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- foreach (RaycastHit collision in feetCollisions) {
- // If we got a ladder also keep reference to ground
- if (collision.collider != null && collision.collider.gameObject.layer == climableLayer) {
- if (collision.distance < closestLadder) {
- hitLadder = collision;
- closestLadder = collision.distance;
- }
- } else if (collision.distance < closest) {
- if (collision.collider.gameObject.layer == passThroughLayer) {
- if (PreviousBottom.y >= CurrentBottom.y && PreviousBottom.y >= collision.transform.position.y) {
- hitFeet = collision;
- closest = collision.distance;
- IsPassing = false;
- } else
- {
- IsPassing = true;
- }
- } else
- {
- hitFeet = collision;
- closest = collision.distance;
- }
- }
- if (collision.collider.gameObject.layer != climableLayer)
- groundedFeet++;
- }
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