groups 'RaycastRVProxy' and 'RaycastRV' approaches into one method, allowes for comprehensive geometry override, if desired
1520 {
1521
1524 if (geometryTypeOverride != -1)
1525 rayInput.
type = geometryTypeOverride;
1527 int count;
1528 int i;
1529
1530 if (cache.HitProxyObjects)
1531 {
1532 count = cache.HitProxyObjects.Count();
1534 for (i = 0; i < count; ++i)
1535 {
1536 if (cache.HitProxyObjects[i].hierLevel > 0)
1537 {
1538 parent = cache.HitProxyObjects[i].parent;
1539 if (parent && !parent.IsMan() && parent.CanProxyObstruct())
1540 {
1541 if (parent != object || (parent == object && object.CanProxyObstructSelf()))
1542 return true;
1543 }
1544 }
1545 }
1546 }
1547
1548
1549 int geometry = ObjIntersectFire;
1550 if (geometryTypeOverride != -1)
1551 geometry = geometryTypeOverride;
1552 DayZPhysics.
RaycastRV(cache.RaycastStart, cache.ObjectCenterPos, cache.ObjectContactPos, cache.ObjectContactDir, cache.ContactComponent, cache.HitObjects,
object,
GetGame().
GetPlayer(),
false,
false, geometry, 0.0,
CollisionFlags.ALLOBJECTS);
1553 count = cache.HitObjects.Count();
1554 for (i = 0; i < count; ++i)
1555 {
1556 if (cache.HitObjects[i].CanObstruct())
1557 return true;
1558 }
1559
1560 return false;
1561 }
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.
static proto bool RaycastRVProxy(notnull RaycastRVParams in, out notnull array< ref RaycastRVResult > results, array< Object > excluded=null)
proto native CGame GetGame()