diff --git a/Engine/source/T3D/fps/guiCrossHairHud.cpp b/Engine/source/T3D/fps/guiCrossHairHud.cpp index 6e6dc2fce..f8d5afdeb 100644 --- a/Engine/source/T3D/fps/guiCrossHairHud.cpp +++ b/Engine/source/T3D/fps/guiCrossHairHud.cpp @@ -131,9 +131,9 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect) GameConnection* conn = GameConnection::getConnectionToServer(); if (!conn) return; - /*GameBase* control = dynamic_cast(conn->getCameraObject()); + GameBase* control = dynamic_cast(conn->getCameraObject()); if (!control || !(control->getTypeMask() & ObjectMask) || !conn->isFirstPerson()) - return;*/ + return; // Parent render. Parent::onRender(offset,updateRect); @@ -153,7 +153,7 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect) // Collision info. We're going to be running LOS tests and we // don't want to collide with the control object. static U32 losMask = TerrainObjectType | ShapeBaseObjectType | StaticShapeObjectType; - //control->disableCollision(); + control->disableCollision(); RayInfo info; if (gClientContainer.castRay(camPos, endPos, losMask, &info)) { @@ -220,7 +220,7 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect) } // Restore control object collision - //control->enableCollision(); + control->enableCollision(); }