TGEA 1.7.0 Beta 1 Bug - Weapons and triggers
by Kirk Longendyke · in Torque Game Engine Advanced · 03/21/2008 (12:28 pm) · 3 replies
#2
Proper fix:
two possible fixes, both based on :
if you preffer addative change it to
if you preffer filtered, use
03/27/2008 (12:35 am)
Right so. just to doccument this one:Proper fix:
two possible fixes, both based on :
bool ShapeBase::getCorrectedAim(const MatrixF& muzzleMat, VectorF* result)
{
...
if (getContainer()->castRay(eyePos, aheadPoint, 0xFFFFFFFF, &rinfo))
...
}if you preffer addative change it to
bool ShapeBase::getCorrectedAim(const MatrixF& muzzleMat, VectorF* result)
{
...
if (getContainer()->castRay(eyePos, aheadPoint, STATIC_COLLISION_MASK|DAMAGEABLE_MASK, &rinfo))
...
}if you preffer filtered, use
bool ShapeBase::getCorrectedAim(const MatrixF& muzzleMat, VectorF* result)
{
...
if (getContainer()->castRay(eyePos, aheadPoint, 0xFFFFFFFF & ~(TriggerObjectType|DefaultObjectType|GameBaseObjectType), &rinfo))
...
} 
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