Removed PlayerLocal layer usage to avoid possible world maps problems

This commit is contained in:
SDraw 2023-04-11 10:17:32 +03:00
parent 9a262b2ded
commit 92a058a0ac
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GPG key ID: BB95B4DAB2BB8BB5
2 changed files with 1 additions and 4 deletions

View file

@ -204,7 +204,6 @@ namespace ml_prm
Collider l_collider = l_puppetTransforms[i].GetComponent<Collider>();
if(l_collider != null)
{
l_collider.gameObject.layer = LayerMask.NameToLayer("PlayerLocal");
Physics.IgnoreCollision(l_collider, MovementSystem.Instance.proxyCollider, true);
Physics.IgnoreCollision(l_collider, MovementSystem.Instance.controller, true);
Physics.IgnoreCollision(l_collider, MovementSystem.Instance.forceCollider, true);

View file

@ -6,15 +6,13 @@ namespace ml_prm
[DisallowMultipleComponent]
class RagdollTrigger : MonoBehaviour
{
static readonly int ms_localPlayerLayer = LayerMask.NameToLayer("PlayerLocal");
Collider m_lastCollider = null;
bool m_triggered = false;
void OnTriggerEnter(Collider p_other)
{
CVRPointer l_pointer = p_other.gameObject.GetComponent<CVRPointer>();
if((l_pointer != null) && (l_pointer.type == "ragdoll") && (p_other.gameObject.layer == ms_localPlayerLayer) && (m_lastCollider != p_other))
if((l_pointer != null) && (l_pointer.type == "ragdoll") && (m_lastCollider != p_other))
{
m_lastCollider = p_other;
m_triggered = true;