/// get a ray in entity's face direction originating from center of vision
Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
- void SetState(const EntityState &s) noexcept { state = s; }
- EntityState &GetState() noexcept { return state; }
+ void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); }
const EntityState &GetState() const noexcept { return state; }
void Ref() noexcept { ++ref_count; }