From 16ceb382f4aa6c52e1976f8db8a307e9676d0349 Mon Sep 17 00:00:00 2001 From: scrawl Date: Mon, 2 Jun 2014 20:40:06 +0200 Subject: [PATCH] Ignore raycasting shapes for weapon collision tests Fixes dead bodies being in the way when they shouldn't. --- libs/openengine/bullet/physic.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/libs/openengine/bullet/physic.cpp b/libs/openengine/bullet/physic.cpp index 235300b438..8d9ac3c228 100644 --- a/libs/openengine/bullet/physic.cpp +++ b/libs/openengine/bullet/physic.cpp @@ -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); }