groups 'RaycastRVProxy' and 'RaycastRV' approaches into one method, allowes for comprehensive geometry override, if desired
1666 {
1667
1670 if (geometryTypeOverride != -1)
1671 rayInput.
type = geometryTypeOverride;
1673 int count;
1674 int i;
1675
1676 if (cache.HitProxyObjects)
1677 {
1678 count = cache.HitProxyObjects.Count();
1680 for (i = 0; i < count; ++i)
1681 {
1682 if (cache.HitProxyObjects[i].hierLevel > 0)
1683 {
1684 parent = cache.HitProxyObjects[i].parent;
1685 if (parent && !parent.IsMan() && parent.CanProxyObstruct())
1686 {
1687 if (parent != object || (parent == object && object.CanProxyObstructSelf()))
1688 return true;
1689 }
1690 }
1691 }
1692 }
1693
1694
1695 int geometry = ObjIntersectFire;
1696 if (geometryTypeOverride != -1)
1697 geometry = geometryTypeOverride;
1698 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);
1699 count = cache.HitObjects.Count();
1700 for (i = 0; i < count; ++i)
1701 {
1702 if (cache.HitObjects[i].CanObstruct())
1703 return true;
1704 }
1705
1706 return false;
1707 }
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)