private bool Body_OnCollision(Fixture sender, Fixture other, tainicom.Aether.Physics2D.Dynamics.Contacts.Contact contact) { if (other.CollisionGroup == thisActor.GetOpposedCollisionGroup(true)) { thisActor.DoJump(100000, 100000); } if (other.CollisionGroup == thisActor.GetCollisionGroup(true)) { thisActor.DoJump(100000, 100000); } return(true); }