VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
{
+ player->immobile = 0;
player->subsystem = k_player_subsystem_skate;
struct player_walk *w = &player->_walk;
player->subsystem = k_player_subsystem_drive;
}
else{
+ if( !player_get_player_board(player) )
+ return;
+
if( w->state.activity == k_walk_activity_ground ){
if( player_walk_scan_for_drop_in( player ) ){
w->state.outro_type = k_walk_outro_drop_in;