private void RaycastToCeiling()
{
this.ray = new Ray(base.transform.position, Vector3.up);
if (Physics.Raycast(this.ray, out this.rayHit, 20f, 256))
{
this.ceilingHidingPoint = this.ray.GetPoint(this.rayHit.distance - 0.8f);
this.ceilingHidingPoint = RoundManager.Instance.RandomlyOffsetPosition(this.ceilingHidingPoint, 2.25f, 1f);
base.SwitchToBehaviourStateOnLocalClient(1);
this.syncedPositionInPrepForCeilingAnimation = false;
this.inSpecialAnimation = true;
this.agent.enabled = false;
this.SwitchToHidingOnCeilingServerRpc(this.ceilingHidingPoint);
return;
}
this.offsetNodeAmount++;
this.targetNode = null;
Debug.LogError("Centipede: Raycast to ceiling failed. Setting different node offset and resuming search for a hiding spot.");
}
seems like specifically
this.ray = new Ray(base.transform.position, Vector3.up);
if (Physics.Raycast(this.ray, out this.rayHit, 20f, 256))
would have to check ingame what that layermask collection is idk. 20f distance max is interesthing tho










I prefer modded




