tely/asset: Load up the merchant
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+17
-16
@@ -58,20 +58,8 @@ enum FP_GameEntityActionFlag
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FP_GameEntityActionFlag_Failed = 1 << 1,
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};
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enum FP_ActionType
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{
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FP_ActionType_Idle,
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FP_ActionType_Attack,
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FP_ActionType_WalkUp,
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FP_ActionType_WalkDown,
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FP_ActionType_WalkLeft,
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FP_ActionType_WalkRight,
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FP_ActionType_Death,
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};
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struct FP_ActionToAnimationMapping
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{
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FP_ActionType action_type;
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TELY_AssetSpriteSheet *sheet;
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TELY_AssetSpriteAnimation anim;
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};
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@@ -79,6 +67,7 @@ struct FP_ActionToAnimationMapping
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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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@@ -98,15 +87,16 @@ enum FP_GameEntityType
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{
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FP_GameEntityType_Terry,
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FP_GameEntityType_Smoochie,
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FP_GameEntityType_Merchant,
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};
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enum FP_GameTerryState
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{
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FP_GameTerryState_Nil,
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FP_GameTerryState_Idle,
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FP_GameTerryState_AttackA,
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FP_GameTerryState_AttackB,
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FP_GameTerryState_AttackC,
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FP_GameTerryState_AttackUp,
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FP_GameTerryState_AttackDown,
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FP_GameTerryState_AttackSide,
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FP_GameTerryState_Run,
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FP_GameTerryState_Dash,
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};
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@@ -115,10 +105,18 @@ enum FP_GameSmoochieState
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{
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FP_GameSmoochieState_Nil,
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FP_GameSmoochieState_Idle,
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FP_GameSmoochieState_Attack,
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FP_GameSmoochieState_AttackDown,
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FP_GameSmoochieState_AttackSide,
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FP_GameSmoochieState_AttackHeart,
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FP_GameSmoochieState_Run,
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};
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enum FP_GameTerryMerchantState
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{
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FP_GameTerryMerchantState_Nil,
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FP_GameTerryMerchantState_Idle,
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};
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struct FP_GameEntity
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{
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FP_GameEntity *next;
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@@ -199,6 +197,9 @@ struct FP_Game
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TELY_AssetSpriteSheet smoochie_sprite_sheet;
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Dqn_Slice<FP_ActionToAnimationMapping> smoochie_action_mappings;
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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_GameEntity *root_entity;
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FP_GameEntity *entity_free_list;
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