#include "NetworkedInput.hpp"
#include "../app/init.hpp"
+#include "../geometry/distance.hpp"
#include "../io/WorldSave.hpp"
#include "../net/Packet.hpp"
#include "../world/Chunk.hpp"
vector<WorldCollision> col;
while (entry != end) {
- replay.Velocity(entry->state.velocity);
SetMovement(entry->movement);
GetWorld().Update(replay, entry->delta_t);
entry->state.chunk_pos = replay.GetState().chunk_pos;