diff --git a/ClassicalSharp/Entities/Components/PhysicsComponent.cs b/ClassicalSharp/Entities/Components/PhysicsComponent.cs index 4e5daae1e..90b4bfb71 100644 --- a/ClassicalSharp/Entities/Components/PhysicsComponent.cs +++ b/ClassicalSharp/Entities/Components/PhysicsComponent.cs @@ -266,8 +266,6 @@ namespace ClassicalSharp.Entities { } public void DoEntityPush() { - //if (!game.ClassicMode || hacks.Noclip) return; - for (int id = 0; id < EntityList.MaxCount; id++) { Entity other = game.Entities[id]; if (other == null || other == entity) continue; diff --git a/ClassicalSharp/Entities/LocalPlayer.cs b/ClassicalSharp/Entities/LocalPlayer.cs index a933e1901..6179ea640 100644 --- a/ClassicalSharp/Entities/LocalPlayer.cs +++ b/ClassicalSharp/Entities/LocalPlayer.cs @@ -59,7 +59,8 @@ namespace ClassicalSharp.Entities { bool wasOnGround = onGround; HandleInput(ref xMoving, ref zMoving); - physics.DoEntityPush(); + if (game.ClassicMode && !Hacks.Noclip) + physics.DoEntityPush(); // Immediate stop in noclip mode if (!Hacks.NoclipSlide && (Hacks.Noclip && xMoving == 0 && zMoving == 0)) @@ -129,7 +130,7 @@ namespace ClassicalSharp.Entities { /// Linearly interpolates position and rotation between the previous and next state. public void SetInterpPosition(float t) { if (!Hacks.WOMStyleHacks || !Hacks.Noclip) - Position = Vector3.Lerp(interp.prev.Pos, interp.next.Pos, t); + Position = Vector3.Lerp(interp.prev.Pos, interp.next.Pos, t); interp.LerpAngles(t); }