protected void IntersectInflated(List <Vector3I> outHitPositions, MyCubeGrid grid) { float maxDist = 2000; var gridSizeInflate = new Vector3I(100, 100, 100); if (grid != null) { PlacementProvider.RayCastGridCells(grid, outHitPositions, gridSizeInflate, maxDist); } else { float gridSize = MyDefinitionManager.Static.GetCubeSize(CurrentBlockDefinition.CubeSize); MyCubeGrid.RayCastStaticCells(IntersectionStart, IntersectionStart + IntersectionDirection * maxDist, outHitPositions, gridSize, gridSizeInflate); } }