fp: Add sentinel DS, fix physics step, fix waypoints
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+20
-23
@@ -92,36 +92,33 @@ struct FP_GameEntity
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FP_GameEntity *last_child;
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FP_GameEntity *parent;
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FP_EntityType type;
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Dqn_String8 name;
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FP_GameEntityHandle handle;
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FP_EntityType type;
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Dqn_String8 name;
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FP_GameEntityHandle handle;
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Dqn_V2 size_scale;
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FP_GameEntityAction action;
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Dqn_V2 velocity;
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Dqn_V2 size_scale;
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FP_GameEntityAction action;
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Dqn_V2 velocity;
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FP_GameEntityHandle stalk_entity;
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Dqn_V2I stalk_entity_last_known_tile;
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FP_GameWaypoint *waypoints;
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FP_SentinelList<FP_GameEntityHandle> waypoints;
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// NOTE: The entity hit box is positioned at the center of the entity.
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Dqn_V2 local_hit_box_size;
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Dqn_V2 local_hit_box_offset;
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Dqn_V2 local_hit_box_size;
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Dqn_V2 local_hit_box_offset;
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Dqn_V2 attack_box_size;
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Dqn_V2 attack_box_offset;
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Dqn_V2 attack_box_size;
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Dqn_V2 attack_box_offset;
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Dqn_FArray<Dqn_V2, 8> spawner_waypoints;
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FP_GameEntitySpawnList *spawn_list;
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uint64_t next_spawn_timestamp_s;
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uint64_t spawn_count;
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uint64_t spawn_cap;
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Dqn_FArray<Dqn_V2, 8> spawner_waypoints;
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FP_SentinelList<FP_GameEntityHandle> spawn_list;
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uint64_t next_spawn_timestamp_s;
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uint64_t spawn_cap;
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uint64_t flags;
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FP_GameDirection direction;
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Dqn_V2 local_pos;
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Dqn_f64 alive_time_s;
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Dqn_FArray<FP_GameShape, 4> shapes;
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uint64_t flags;
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FP_GameDirection direction;
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Dqn_V2 local_pos;
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Dqn_f64 alive_time_s;
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Dqn_FArray<FP_GameShape, 4> shapes;
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};
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struct FP_GameEntityIterator
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