+
+ for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
+ world_instance *instance = &world_static.instances[i];
+ if( instance->status == k_world_status_loaded ){
+ world_routes_clear( instance );
+ }
+ }
+}
+
+static void player__spawn( ent_spawn *rp ){
+ player__setpos( rp->transform.co );
+ player__reset();