}
void Interface::CheckAim() {
- if (!world.Intersection(aim, glm::mat4(1.0f), aim_world)) {
+ if (!world.Intersection(aim, glm::mat4(1.0f), ctrl.Controlled().ChunkCoords(), aim_world)) {
aim_world = WorldCollision();
}
- if (!world.Intersection(aim, glm::mat4(1.0f), aim_entity)) {
+ if (!world.Intersection(aim, glm::mat4(1.0f), ctrl.Controlled(), aim_entity)) {
aim_entity = EntityCollision();
}
if (aim_world && aim_entity) {