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		| @@ -69,7 +69,7 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) { | ||||
| 	bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z); | ||||
| 	bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z); | ||||
| 	bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z); | ||||
| 	if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 	if ((bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) && m_position.y < 129.7f) { | ||||
| 		bt1 = world.BlockAt(m_position.x, m_position.y + .3f, m_position.z); | ||||
| 		if (bt1 == BTYPE_AIR) m_position.y = (int)m_position.y + .7f; | ||||
| 		m_velocity.y = input.y = 0; | ||||
|   | ||||
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