public static bool ExilePather.Raycast(Vector2i start, Vector2i end, out Vector2i hitPoint, bool dontLeaveFrame = false, bool shouldUseRangedMap = false)
Project a ray from start to end, if the ray encounter a non walkable location or an obstacle, it return false and out the location of the obstacle as hitpoint. This function do not consider dynamic objects (object collected with Objectmanager, like doors, chests, monsters etc).
startVector2i- The start position of the ray.
endVector2i- The end Position of the ray.
hitPointVector2i- If the function return false, hitpoint is set to the first non walkable position.
dontLeaveFramebool- Not read by this overload in the reviewed source. Do not rely on this argument to change its behavior.
shouldUseRangedMapbool- Should the function evaluate the Ranged map instead of the Walk map? use this for spells or arrows.
Returns: Return true if the function do not encounter any obstacle, or false if a obstacle is encountered.
This function also Broadcast a message with id "Raycast_Result" and has 4 parms as input: Vector2i start, Vector2i end, bool Returnvalue, Vector2i hitPoint. If ground map is used, detour's raycast is used which is generally a lot faster.