- if( state->activity <= k_skate_activity_air_to_grind ){
- localplayer.subsystem = k_player_subsystem_glide;
-
- v3_copy( localplayer.rb.co, player_glide.rb.co );
- v4_copy( localplayer.rb.q, player_glide.rb.q );
- v3_copy( localplayer.rb.v, player_glide.rb.v );
- v3_copy( localplayer.rb.w, player_glide.rb.w );
- rb_update_matrices( &player_glide.rb );
-
- player__begin_holdout( (v3f){0,0,0} );
+ if( (state->activity <= k_skate_activity_air_to_grind) &&
+ localplayer.have_glider ){
+ player_glide_transition();