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fix(Core/Vmaps): Stop M2s from occluding for spellcast LoS. Original autho… (#11341)
* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty Fixes #11293 * buildfix. Co-Authored-By: HelloKitty <5829095+HelloKitty@users.noreply.github.com>
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@@ -30,7 +30,7 @@ namespace VMAP
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iInvScale = 1.f / iScale;
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}
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bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
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bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
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{
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if (!iModel)
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{
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@@ -54,7 +54,7 @@ namespace VMAP
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Vector3 p = iInvRot * (pRay.origin() - iPos) * iInvScale;
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Ray modRay(p, iInvRot * pRay.direction());
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float distance = pMaxDist * iInvScale;
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
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if (hit)
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{
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distance *= iScale;
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