Inline entityUpdateAndRender, clean up if branches
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4f5270881f
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906d66a12a
@ -10,6 +10,12 @@ enum State
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state_win,
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};
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INTERNAL Entity *getHeroEntity(World *world)
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{
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Entity *result = &world->entities[world->heroIndex];
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return result;
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}
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INTERNAL Entity *addEntity(MemoryArena *arena, World *world, v2 pos, v2 size,
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enum EntityType type, enum Direction direction,
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Texture *tex, b32 collides)
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@ -34,6 +40,16 @@ INTERNAL Entity *addEntity(MemoryArena *arena, World *world, v2 pos, v2 size,
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switch(type)
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{
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case entitytype_hero:
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entity.stats = PLATFORM_MEM_ALLOC(arena, 1, EntityStats);
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entity.stats->maxHealth = 100;
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entity.stats->health = entity.stats->maxHealth;
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entity.stats->actionRate = 100;
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entity.stats->actionTimer = entity.stats->actionRate;
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entity.stats->actionSpdMul = 100;
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entity.stats->entityIdToAttack = -1;
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entity.stats->queuedAttack = entityattack_invalid;
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entity.state = entitystate_idle;
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break;
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case entitytype_mob:
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{
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entity.stats = PLATFORM_MEM_ALLOC(arena, 1, EntityStats);
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@ -41,7 +57,7 @@ INTERNAL Entity *addEntity(MemoryArena *arena, World *world, v2 pos, v2 size,
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entity.stats->health = entity.stats->maxHealth;
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entity.stats->actionRate = 100;
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entity.stats->actionTimer = entity.stats->actionRate;
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entity.stats->actionSpdMul = 100;
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entity.stats->actionSpdMul = 200;
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entity.stats->entityIdToAttack = -1;
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entity.stats->queuedAttack = entityattack_invalid;
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entity.state = entitystate_idle;
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@ -566,79 +582,6 @@ INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
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}
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}
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#define ENTITY_NULL_ID -1
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INTERNAL void beginAttack(Entity *attacker)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(attacker->stats->entityIdToAttack != ENTITY_NULL_ID);
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#endif
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attacker->state = entitystate_attack;
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switch (attacker->stats->queuedAttack)
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{
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case entityattack_tackle:
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EntityAnim_ attackAnim = attacker->anim[animlist_hero_tackle];
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f32 busyDuration = attackAnim.anim->frameDuration *
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CAST(f32) attackAnim.anim->numFrames;
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attacker->stats->busyDuration = busyDuration;
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setActiveEntityAnim(attacker, animlist_hero_tackle);
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if (attacker->direction == direction_east)
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attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
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else
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attacker->dPos.x -= (1.0f * METERS_TO_PIXEL);
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break;
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default:
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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}
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}
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// TODO(doyle): Calculate the battle damage, transition back into battle pose ..
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// etc
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INTERNAL void endAttack(World *world, Entity *attacker)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(attacker->stats->entityIdToAttack != ENTITY_NULL_ID);
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#endif
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switch (attacker->stats->queuedAttack)
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{
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case entityattack_tackle:
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if (attacker->direction == direction_east)
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attacker->dPos.x -= (1.0f * METERS_TO_PIXEL);
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else
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attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
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break;
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default:
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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}
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// TODO(doyle): Use attacker stats in battle equations
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attacker->state = entitystate_battle;
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attacker->stats->actionTimer = attacker->stats->actionRate;
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attacker->stats->busyDuration = 0;
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setActiveEntityAnim(attacker, animlist_hero_battlePose);
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Entity *defender = &world->entities[attacker->stats->entityIdToAttack];
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if (attacker->type == entitytype_hero)
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{
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defender->stats->health -= 50;
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}
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else
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{
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defender->stats->health--;
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}
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}
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// TODO(doyle): Exposed because of debug .. rework debug system so it we don't
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// need to expose any game API to it.
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INTERNAL v4 createCameraBounds(World *world, v2 size)
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@ -666,6 +609,7 @@ INTERNAL v4 createCameraBounds(World *world, v2 size)
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#define ENTITY_IN_BATTLE TRUE
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#define ENTITY_NOT_IN_BATTLE FALSE
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#define ENTITY_NULL_ID -1
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INTERNAL i32 findBestEntityToAttack(World *world, Entity attacker)
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{
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#ifdef DENGINE_DEBUG
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@ -741,7 +685,6 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity,
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entity->stats->entityIdToAttack =
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findBestEntityToAttack(world, *entity);
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break;
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case entitystate_attack:
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case entitystate_dead:
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default:
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@ -756,11 +699,9 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity,
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case entitystate_idle:
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updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE);
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setActiveEntityAnim(entity, animlist_hero_idle);
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entity->stats->actionTimer = entity->stats->actionRate;
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entity->stats->queuedAttack = entityattack_invalid;
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entity->stats->entityIdToAttack = ENTITY_NULL_ID;
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break;
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case entitystate_attack:
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break;
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@ -781,6 +722,10 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity,
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switch (newState)
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{
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case entitystate_battle:
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entity->stats->actionTimer = entity->stats->actionRate;
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entity->stats->busyDuration = 0;
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setActiveEntityAnim(entity, animlist_hero_battlePose);
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break;
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case entitystate_idle:
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return;
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@ -819,27 +764,135 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity,
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entity->state = newState;
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}
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INTERNAL void updateEntityAndRender(MemoryArena *arena, Renderer *renderer,
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World *world, f32 dt)
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INTERNAL void beginAttack(Entity *attacker)
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{
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Entity *hero = &world->entities[world->heroIndex];
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#ifdef DENGINE_DEBUG
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ASSERT(attacker->stats->entityIdToAttack != ENTITY_NULL_ID);
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#endif
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attacker->state = entitystate_attack;
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switch (attacker->stats->queuedAttack)
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{
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case entityattack_tackle:
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EntityAnim_ attackAnim = attacker->anim[animlist_hero_tackle];
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f32 busyDuration = attackAnim.anim->frameDuration *
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CAST(f32) attackAnim.anim->numFrames;
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attacker->stats->busyDuration = busyDuration;
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setActiveEntityAnim(attacker, animlist_hero_tackle);
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if (attacker->direction == direction_east)
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attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
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else
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attacker->dPos.x -= (1.0f * METERS_TO_PIXEL);
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break;
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default:
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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}
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}
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// TODO(doyle): Calculate the battle damage, transition back into battle pose ..
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// etc
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INTERNAL void endAttack(World *world, Entity *attacker)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(attacker->stats->entityIdToAttack != ENTITY_NULL_ID);
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#endif
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switch (attacker->stats->queuedAttack)
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{
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case entityattack_tackle:
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// TODO(doyle): Move animation offsets out and into animation type
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if (attacker->direction == direction_east)
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attacker->dPos.x -= (1.0f * METERS_TO_PIXEL);
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else
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attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
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break;
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default:
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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}
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/* Compute attack damage */
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// TODO(doyle): Use attacker stats in battle equations
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Entity *defender = &world->entities[attacker->stats->entityIdToAttack];
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if (attacker->type == entitytype_hero)
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defender->stats->health -= 50;
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else
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defender->stats->health--;
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if (defender->stats->health <= 0)
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{
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("Entity has died");
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#endif
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entityStateSwitch(world, defender, entitystate_dead);
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}
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/* Return attacker back to non-attacking state */
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entityStateSwitch(world, attacker, entitystate_battle);
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}
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void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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{
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if (dt >= 1.0f) dt = 1.0f;
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/* Update */
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parseInput(state, dt);
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glCheckError();
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AssetManager *assetManager = &state->assetManager;
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Renderer *renderer = &state->renderer;
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World *const world = &state->world[state->currWorldIndex];
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Font *font = &assetManager->font;
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/*
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******************************
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* Update entities and render
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******************************
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*/
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Entity *hero = getHeroEntity(world);
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ASSERT(world->freeEntityIndex < world->maxEntities);
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for (i32 i = 0; i < world->freeEntityIndex; i++)
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{
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Entity *const entity = &world->entities[i];
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switch(entity->type)
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{
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case entitytype_mob:
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{
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if (entity->state == entitystate_dead)
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{
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#ifdef DENGINE_DEBUG
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switch(entity->type)
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{
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case entitytype_hero:
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case entitytype_mob:
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break;
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default:
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// TODO(doyle): Implement variable expansion in DEBUG_LOG
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DEBUG_LOG("Unexpected entity has been deleted");
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}
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#endif
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// TODO(doyle): Accumulate all dead entities and delete at the
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// end. Hence resort/organise entity array once, not every time
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// an entity dies
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i32 entityIndexInArray = i;
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deleteEntity(arena, world, entityIndexInArray);
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deleteEntity(&state->arena, world, entityIndexInArray);
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// TODO(doyle): DeleteEntity moves elements down 1, so account for i
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i--;
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continue;
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}
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/*
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*****************************************************
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* Set mob to battle mode if within distance from hero
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*****************************************************
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*/
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if (entity->type == entitytype_mob)
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{
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// TODO(doyle): Currently calculated in pixels, how about meaningful
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// game units?
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f32 battleThreshold = 500.0f;
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@ -847,14 +900,32 @@ INTERNAL void updateEntityAndRender(MemoryArena *arena, Renderer *renderer,
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enum EntityState newState = entitystate_invalid;
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if (distance <= battleThreshold)
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newState = entitystate_battle;
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{
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// NOTE(doyle): If in range but in battle, no state change
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if (entity->state == entitystate_battle ||
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entity->state == entitystate_attack)
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{
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newState = entity->state;
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}
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else
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{
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newState = entitystate_battle;
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}
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}
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else
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{
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newState = entitystate_idle;
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}
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entityStateSwitch(world, entity, newState);
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}
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// NOTE(doyle): Let entitytype_mob fall through to entitytype_hero here
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case entitytype_hero:
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/*
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**************************************************
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* Conduct battle for humanoid entities if in range
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**************************************************
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*/
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if (entity->type == entitytype_mob || entity->type == entitytype_hero)
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{
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EntityStats *stats = entity->stats;
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if (entity->state == entitystate_battle)
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@ -862,7 +933,7 @@ INTERNAL void updateEntityAndRender(MemoryArena *arena, Renderer *renderer,
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if (stats->actionTimer > 0)
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stats->actionTimer -= dt * stats->actionSpdMul;
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if (stats->actionTimer < 0)
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if (stats->actionTimer <= 0)
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{
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stats->actionTimer = 0;
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if (stats->queuedAttack == entityattack_invalid)
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@ -877,39 +948,32 @@ INTERNAL void updateEntityAndRender(MemoryArena *arena, Renderer *renderer,
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Entity *attacker = entity;
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stats->busyDuration -= dt;
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if (stats->busyDuration <= 0) endAttack(world, attacker);
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Entity *defender =
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&world->entities[attacker->stats->entityIdToAttack];
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if (defender->stats->health <= 0)
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{
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("Entity has died");
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#endif
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entityStateSwitch(world, defender, entitystate_dead);
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}
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}
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break;
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}
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default:
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break;
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}
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/*
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**************************************************
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* Update animations and render entity
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**************************************************
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*/
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updateEntityAnim(entity, dt);
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/* Calculate region to render */
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v4 cameraBounds = createCameraBounds(world, renderer->size);
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renderer_entity(renderer, cameraBounds, entity, 0, V4(1, 1, 1, 1));
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}
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// TODO(doyle): Dead hero not accounted for here
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if (world->numEntitiesInBattle > 0)
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{
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// NOTE(doyle): If battle entities is 1 then only the hero is left
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// NOTE(doyle): If battle entities is 1 then only the hero left
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if (hero->state == entitystate_battle &&
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world->numEntitiesInBattle == 1)
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entityStateSwitch(world, hero, entitystate_idle);
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else
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else if (hero->state != entitystate_attack)
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{
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entityStateSwitch(world, hero, entitystate_battle);
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}
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}
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else
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{
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if (hero->state == entitystate_battle)
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@ -922,23 +986,6 @@ INTERNAL void updateEntityAndRender(MemoryArena *arena, Renderer *renderer,
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hero->stats->actionTimer = hero->stats->actionRate;
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hero->stats->busyDuration = 0;
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}
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}
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LOCAL_PERSIST b32 count = 0;
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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{
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/* Update */
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parseInput(state, dt);
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glCheckError();
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AssetManager *assetManager = &state->assetManager;
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Renderer *renderer = &state->renderer;
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World *const world = &state->world[state->currWorldIndex];
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Entity *hero = &world->entities[world->heroIndex];
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Font *font = &assetManager->font;
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ASSERT(world->freeEntityIndex < world->maxEntities);
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updateEntityAndRender(&state->arena, renderer, world, dt);
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/* Draw ui */
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TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero);
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@ -46,5 +46,5 @@ typedef struct GameState
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} GameState;
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void worldTraveller_gameInit(GameState *state, v2 windowSize);
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt);
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void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt);
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#endif
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