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Fixed an oversight from #2472 that caused missiles with null caster to use the Player-excluding layer mask. Now the Player-excluding layer mask is only assigned if the caster is the Player.
1 parent 9b8496c commit 59e1893

1 file changed

Lines changed: 11 additions & 11 deletions

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Assets/Scripts/Game/DaggerfallMissile.cs

Lines changed: 11 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -247,10 +247,10 @@ private void Start()
247247
InitializeLayerMasks();
248248

249249
//assign layer mask
250-
if (caster && caster != GameManager.Instance.PlayerEntityBehaviour)
251-
layerMask = layerMaskDefault;
252-
else
250+
if (caster && caster == gm.PlayerEntityBehaviour)
253251
layerMask = layerMaskPlayer;
252+
else
253+
layerMask = layerMaskDefault;
254254
}
255255

256256
static void InitializeLayerMasks()
@@ -506,9 +506,9 @@ Vector3 GetAimPosition()
506506
// Aim position is from eye level for player or origin for other mobile
507507
// Player must aim from camera position or it feels out of alignment
508508
Vector3 aimPosition = caster.transform.position;
509-
if (caster == GameManager.Instance.PlayerEntityBehaviour)
509+
if (caster == gm.PlayerEntityBehaviour)
510510
{
511-
aimPosition = GameManager.Instance.MainCamera.transform.position;
511+
aimPosition = gm.MainCamera.transform.position;
512512
}
513513

514514
//projectile offset code moved here for accuracy
@@ -550,9 +550,9 @@ Vector3 GetAimDirection()
550550

551551
// Aim direction should be from camera for player or facing for other mobile
552552
Vector3 aimDirection = Vector3.zero;
553-
if (caster == GameManager.Instance.PlayerEntityBehaviour)
553+
if (caster == gm.PlayerEntityBehaviour)
554554
{
555-
aimDirection = GameManager.Instance.MainCamera.transform.forward;
555+
aimDirection = gm.MainCamera.transform.forward;
556556
}
557557
else if (enemySenses)
558558
{
@@ -568,7 +568,7 @@ Vector3 GetAimDirection()
568568
aimDirection = (predictedPosition - caster.transform.position).normalized;
569569

570570
// Enemy archers must aim lower to compensate for crouched player capsule
571-
if (IsArrow && enemySenses.Target?.EntityType == EntityTypes.Player && GameManager.Instance.PlayerMotor.IsCrouching)
571+
if (IsArrow && enemySenses.Target?.EntityType == EntityTypes.Player && gm.PlayerMotor.IsCrouching)
572572
aimDirection += Vector3.down * 0.05f;
573573
}
574574

@@ -651,7 +651,7 @@ void AssignBowDamageToTarget(Collider arrowHitCollider)
651651
return;
652652
}
653653

654-
if (caster != GameManager.Instance.PlayerEntityBehaviour)
654+
if (caster != gm.PlayerEntityBehaviour)
655655
{
656656
if (targetEntities[0] == caster.GetComponent<EnemySenses>().Target)
657657
{
@@ -665,8 +665,8 @@ void AssignBowDamageToTarget(Collider arrowHitCollider)
665665
else
666666
{
667667
Transform hitTransform = arrowHitCollider.gameObject.transform;
668-
GameManager.Instance.WeaponManager.WeaponDamage(
669-
GameManager.Instance.WeaponManager.LastBowUsed,
668+
gm.WeaponManager.WeaponDamage(
669+
gm.WeaponManager.LastBowUsed,
670670
true,
671671
isArrowSummoned,
672672
hitTransform,

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