tely: Deprecate anim to action mapping it sucks
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+2
-1
@@ -424,7 +424,7 @@ static Dqn_Rect FP_Game_CalcEntityWorldBoundingBox(FP_Game *game, FP_GameEntityH
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// Transition the action into the desire state and set the flag to indicate it
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// has just transitioned
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static void FP_Game_EntityActionSetState(FP_GameEntityAction *action, FP_GameEntityState state)
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static void FP_Game_EntityActionSetState(FP_GameEntityAction *action, uint32_t state)
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{
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if (!action)
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return;
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@@ -668,6 +668,7 @@ static FP_GameEntityHandle FP_Game_EntityAddWallAtTile(FP_Game *game, Dqn_String
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static FP_GameEntityHandle FP_Game_EntityAddMob(FP_Game *game, Dqn_V2 pos)
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{
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Mob");
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entity->type = FP_GameEntityType_Smoochie;
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entity->local_pos = pos;
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entity->size_scale = Dqn_V2_InitNx1(.25f);
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entity->action_to_anim_mapping = game->smoochie_action_mappings;
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