}
*inertia_mod = state->player.inertia;
- collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod);
+ bool killed = collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod);
state->player.inertia = *inertia_mod;
- if(fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ if(killed || fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
state->status = JUMPNRUN_DEAD;
}
}