vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
- player->viewable_world = get_active_world();
+ player->viewable_world = world_current_instance();
}
else{
/* de-transform camera and player back */
}
}
-static v3f TEMP_TPV_EXTRA;
-
VG_STATIC void player__cam_iterate( player_instance *player )
{
struct player_avatar *av = player->playeravatar;