Fix speech bubble occlusion being checked from the player's position instead of the eye's (#29012)

(cherry picked from commit 2ddebba0e9a2889c8b2623aad6d6fa6c2b384b2a)
This commit is contained in:
DrSmugleaf
2024-06-15 14:35:05 -07:00
committed by Spatison
parent 979a862735
commit e6bb594471

View File

@@ -18,9 +18,8 @@ using Content.Client.UserInterface.Systems.Gameplay;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.Decals;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Examine;
using Content.Shared.Decals;
using Content.Shared.Input;
using Content.Shared.Radio;
using Content.Shared.Roles.RoleCodeword;
@@ -632,7 +631,7 @@ public sealed class ChatUIController : UIController
var predicate = static (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
=> uid == data.compOwner || uid == data.attachedEntity;
var playerPos = player != null
? _transform?.GetMapCoordinates(player.Value) ?? MapCoordinates.Nullspace
? _eye.CurrentEye.Position
: MapCoordinates.Nullspace;
var occluded = player != null && _examine.IsOccluded(player.Value);