Change Animation names, stop input parse on attack
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@@ -60,9 +60,8 @@ typedef struct TexAtlas
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typedef struct Animation
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{
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Texture *tex;
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TexAtlas *atlas;
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i32 *atlasIndexes;
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i32 *frameIndex;
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i32 numFrames;
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f32 frameDuration;
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} Animation;
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@@ -78,6 +78,10 @@ typedef struct Entity
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b32 collides;
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// TODO(doyle): String based access
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// TODO(doyle): Separate animation refs from curr animation state, entity
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// only ever has one active current animation. ATM every entity animation
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// has a currframe and duration .. either that or we stop resetting
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// animation on entity context switch
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EntityAnim_ anim[16];
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i32 currAnimId;
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u32 currAnimCyclesCompleted;
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@@ -85,10 +89,4 @@ typedef struct Entity
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EntityStats *stats;
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} Entity;
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INTERNAL inline v4 getEntityScreenRect(Entity entity)
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{
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v4 result = math_getRect(entity.pos, entity.hitboxSize);
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return result;
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}
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#endif
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