diff --git a/ClassicalSharp/Entities/PhysicsEntity.cs b/ClassicalSharp/Entities/PhysicsEntity.cs index b0910ab09..119c7156e 100644 --- a/ClassicalSharp/Entities/PhysicsEntity.cs +++ b/ClassicalSharp/Entities/PhysicsEntity.cs @@ -10,7 +10,7 @@ namespace ClassicalSharp { public PhysicsEntity( Game game ) : base( game ) { } - protected internal bool onGround; + protected internal bool onGround, hitYMax; protected bool collideX, collideY, collideZ; protected float StepSize; @@ -123,8 +123,8 @@ namespace ClassicalSharp { Utils.LogDebug( "t > 1 in physics calculation.. this shouldn't have happened." ); BoundingBox finalBB = entityBB.Offset( Velocity * new Vector3( tx, ty, tz ) ); - // if we were on the ground, we need to change the axis we test first. - if( wasOn ) { + // if we have hit the bottom of a block, we need to change the axis we test first. + if( hitYMax ) { if( finalBB.Min.Y + Adjustment >= blockBB.Max.Y ) ClipYMax( ref blockBB, ref entityBB, ref entityExtentBB, ref size ); else if( finalBB.Max.Y - Adjustment <= blockBB.Min.Y ) @@ -192,6 +192,7 @@ namespace ClassicalSharp { ref BoundingBox extentBB, ref Vector3 size ) { Position.Y = blockBB.Min.Y - size.Y - Adjustment; ClipY( ref size, ref entityBB, ref extentBB ); + hitYMax = false; } void ClipYMax( ref BoundingBox blockBB, ref BoundingBox entityBB, @@ -199,6 +200,7 @@ namespace ClassicalSharp { Position.Y = blockBB.Max.Y + Adjustment; onGround = true; ClipY( ref size, ref entityBB, ref extentBB ); + hitYMax = true; } bool DidSlide( BoundingBox blockBB, ref Vector3 size, BoundingBox finalBB,