const char *name );
static ent_spawn *world_find_closest_spawn( world_instance *world,
v3f position );
+static void world_default_spawn_pos( world_instance *world, v3f pos );
static void world_entity_start( world_instance *world, vg_msg *sav );
static void world_entity_serialize( world_instance *world, vg_msg *sav );
static void world_entity_focus_preupdate(void);
static void world_entity_focus_render(void);
static void world_entity_unfocus();
+static void world_entity_focus_camera( world_instance *world, u32 uid );
static bh_system bh_system_entity_list = {
.expand_bound = entity_bh_expand_bound,