fp: Use animated sprites, use ms for animation duration
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+8
-13
@@ -60,27 +60,20 @@ struct FP_GameEntitySpawnList
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FP_GameEntitySpawnList *prev;
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};
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enum FP_GameEntityActionFlag
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{
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FP_GameEntityActionFlag_StateTransition = 1 << 0,
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FP_GameEntityActionFlag_Failed = 1 << 1,
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};
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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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};
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Dqn_f32 const FP_GAME_ENTITY_ACTION_INFINITE_TIMER = -1.f;
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uint64_t const FP_GAME_ENTITY_ACTION_INFINITE_TIMER = UINT64_MAX;
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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_GameEntityActionSprite sprite;
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Dqn_f32 timer_s;
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Dqn_f32 end_at_s;
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uint32_t state;
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uint32_t next_state;
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TELY_AssetAnimatedSprite sprite;
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uint64_t started_at_clock_ms;
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uint64_t end_at_clock_ms;
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};
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enum FP_GameDirection
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@@ -183,6 +176,8 @@ struct FP_Game
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FP_GameCamera camera;
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TELY_RFui rfui;
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uint64_t clock_ms;
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};
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struct FP_GameAStarNode
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