- 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;
+ SetMovement(entry->movement);
+ GetWorld().Update(replay, entry->delta_t);
+ entry->state.pos = replay.GetState().pos;