I commented out every instance of:

Code:
set(my, POLYGON);



...in the previous code. I also changed the c_move function to this:

Code:
c_move(me, move_vec, vector(0, 0, my.GRAVITY_VAR), IGNORE_PASSABLE | 
   IGNORE_PUSH | GLIDE);



Now what happens is that the player is still passing through the bounding box of the villain, and also passing through the villain's body itself. Before, collision would at least occur with the body of the villain itself, even though the bounding box was not offering collision. Now neither the villain's body nor the bounding box are causing collision.

Last edited by Ruben; 10/25/17 02:25.