*/
VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
{
+ world_instance *world = get_active_world();
+
int run_sim = 0;
ragdoll_frame ++;
rb_solver_reset();
for( int i=0; i<rd->part_count; i ++ )
- rb_collide( &rd->parts[i].rb, &world.rb_geo );
+ rb_collide( &rd->parts[i].rb, &world->rb_geo );
/*
* COLLISION DETECTION