using Content.Server.NPC.Components;
using Content.Shared.CombatMode;
using Content.Shared.Interaction;
-using Content.Shared.Physics;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Map;
{
comp.LOSAccumulator += UnoccludedCooldown;
// For consistency with NPC steering.
- comp.TargetInLOS = _interaction.InRangeUnobstructed(uid, Transform(comp.Target).Coordinates, distance + 0.1f);
+ comp.TargetInLOS = _interaction.InRangeUnobstructed(uid, comp.Target, distance + 0.1f);
}
if (!comp.TargetInLOS)