diff --git a/project/SPT.Custom/BTR/BTRManager.cs b/project/SPT.Custom/BTR/BTRManager.cs index da2cbc0..82ad638 100644 --- a/project/SPT.Custom/BTR/BTRManager.cs +++ b/project/SPT.Custom/BTR/BTRManager.cs @@ -186,7 +186,7 @@ namespace SPT.Custom.BTR btrServerSide.Initialization(btrMapConfig); btrController.method_14(); // creates and assigns the BTR a fake stash - DisableServerSideRenderers(); + DisableServerSideObjects(); gameWorld.MainPlayer.OnBtrStateChanged += HandleBtrDoorState; @@ -364,7 +364,7 @@ namespace SPT.Custom.BTR return btrDataPacket; } - private void DisableServerSideRenderers() + private void DisableServerSideObjects() { var meshRenderers = btrServerSide.transform.GetComponentsInChildren(); foreach (var renderer in meshRenderers) @@ -373,6 +373,14 @@ namespace SPT.Custom.BTR } btrServerSide.turnCheckerObject.GetComponent().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(); + var clientcolliders = btrClientSide.transform.GetComponentsInChildren(); + + 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()