GetWorld().Update(replay, entry->delta_t);
entry->state.chunk_pos = replay.GetState().chunk_pos;
entry->state.block_pos = replay.GetState().block_pos;
GetWorld().Update(replay, entry->delta_t);
entry->state.chunk_pos = replay.GetState().chunk_pos;
entry->state.block_pos = replay.GetState().block_pos;