fp: Remove action to anim mapping
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+22
-29
@@ -66,21 +66,21 @@ enum FP_GameEntityActionFlag
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FP_GameEntityActionFlag_Failed = 1 << 1,
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};
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struct FP_ActionToAnimationMapping
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struct FP_GameEntityActionSprite
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{
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TELY_AssetSpriteSheet *sheet;
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TELY_AssetSpriteAnimation anim;
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TELY_AssetSpriteAnimation *anim;
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};
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Dqn_f32 const FP_GAME_ENTITY_ACTION_INFINITE_TIMER = -1.f;
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struct FP_GameEntityAction
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{
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bool flip_on_x;
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uint32_t state;
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uint32_t flags; // Bit flags corresponding with `FP_GameEntityActionFlag`
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FP_ActionToAnimationMapping mapping;
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Dqn_f32 timer_s;
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Dqn_f32 end_at_s;
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bool flip_on_x;
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uint32_t state;
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uint32_t flags; // Bit flags corresponding with `FP_GameEntityActionFlag`
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FP_GameEntityActionSprite sprite;
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Dqn_f32 timer_s;
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Dqn_f32 end_at_s;
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};
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enum FP_GameDirection
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@@ -103,8 +103,6 @@ struct FP_GameEntity
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Dqn_String8 name;
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FP_GameEntityHandle handle;
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// TODO(doyle): Deprecate this, it is over engineered and doesn't work
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Dqn_Slice<FP_ActionToAnimationMapping> action_to_anim_mapping;
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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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@@ -167,29 +165,24 @@ struct FP_Game
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Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
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Dqn_VArray<FP_GameEntity> entities;
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TELY_AssetSpriteSheet terry_sprite_sheet;
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Dqn_Slice<FP_ActionToAnimationMapping> terry_action_mappings;
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TELY_AssetSpriteSheet terry_sprite_sheet;
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TELY_AssetSpriteSheet smoochie_sprite_sheet;
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TELY_AssetSpriteSheet terry_merchant_sprite_sheet;
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TELY_AssetSpriteSheet smoochie_sprite_sheet;
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Dqn_Slice<FP_ActionToAnimationMapping> smoochie_action_mappings;
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FP_GameEntity *root_entity;
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FP_GameEntity *entity_free_list;
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TELY_AssetSpriteSheet terry_merchant_sprite_sheet;
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Dqn_Slice<FP_ActionToAnimationMapping> terry_merchant_action_mappings;
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FP_GameEntityHandle player;
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FP_GameEntity *root_entity;
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FP_GameEntity *entity_free_list;
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FP_GameEntityHandle clicked_entity;
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FP_GameEntityHandle hot_entity;
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FP_GameEntityHandle active_entity;
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FP_GameEntityHandle prev_clicked_entity;
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FP_GameEntityHandle prev_hot_entity;
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FP_GameEntityHandle prev_active_entity;
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FP_GameEntityHandle player;
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FP_GameEntityHandle clicked_entity;
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FP_GameEntityHandle hot_entity;
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FP_GameEntityHandle active_entity;
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FP_GameEntityHandle prev_clicked_entity;
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FP_GameEntityHandle prev_hot_entity;
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FP_GameEntityHandle prev_active_entity;
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FP_GameCamera camera;
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TELY_RFui rfui;
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FP_GameCamera camera;
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TELY_RFui rfui;
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};
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struct FP_GameAStarNode
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