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Fix bug where InRangeUnobstructed wouldn't check for hard collid… (#748)
* Check for hard collidables too. * ...and that's why you don't code at 7 AM! * fugg
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@@ -292,7 +292,7 @@ namespace Content.Server.GameObjects.EntitySystems
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return false;
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var ray = new CollisionRay(coords.Position, dir.Normalized, collisionMask);
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var rayResults = _physicsManager.IntersectRay(coords.MapId, ray, dir.Length, ignoredEnt);
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var rayResults = _physicsManager.IntersectRay(coords.MapId, ray, dir.Length, ignoredEnt, true);
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return !rayResults.DidHitObject;
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}
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