Ignore raycasting shapes for weapon collision tests

Fixes dead bodies being in the way when they shouldn't.
deque
scrawl 11 years ago
parent 996e49c534
commit 16ceb382f4

@ -615,6 +615,7 @@ namespace Physic
btCollisionObject *object)
{
DeepestNotMeContactTestResultCallback callback(filter, origin);
callback.m_collisionFilterMask = CollisionType_World | CollisionType_HeightMap | CollisionType_Actor;
dynamicsWorld->contactTest(object, callback);
return std::make_pair(callback.mObject, callback.mContactPoint);
}

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