const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
+ // skip non-solid tiles
if(!(tile->getAttributes() & Tile::SOLID))
continue;
- if(tile->getAttributes() & Tile::UNISOLID
- && (object->movement.y < 0 || dest.p2.y > y*32))
- continue;
+ // only handle unisolid when the player is falling down and when he was
+ // above the tile before
+ if(tile->getAttributes() & Tile::UNISOLID) {
+ if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
+ continue;
+ }
if(tile->getAttributes() & Tile::SLOPE) { // slope tile
AATriangle triangle;