sys_phys_simulate(this, dt);
this.com_phys_water = false;
this.jumppadcount = 0;
- } else if (time < this.ladder_time) {
+ } else if (this.ladder_entity) {
this.com_phys_friction = PHYS_FRICTION(this);
this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;