+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( player->rb.co[1]+0.4f < world->water.height ){
+ audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+ player__dead_transition( player );
+ return;
+ }
+ }
+