fp: Merge duplicate attack loops
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4bbe4787a5
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@ -836,6 +836,11 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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move_entity = *state == FP_EntitySmoochieState_Run || *state == FP_EntitySmoochieState_Idle;
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move_entity = *state == FP_EntitySmoochieState_Run || *state == FP_EntitySmoochieState_Idle;
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} break;
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} break;
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case FP_EntityType_Clinger: {
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auto *state = DQN_CAST(FP_EntityClingerState *)&entity->action.state;
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move_entity = *state == FP_EntityClingerState_Run || *state == FP_EntityClingerState_Idle;
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} break;
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case FP_EntityType_Merchant: break;
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case FP_EntityType_Merchant: break;
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case FP_EntityType_Nil: break;
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case FP_EntityType_Nil: break;
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}
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}
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@ -1068,35 +1073,6 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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}
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}
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}
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// NOTE: Attack collisions =================================================================
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{
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// NOTE: Check if there's an active attack box
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if (entity->attack_box_size.x != 0 && entity->attack_box_size.y != 0) {
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Dqn_Rect entity_attack_box = {};
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// NOTE: Convert from centre origin to top-left origin
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entity_attack_box.pos = entity->local_pos + entity->attack_box_offset - (entity->attack_box_size * 0.5f);
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entity_attack_box.size = entity->attack_box_size;
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for (FP_GameEntityIterator target_it = {}; FP_Game_DFSPreOrderWalkEntityTree(game, &target_it, game->root_entity);) {
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FP_GameEntity *target = target_it.entity;
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if (target->handle == entity->handle)
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continue;
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if (target->flags & FP_GameEntityFlag_Attackable) {
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Dqn_Rect target_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, target->handle);
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if (Dqn_Rect_Intersects(entity_attack_box, target_world_hit_box)) {
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target->hp -= 1;
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if (target->hp <= 0) {
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target->is_dying = true;
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}
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}
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}
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}
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}
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}
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// NOTE: Move entity by mouse ==============================================================
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// NOTE: Move entity by mouse ==============================================================
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if (game->active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) {
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if (game->active_entity == entity->handle && entity->flags & FP_GameEntityFlag_MoveByMouse) {
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if (entity->flags & FP_GameEntityFlag_MoveByMouse) {
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if (entity->flags & FP_GameEntityFlag_MoveByMouse) {
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@ -1188,10 +1164,19 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (defender->handle == attacker->handle)
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if (defender->handle == attacker->handle)
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continue;
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continue;
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if ((defender->flags & FP_GameEntityFlag_Attackable) == 0)
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continue;
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Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle);
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Dqn_Rect defender_box = FP_Game_CalcEntityWorldHitBox(game, defender->handle);
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if (!Dqn_Rect_Intersects(attacker_box, defender_box))
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if (!Dqn_Rect_Intersects(attacker_box, defender_box))
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continue;
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continue;
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// NOTE: Do HP =========================================================================
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defender->hp -= 1;
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if (defender->hp <= 0)
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defender->is_dying = true;
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// NOTE: Kickback ======================================================================
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Dqn_V2 defender_world_pos = Dqn_Rect_Center(defender_box);
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Dqn_V2 defender_world_pos = Dqn_Rect_Center(defender_box);
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Dqn_V2 attack_dir_vector = {};
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Dqn_V2 attack_dir_vector = {};
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if (attacker_world_pos.x < defender_world_pos.x)
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if (attacker_world_pos.x < defender_world_pos.x)
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