int ode_iterations;
// actual step (server frametime / ode_iterations)
vec_t ode_step;
+ // time we need to simulate, for constantstep
+ vec_t ode_time;
// stats
int ode_numobjects; // total objects cound
int ode_activeovjects; // active objects count
void World_RemoveLink(link_t *l);
void World_InsertLinkBefore(link_t *l, link_t *before, int entitynumber);
+void World_Init_Commands(void);
void World_Init(void);
void World_Shutdown(void);