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Undid changes that conflict with PR 2781
Interkarma#2781 already ignores the Automap layer in DaggerfallMissile and WeaponManager
1 parent 2b7b67f commit 5826e16

2 files changed

Lines changed: 3 additions & 3 deletions

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Assets/Scripts/Game/DaggerfallMissile.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -396,7 +396,7 @@ public static DaggerfallEntityBehaviour GetEntityTargetInTouchRange(Vector3 aimP
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RaycastHit hit;
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aimPosition -= aimDirection * 0.1f;
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Ray ray = new Ray(aimPosition, aimDirection);
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if (Physics.SphereCast(ray, SphereCastRadius, out hit, TouchRange, PhysicsLayers.DefaultRaycastLayersWithoutAutomap))
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if (Physics.SphereCast(ray, SphereCastRadius, out hit, TouchRange))
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return hit.transform.GetComponent<DaggerfallEntityBehaviour>();
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else
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return null;
@@ -444,7 +444,7 @@ void DoAreaOfEffect(Vector3 position, bool ignoreCaster = false)
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transform.position = position;
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// Collect AOE targets and ignore duplicates
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Collider[] overlaps = Physics.OverlapSphere(position, ExplosionRadius, PhysicsLayers.DefaultRaycastLayersWithoutAutomap);
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Collider[] overlaps = Physics.OverlapSphere(position, ExplosionRadius);
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for (int i = 0; i < overlaps.Length; i++)
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{
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DaggerfallEntityBehaviour aoeEntity = overlaps[i].GetComponent<DaggerfallEntityBehaviour>();

Assets/Scripts/Game/WeaponManager.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -196,7 +196,7 @@ void Start()
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//weaponSensitivity = DaggerfallUnity.Settings.WeaponSensitivity;
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mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
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player = transform.gameObject;
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playerLayerMask = ~(1 << LayerMask.NameToLayer("Player") | 1 << LayerMask.NameToLayer("Automap"));
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playerLayerMask = ~(1 << LayerMask.NameToLayer("Player"));
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_gesture = new Gesture();
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_longestDim = Math.Max(Screen.width, Screen.height);
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SetMelee(ScreenWeapon);

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