- collision_displace(desired_position, thing, &tile_rect, inertia_mod);
+ jumpnrun_tile *tile_obj = &lv->tiles[collision_tile[collision_order[collision_index]]];
+ rectangle tile_rect = rect_from_tile(tile_obj);
+
+ uint8_t coll = collision_displace(desired_position, thing, &tile_rect, inertia_mod);
+ if(coll & tile_type(tile_obj)->lethal_sides) {
+ lethal = true;
+ }