diff --git a/engine/game_systems.c b/engine/game_systems.c index a29ebd3..8bc67b8 100644 --- a/engine/game_systems.c +++ b/engine/game_systems.c @@ -140,7 +140,8 @@ static bool check_collision_and_move(EntityManager_t* p_manager, TileGrid_t* til // Resolve collision via moving player by the overlap amount only if other is solid // also check for empty to prevent creating new collision. Not fool-proof, but good enough - if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager)) + //if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager)) + if (other_solid) { p_ct->position = Vector2Add(p_ct->position, offset); if (dir_to_move == 0)