vvs-
vvs-
In _Return to Egypt_ Lara can't climb up here in the original engine. 
It seems that clipping happens too early. See for example `setgamef(4,6)` `setEntityPos(player,27242,29836,0,16,0,0)`, then try to rotate camera to the left. Also, try to jump straight up.
In _City of Khamoon_ `setEntityPos(player,50085,32300,7936,270,0,0)` then jump forward and hold action. Lara will hang to the ceiling.
Happens in _Old Mill_: 
Enemies are not aware of flipmap so they are still land based even if room filled with water.
It's difficult to describe, just try it :smile:
She slides down and then fly forward. It affects her position if there is no wall below.
I finally figured out what makes timer in switches behave so weird. It has two stages, but only the _first_ is performed by timer, i.e. deactivate the switch and deactivate...
And she does it without a collisional mesh. Also, she dies when moved trough traps in noclip.
In _Atlantis_ the pillars are initially in room 58 and in the wrong order. If level is loaded in noclip state then they have a correct order because they are...