/* init player position.
* - this is overriden by the save state when(if) it loads */
- v3_zero( world->player_angles );
ent_spawn *rp = world_find_spawn_by_name( world, "start" );
if( !rp ) rp = world_find_closest_spawn( world, (v3f){0.0f,0.0f,0.0f} );
world_entity_start( world, &sav );
world->status = k_world_status_loaded;
world_static.load_state = k_world_loader_none;
-
- for( int i=0; i<k_world_max; i ++ ){
- world_instance *wi = &world_static.instances[i];
-
- if( wi->status == k_world_status_loaded )
- world_entity_relink( wi );
- }
}
struct world_load_args {
}
}
- world_entity_relink( &world_static.instances[k_world_purpose_hub] );
-
world_static.instance_addons[ k_world_purpose_client ] = reg;
network_send_item( k_netmsg_playeritem_world1 );
relink_all_remote_player_worlds();