local K=nil local r=nil local N=nil local m=Workspace.Terrain.WorldToCellPreferSolid local F=Workspace.Terrain.GetCell function RayIgnoreCheck(K,r)if K then if K.Transparency>=1 or string.lower(K.Name)=="\119\097\116\101\114"or K.Name=="\069\102\102\101\099\116"or K.Name=="\082\111\099\107\101\116"or K.Name=="\066\117\108\108\101\116"or K.Name=="\072\097\110\100\108\101"or K:IsDescendantOf(MyCharacter)then return true elseif K:IsA("\084\101\114\114\097\105\110")and r then local K=m(Workspace.Terrain,r)if K then local r=F(Workspace.Terrain,K.x,K.y,K.z)if r and r==Enum.CellMaterial.Water then return true end end end end return false end
-- this is a dummy object that holds the flash made when the gun is fired
local FlashHolder = nil

local EquipTrack = nil
local PumpTrack = nil

local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid
local GetCellFunction = Workspace.Terrain.GetCell

function RayIgnoreCheck(hit, pos)
	if hit then
		if
			hit.Transparency >= 1
			or string.lower(hit.Name) == "water"
			or hit.Name == "Effect"
			or hit.Name == "Rocket"
			or hit.Name == "Bullet"
			or hit.Name == "Handle"
			or hit:IsDescendantOf(MyCharacter)
		then
			return true
		elseif hit:IsA("Terrain") and pos then
			local cellPos = WorldToCellFunction(Workspace.Terrain, pos)
			if cellPos then
				local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)
				if cellMat and cellMat == Enum.CellMaterial.Water then
					return true
				end
			end
		end
	end
	return false
end
