# Precision mask not working. Rectangle Does.

T

#### TaylorBramble

##### Guest
So I decided to finally not be lazy and work on slopes.
I realized a problem when for a slope, i needed to use precise collision checking, so its not just a big rectangle, and on colliding, my character seems to not notice the mask at all.
I then made it more basic for debugging, using my rectangle collision floors.
See picture one. Character is standing on the floor like normal. That's with rectangle collision use.
In picture two, I'm using precise collisions, and he just falls right through, even though the mask is exactly the same.
What is going on?
My head is sore from banging it against the table.

A

#### anomalous

##### Guest
Can you post the collision code of each for comparison?

T

#### TaylorBramble

##### Guest
Sure, but I'm not changing code between the two, just ticking precise or rectangle in the sprite.

xsp_final = (xsp + ssp)
ysp_final = (ysp+vsp)
if (place_meeting(x+xsp_final, y, obj_parcollision))
{
yplus = 0
while(place_meeting(x+xsp_final, y-yplus, obj_parcollision) && yplus <= abs(1*xsp_final))
{
yplus += 1
}
if (place_meeting(x+xsp_final, y-yplus, obj_parcollision))
{
while(!place_meeting(x+sign(xsp), y, obj_parcollision))
{
x += sign(xsp_final)
}
xsp = 0
ssp = 0
xsp_final = 0

}
else
{
y -= yplus
}
}
if (place_meeting(x, y+ysp_final, obj_parcollision))
{
while(!place_meeting(x, y+sign(ysp_final), obj_parcollision))
{
y += sign(ysp_final)
}
ysp = 0
vsp = 0
ysp_final = 0
}

y += (ysp + vsp)
x += (xsp + ssp)

T

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