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https://github.com/hanetzer/sdraw_mods_cvr.git
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Removed PlayerLocal
layer usage to avoid possible world maps problems
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parent
9a262b2ded
commit
92a058a0ac
2 changed files with 1 additions and 4 deletions
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@ -204,7 +204,6 @@ namespace ml_prm
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Collider l_collider = l_puppetTransforms[i].GetComponent<Collider>();
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if(l_collider != null)
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{
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l_collider.gameObject.layer = LayerMask.NameToLayer("PlayerLocal");
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Physics.IgnoreCollision(l_collider, MovementSystem.Instance.proxyCollider, true);
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Physics.IgnoreCollision(l_collider, MovementSystem.Instance.controller, true);
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Physics.IgnoreCollision(l_collider, MovementSystem.Instance.forceCollider, true);
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@ -6,15 +6,13 @@ namespace ml_prm
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[DisallowMultipleComponent]
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class RagdollTrigger : MonoBehaviour
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{
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static readonly int ms_localPlayerLayer = LayerMask.NameToLayer("PlayerLocal");
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Collider m_lastCollider = null;
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bool m_triggered = false;
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void OnTriggerEnter(Collider p_other)
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{
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CVRPointer l_pointer = p_other.gameObject.GetComponent<CVRPointer>();
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if((l_pointer != null) && (l_pointer.type == "ragdoll") && (p_other.gameObject.layer == ms_localPlayerLayer) && (m_lastCollider != p_other))
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if((l_pointer != null) && (l_pointer.type == "ragdoll") && (m_lastCollider != p_other))
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{
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m_lastCollider = p_other;
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m_triggered = true;
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