while (entry != end) {
replay.Velocity(entry->state.velocity);
replay.TargetVelocity(entry->tgt_vel);
- replay.Update(entry->delta_t);
- if (GetWorld().Intersection(replay, col)) {
- GetWorld().Resolve(replay, col);
- col.clear();
- }
+ GetWorld().Update(replay, entry->delta_t);
entry->state.chunk_pos = replay.GetState().chunk_pos;
entry->state.block_pos = replay.GetState().block_pos;
++entry;