fp: Make the building behaviours generic and work across multiple buildings
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+5
-5
@@ -16,10 +16,9 @@ enum FP_GameEntityFlag
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FP_GameEntityFlag_MobSpawnerWaypoint = 1 << 8,
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FP_GameEntityFlag_AggrosWhenNearTerry = 1 << 9,
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FP_GameEntityFlag_Attackable = 1 << 10,
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FP_GameEntityFlag_RespondsToClubTerry = 1 << 11,
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FP_GameEntityFlag_PartyingAtClubTerry = 1 << 12,
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FP_GameEntityFlag_ExperiencedClubTerry = 1 << 13,
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FP_GameEntityFlag_PointOfInterestHeart = 1 << 11,
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FP_GameEntityFlag_RespondsToBuildings = 1 << 11,
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FP_GameEntityFlag_OccupiedInBuilding = 1 << 12,
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FP_GameEntityFlag_PointOfInterestHeart = 1 << 13,
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FP_GameEntityFlag_CameraTracking = 1 << 14,
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FP_GameEntityFlag_BuildZone = 1 << 15,
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FP_GameEntityFlag_TTL = 1 << 16,
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@@ -162,7 +161,7 @@ struct FP_GameEntity
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FP_SentinelList<FP_GameWaypoint> waypoints;
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FP_GameEntityHandle aggro_slot[FP_GameDirection_Count];
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FP_GameEntityHandle club_terry_patron;
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FP_GameEntityHandle building_patron;
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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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@@ -193,6 +192,7 @@ struct FP_GameEntity
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Dqn_FArray<FP_GameShape, 4> shapes;
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Dqn_FArray<FP_GameEntityHandle, 4> projectiles;
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uint64_t ttl_end_timestamp;
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FP_SentinelList<FP_GameEntityHandle> buildings_visited;
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};
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struct FP_GameEntityIterator
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