void water_set_surface( world_instance *world, f32 height );
void render_water_texture( world_instance *world, vg_camera *cam );
void render_water_surface( world_instance *world, vg_camera *cam );
+entity_call_result ent_water_call( world_instance *world, ent_call *call );
+bool world_water_player_safe( world_instance *world, f32 allowance );