fp: Remove action to anim mapping
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+5
-6
@@ -437,14 +437,14 @@ static void FP_Game_EntityActionSetState(FP_GameEntityAction *action, uint32_t s
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// Reset the timers and animation for the current action and set the duration
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// for the new action.
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static void FP_Game_EntityActionReset(FP_GameEntityAction *action, Dqn_f32 new_action_duration, FP_ActionToAnimationMapping mapping)
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static void FP_Game_EntityActionReset(FP_GameEntityAction *action, Dqn_f32 new_action_duration, FP_GameEntityActionSprite sprite)
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{
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if (!action)
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return;
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action->mapping = mapping;
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action->timer_s = 0.f;
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action->end_at_s = new_action_duration;
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action->flags = 0;
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action->sprite = sprite;
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action->timer_s = 0.f;
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action->end_at_s = new_action_duration;
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action->flags = 0;
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}
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static bool FP_Game_EntityActionHasFailed(FP_GameEntityAction const *action)
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@@ -674,7 +674,6 @@ static FP_GameEntityHandle FP_Game_EntityAddMob(FP_Game *game, Dqn_V2 pos)
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entity->type = FP_EntityType_Smoochie;
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entity->local_pos = pos;
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entity->size_scale = Dqn_V2_InitNx1(.25f);
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entity->action_to_anim_mapping = game->smoochie_action_mappings;
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entity->local_hit_box_size = Dqn_V2_InitNx2(428, 471) * entity->size_scale;
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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