option between water plane / water trigger
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 7014c778afcdba4d3d0b49e465923e9f2b64d994..eb12d641c9ad644bd19e805ad0008a3252b0ad34 100644 (file)
@@ -14,6 +14,7 @@
 #include "player_glide.h"
 #include "player_dead.h"
 #include "player_walk.h"
+#include <string.h>
 
 struct player_skate player_skate;
 struct player_subsystem_interface player_subsystem_skate = 
@@ -2229,20 +2230,10 @@ void player__skate_update(void){
    struct player_skate_state *state = &player_skate.state;
    world_instance *world = world_current_instance();
 
-   if( state->activity == k_skate_activity_handplant ){
+   if( state->activity == k_skate_activity_handplant )
       return;
-   }
 
-   if( world->water.enabled ){
-      if( localplayer.rb.co[1]+0.25f < world->water.height ){
-         vg_info( "player fell off due to being in water\n" );
-         player__networked_sfx( k_player_subsystem_walk, 32, 
-                                k_player_walk_soundeffect_splash,
-                                localplayer.rb.co, 1.0f );
-         player__dead_transition( k_player_die_type_generic );
-         return;
-      }
-   }
+   if( !world_water_player_safe( world, 0.25f ) ) return;
 
    v3_copy( localplayer.rb.co, state->prev_pos );
    state->activity_prev = state->activity;