d7df9b86b53fbfea106b827c4ac46de Mon Sep 17 00:00:00 2001 From: Trisjdc Date: Sun, 25 May 2014 11:34:26 +0100 Subject: Core/Collision: Solve collision issues with non spawned GOs --- src/server/collision/Models/GameObjectModel.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/server/collision/Models/GameObjectModel.cpp') diff --git a/src/server/collision/Models/GameObjectModel.cpp b/src/server/collision/Models/GameObjectModel.cpp index 1b99e282132..de97943bb37 100644 --- a/src/server/collision/Models/GameObjectModel.cpp +++ b/src/server/collision/Models/GameObjectModel.cpp @@ -140,6 +140,7 @@ bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayIn } #endif + owner = &go; return true; } @@ -161,7 +162,7 @@ GameObjectModel* GameObjectModel::Create(const GameObject& go) bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const { - if (!(phasemask & ph_mask)) + if (!(phasemask & ph_mask) || !owner->isSpawned()) return false; float time = ray.intersectionTime(iBound); -- cgit v1.2.3