Remove internal server cuz we have it in the networking branch.
Minor refactoring (changed all Chunk* world or Chunk world[] to World world)
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@@ -28,7 +28,7 @@ extern bool online;
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extern Vector3 player_position;
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extern Vector3 player_velocity;
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void TakeDamage(float amount);
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void SetBlockNetwork(Chunk world[], int bx, int by, int bz, int t);
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void SetBlockNetwork(World &world, int bx, int by, int bz, int t);
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#else
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bool online = true;
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#endif
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@@ -48,7 +48,7 @@ void AddEntity(Entity ent) {
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entities.push_back(ent);
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}
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static void UpdateEntityPhysics(Chunk world[], Entity& ent, float dt) {
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static void UpdateEntityPhysics(World &world, Entity& ent, float dt) {
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Vector3 velocityTgt = Vector3Add(ent.velocity, {0, -dt * 20.0f, 0});
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Vector3 tgt = Vector3Add(ent.position, Vector3Scale(velocityTgt, dt));
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Vector3 final = ent.position;
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@@ -67,7 +67,7 @@ static void UpdateEntityPhysics(Chunk world[], Entity& ent, float dt) {
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ent.velocity = velocityTgt;
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ent.position = final;
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}
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void UpdateEntities(Chunk world[], float dt) {
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void UpdateEntities(World &world, float dt) {
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if(entities.size() > 0) {
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int idx = 0;
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for(Entity& ent : entities) {
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