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