vector<WorldCollision> col;
while (entry != end) {
SetMovement(entry->movement);
- GetWorld().Update(replay, entry->delta_t);
+ replay.Update(GetWorld(), entry->delta_t);
entry->state.pos = replay.GetState().pos;
++entry;
}
glm::vec3 displacement(replay.GetState().Diff(player_state));
- const float disp_squared = dot(displacement, displacement);
+ const float disp_squared = glm::dot(displacement, displacement);
if (disp_squared < 16.0f * numeric_limits<float>::epsilon()) {
SetMovement(restore_movement);