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Revert BTR collider change as it allows players to ghost through vehicle

This commit is contained in:
Dev 2024-06-13 13:53:39 +01:00
parent bbbcb6b80c
commit 862ab7dba4

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@ -373,14 +373,6 @@ namespace SPT.Custom.BTR
} }
btrServerSide.turnCheckerObject.GetComponent<Renderer>().enabled = false; // Disables the red debug sphere btrServerSide.turnCheckerObject.GetComponent<Renderer>().enabled = false; // Disables the red debug sphere
// Something is colliding with each other. We disabled the Main exterior collider on server objects
// and changed the layer of the Client exterior collider to be highPolyCollider to stop it twerking. Needs Proper fix
var servercolliders = btrServerSide.transform.GetComponentsInChildren<MeshCollider>();
var clientcolliders = btrClientSide.transform.GetComponentsInChildren<MeshCollider>();
clientcolliders.FirstOrDefault(x => x.gameObject.name == "BTR_82_exterior_COLLIDER").gameObject.layer = LayerMask.NameToLayer("HighPolyCollider");
servercolliders.FirstOrDefault(x => x.gameObject.name == "BTR_82_exterior_COLLIDER").enabled = false;
} }
private void UpdateTarget() private void UpdateTarget()