+ world_instance *world = world_current_instance();
+ skaterift_record_frame( &player_replay.local, 1 );
+
+ /* update boundary hash (network animation) */
+ u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
+ localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
+ localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
+ localplayer.boundary_hash |= index;
+
+ ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
+ world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
+
+ localplayer.gate_waiting = gate;
+ localplayer.deferred_frame_record = 1;
+
+ struct player_cam_controller *cc = &localplayer.cam_control;
+ m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
+ m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
+ cc->cam_velocity_smooth );
+
+ m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
+
+ if( gate->flags & k_ent_gate_nonlocal )
+ {
+ world_default_spawn_pos( world, world->player_co );
+ world_static.active_instance = gate->target;
+ player__clean_refs();
+
+ replay_clear( &player_replay.local );
+ }
+ else
+ {
+ world_routes_activate_entry_gate( world, gate );
+ }
+
+ v3f v0;
+ v3_angles_vector( localplayer.angles, v0 );
+ m3x3_mulv( gate->transport, v0, v0 );
+ v3_angles( v0, localplayer.angles );
+
+ audio_lock();
+ audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
+ audio_unlock();
+}