Something solid is between player and the liquid point.
251 {
252 vector rayStart;
253 MiscGameplayFunctions.GetHeadBonePos(player, rayStart);
254 RaycastRVParams rayInput = new RaycastRVParams(rayStart, surfacePos, player);
256 rayInput.
type = ObjIntersectFire;
259
260 array<ref RaycastRVResult> results = new array<ref RaycastRVResult>();
261 if (!DayZPhysics.RaycastRVProxy(rayInput, results))
262 return true;
263
264 float surfaceDist = vector.Distance(rayStart, surfacePos);
265 foreach (RaycastRVResult result : results)
266 {
267 if (!result)
268 continue;
269
270 Object hitObj = result.obj;
271 if (!hitObj)
272 continue;
273
274 float hitDist = vector.Distance(rayStart, result.pos);
276 if (hitDist < surfaceDist)
277 return false;
278 }
279
280 return true;
281 }
bool sorted
used only if groundOnly = false
Object ignore
ignore this object in collision, used only if groundOnly is false