bool killed = collisions_tiles_displace(&new_pos, &state->player.base, lv, tilerange, inertia_mod);
state->player.base.inertia = *inertia_mod;
- if(fixed_point_gt(state->player.base.hitbox.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ if(fixed_point_gt(rectangle_top(&state->player.base.hitbox), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
jumpnrun_player_despawn(&state->player);
} else if(killed) {
jumpnrun_player_kill (&state->player);
jumpnrun_player_advance_animation(&state->player);
} else if(jumpnrun_moveable_finished_dying(&state->player.base)) {
jumpnrun_player_despawn(&state->player);
- } else {
+ } else if(jumpnrun_moveable_dying(&state->player.base)) {
jumpnrun_render_splosion(&fb, state, &state->player.base);
state->player.base.tick_minor += JUMPNRUN_STATE_TICKS_PER_FRAME;
}