diff --git a/src/main/java/electroblob/wizardry/util/RayTracer.java b/src/main/java/electroblob/wizardry/util/RayTracer.java index b658026a..2a6bf478 100644 --- a/src/main/java/electroblob/wizardry/util/RayTracer.java +++ b/src/main/java/electroblob/wizardry/util/RayTracer.java @@ -32,7 +32,10 @@ public final class RayTracer { * position and proceed in the direction the entity is looking. * @param range The distance over which the ray trace will be performed. * @param hitLiquids True to return hits on the surfaces of liquids, false to ignore liquid blocks as if they were - * not there. + * not there. {@code ignoreUncollidables} must be set to false for this setting to have an effect. + * @param ignoreUncollidables Whether blocks with no collisions should be ignored + * @param returnLastUncollidable If blocks with no collisions are ignored, whether to return the last one (useful if, + * for example, you want to replace snow layers or tall grass) * @return A {@link RayTraceResult} representing the object that was hit, which may be either a block or nothing. * Returns {@code null} only if the origin and endpoint are within the same block. */ @@ -66,7 +69,7 @@ public final class RayTracer { * position and proceed in the direction the entity is looking. This entity will be ignored when ray tracing. * @param range The distance over which the ray trace will be performed. * @param hitLiquids True to return hits on the surfaces of liquids, false to ignore liquid blocks as if they were - * not there. + * not there. {@code ignoreUncollidables} must be set to false for this setting to have an effect. * @return A {@link RayTraceResult} representing the object that was hit, which may be an entity, a block or * nothing. Returns {@code null} only if the origin and endpoint are within the same block and no entity was hit. */ @@ -107,7 +110,8 @@ public final class RayTracer { * @param endpoint A vector representing the coordinates of the finish point of the ray trace. * @param aimAssist In addition to direct hits, the ray trace will also hit entities that are up to this distance * from its path. For a normal ray trace, this should be 0. Values greater than 0 will give an 'aim assist' effect. - * @param hitLiquids Whether liquids should be ignored when ray tracing blocks + * @param hitLiquids True to return hits on the surfaces of liquids, false to ignore liquid blocks as if they were + * not there. {@code ignoreUncollidables} must be set to false for this setting to have an effect. * @param ignoreUncollidables Whether blocks with no collisions should be ignored * @param returnLastUncollidable If blocks with no collisions are ignored, whether to return the last one (useful if, * for example, you want to replace snow layers or tall grass)