groups 'RaycastRVProxy' and 'RaycastRV' approaches into one method, allowes for comprehensive geometry override, if desired
1533 {
1534
1537 if (geometryTypeOverride != -1)
1538 rayInput.
type = geometryTypeOverride;
1540 int count;
1541 int i;
1542
1543 if (cache.HitProxyObjects)
1544 {
1545 count = cache.HitProxyObjects.Count();
1547 for (i = 0; i < count; ++i)
1548 {
1549 if (cache.HitProxyObjects[i].hierLevel > 0)
1550 {
1551 parent = cache.HitProxyObjects[i].parent;
1552 if (parent && !parent.IsMan() && parent.CanProxyObstruct())
1553 {
1554 if (parent != object || (parent == object && object.CanProxyObstructSelf()))
1555 return true;
1556 }
1557 }
1558 }
1559 }
1560
1561
1562 int geometry = ObjIntersectFire;
1563 if (geometryTypeOverride != -1)
1564 geometry = geometryTypeOverride;
1565 DayZPhysics.
RaycastRV(cache.RaycastStart, cache.ObjectCenterPos, cache.ObjectContactPos, cache.ObjectContactDir, cache.ContactComponent, cache.HitObjects,
object,
g_Game.GetPlayer(),
false,
false, geometry, 0.0,
CollisionFlags.ALLOBJECTS);
1566 count = cache.HitObjects.Count();
1567 for (i = 0; i < count; ++i)
1568 {
1569 if (cache.HitObjects[i].CanObstruct())
1570 return true;
1571 }
1572
1573 return false;
1574 }
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)