+ vg_async_item *final_call =
+ vg_async_alloc( sizeof(struct world_load_complete_data) );
+
+ struct world_load_complete_data *data = final_call->payload;
+ data->instance_start = instance_start;
+ data->instance_count = instance_count;
+ strcpy( data->save.path, "temp_fuckyou.bkv" );
+
+ savedata_read( &data->save );
+
+ vg_async_dispatch( final_call, skaterift_world_load_done );
+ vg_async_stall();