world_instance *world = get_active_world();
- if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
- {
- struct world_material *mat = ray_hit_material( world, &contact );
+ if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
+ struct world_surface *mat = ray_hit_surface( world, &contact );
- if( mat->info.surface_prop == k_surface_prop_grass)
- {
+ if( mat->info.surface_prop == k_surface_prop_grass){
v3_copy( contact.pos, output );
return k_audio_sprite_type_grass;
}
- else
- {
+ else{
#if 0
vg_line( pos, contact.pos, 0xff0000ff );
vg_line_pt3( contact.pos, 0.3f, 0xff0000ff );