m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
if( gate->flags & k_ent_gate_nonlocal )
- world_static.active_instance = gate->target;
+ world_set_active_instance( gate->target );
audio_lock();
audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
player->immobile = 0;
player->gate_waiting = NULL;
world_static.last_use = 0.0;
+ world_static.focused_entity = 0;
+ world_static.challenge_target = NULL;
+ world_static.challenge_timer = 0.0f;
world_entity_unfocus();
if( _player_reset[ player->subsystem ] )