Ah yes, the returned collision normals are wonky.
To fix, comment out lines 187-195 in TCollision.bmx - these lines:
To fix, comment out lines 187-195 in TCollision.bmx - these lines:
TEntity.TFormPoint ent.collision[i].x#,ent.collision[i].y#,ent.collision[i].z#,ent2_hit,Null ent.collision[i].x#=TEntity.tformed_x ent.collision[i].y#=TEntity.tformed_y ent.collision[i].z#=TEntity.tformed_z TEntity.TFormNormal ent.collision[i].nx#,ent.collision[i].ny#,ent.collision[i].nz#,ent2_hit,Null ent.collision[i].nx#=TEntity.tformed_x ent.collision[i].ny#=TEntity.tformed_y ent.collision[i].nz#=TEntity.tformed_z