} else {
memcpy(dst, src, min(src_len, dst_len));
}
+ chunk->ScanActive();
chunk->Invalidate();
trans.Clear();
}
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;
}