Client only. Server validates synced cursor position.
Let final validation detect exact liquid type.
См. определение в файле CCTLiquid.c строка 605
606 {
607 syntheticHitPosition = vector.Zero;
609
611 if (
g_Game.IsHeadlessOrDedicatedServer())
612 return false;
613
615 {
617 {
619 return true;
620 }
621 }
622
624 {
626 {
629 return true;
630 }
631 }
632
633 return false;
634 }
bool TryBuildPondHitPosition(PlayerBase player, vector playerPos, out vector pondHitPosition)
int m_AllowedLiquidSource
bool TryBuildSeaLevelHitPosition(PlayerBase player, vector playerPos, out vector seaHitPosition)
const int LIQUID_FRESHWATER
const int LIQUID_SALTWATER
Перекрестные ссылки g_Game, LIQUID_FRESHWATER, LIQUID_NONE, LIQUID_SALTWATER, m_AllowedLiquidSource, TryBuildPondHitPosition(), TryBuildSeaLevelHitPosition() и vector::Zero.
Используется в TryResolveSyntheticCursor().