// LOS test, assumes all entities are see-through
WorldCollision col;
- if (world.Intersection(aim, glm::mat4(1.0f), reference, col) && col.depth < dist) {
+ if (world.Intersection(aim, reference, col) && col.depth < dist) {
continue;
}
return false;
}
WorldCollision col;
- if (world.Intersection(aim, glm::mat4(1.0f), reference, col) && col.depth < dist) {
+ if (world.Intersection(aim, reference, col) && col.depth < dist) {
return false;
}
return true;