VG_STATIC void world_gen_entities_init( world_instance *world );
VG_STATIC ent_spawn *world_find_spawn_by_name( world_instance *world,
const char *name );
VG_STATIC ent_spawn *world_find_closest_spawn( world_instance *world,
v3f position );
VG_STATIC void world_gen_entities_init( world_instance *world );
VG_STATIC ent_spawn *world_find_spawn_by_name( world_instance *world,
const char *name );
VG_STATIC ent_spawn *world_find_closest_spawn( world_instance *world,
v3f position );
-VG_STATIC void world_entity_start( world_instance *world,
- struct savedata *sav );
+VG_STATIC void world_entity_start( world_instance *world, vg_msg *sav );
+VG_STATIC void world_entity_serialize( world_instance *world, vg_msg *sav );
VG_STATIC void ent_volume_call( world_instance *world, ent_call *call );
VG_STATIC void ent_audio_call( world_instance *world, ent_call *call );
VG_STATIC void ent_volume_call( world_instance *world, ent_call *call );
VG_STATIC void ent_audio_call( world_instance *world, ent_call *call );
VG_STATIC void entity_bh_closest( void *user, u32 item_index, v3f point,
v3f closest );
VG_STATIC void entity_bh_closest( void *user, u32 item_index, v3f point,
v3f closest );
static bh_system bh_system_entity_list = {
.expand_bound = entity_bh_expand_bound,
.item_centroid = entity_bh_centroid,
static bh_system bh_system_entity_list = {
.expand_bound = entity_bh_expand_bound,
.item_centroid = entity_bh_centroid,