// position where he last touched the ground. (this probably needs
// exceptions for trampolines and similar things in the future)
float target_y;
-#if 0
if(player->fall_mode == Player::JUMPING)
target_y = player->last_ground_y + player->get_bbox().get_height();
else
target_y = player->get_bbox().p2.y;
-#endif
- target_y = player->last_ground_y;
-
target_y -= SCREEN_HEIGHT * config.target_y;
// delta_y is the distance we'd have to travel to directly reach target_y