tely: Deprecate anim to action mapping it sucks
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+29
-12
@@ -45,17 +45,6 @@ struct FP_GameEntityHandle
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uint64_t id;
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};
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enum FP_GameEntityState
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{
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FP_GameEntityState_Nil,
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FP_GameEntityState_Idle,
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FP_GameEntityState_AttackA,
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FP_GameEntityState_AttackB,
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FP_GameEntityState_AttackC,
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FP_GameEntityState_Run,
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FP_GameEntityState_Dash,
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};
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struct FP_GameWaypoint
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{
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Dqn_V2I pos;
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@@ -90,7 +79,7 @@ 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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FP_GameEntityState state;
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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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Dqn_f32 timer_s;
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@@ -105,6 +94,31 @@ enum FP_GameDirection
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FP_GameDirection_Right,
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};
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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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};
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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_Run,
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FP_GameTerryState_Dash,
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};
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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_Run,
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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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@@ -113,8 +127,11 @@ struct FP_GameEntity
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FP_GameEntity *last_child;
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FP_GameEntity *parent;
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FP_GameEntityType type;
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Dqn_String8 name;
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FP_GameEntityHandle handle;
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// TODO(doyle): Deprecate this, it is over engineered and doesn't work
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Dqn_Slice<FP_ActionToAnimationMapping> action_to_anim_mapping;
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Dqn_V2 size_scale;
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FP_GameEntityAction action;
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