mdl_load_animation_block( meta, world->heap );
mdl_load_mesh_block( meta, world->heap );
mdl_load_animation_block( meta, world->heap );
mdl_load_mesh_block( meta, world->heap );
MDL_LOAD_ARRAY( meta, &world->ent_gate, ent_gate, heap );
MDL_LOAD_ARRAY( meta, &world->ent_camera, ent_camera, heap );
MDL_LOAD_ARRAY( meta, &world->ent_spawn, ent_spawn, heap );
MDL_LOAD_ARRAY( meta, &world->ent_gate, ent_gate, heap );
MDL_LOAD_ARRAY( meta, &world->ent_camera, ent_camera, heap );
MDL_LOAD_ARRAY( meta, &world->ent_spawn, ent_spawn, heap );
MDL_LOAD_ARRAY( meta, &world->ent_cubemap, ent_cubemap, heap );
MDL_LOAD_ARRAY( meta, &world->ent_miniworld, ent_miniworld, heap );
MDL_LOAD_ARRAY( meta, &world->ent_prop, ent_prop, heap );
MDL_LOAD_ARRAY( meta, &world->ent_cubemap, ent_cubemap, heap );
MDL_LOAD_ARRAY( meta, &world->ent_miniworld, ent_miniworld, heap );
MDL_LOAD_ARRAY( meta, &world->ent_prop, ent_prop, heap );
mdl_array_ptr infos;
MDL_LOAD_ARRAY( meta, &infos, ent_worldinfo, vg_mem.scratch );
mdl_array_ptr infos;
MDL_LOAD_ARRAY( meta, &infos, ent_worldinfo, vg_mem.scratch );
world->info.pstr_desc = 0;
world->info.pstr_name = 0;
world->info.timezone = 0.0f;
world->info.pstr_desc = 0;
world->info.pstr_name = 0;
world->info.timezone = 0.0f;