struct world_surface *surfa = ray_hit_surface( world, &ha ),
*surfb = ray_hit_surface( world, &hb );
- if( (surfa->info.flags & k_material_flag_skate_surface) &&
- (surfb->info.flags & k_material_flag_skate_surface) )
+ if( (surfa->info.flags & k_material_flag_skate_target) &&
+ (surfb->info.flags & k_material_flag_skate_target) )
{
scene_vert va, vb;