Remove entity arms - bad idea
This commit is contained in:
@@ -29,8 +29,6 @@ ECS_COMPONENT_DECLARE(Animation);
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ECS_COMPONENT_DECLARE(Easing);
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ECS_COMPONENT_DECLARE(HitBox);
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ECS_COMPONENT_DECLARE(Arms);
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ECS_COMPONENT_DECLARE(Arm);
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ECS_COMPONENT_DECLARE(BzBTState);
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ECS_COMPONENT_DECLARE(AIBlackboard);
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@@ -76,8 +74,6 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Easing);
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ECS_COMPONENT_DEFINE(ecs, HitBox);
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ECS_COMPONENT_DEFINE(ecs, Arms);
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ECS_COMPONENT_DEFINE(ecs, Arm);
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ECS_COMPONENT_DEFINE(ecs, BzBTState);
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ECS_COMPONENT_DEFINE(ecs, AIBlackboard);
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@@ -199,30 +199,6 @@ extern ECS_COMPONENT_DECLARE(Easing);
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typedef Rectangle HitBox;
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extern ECS_COMPONENT_DECLARE(HitBox);
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typedef struct WeaponMelee {
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ecs_entity_t weapon;
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f32 reach;
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f32 damage;
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f32 speed;
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} WeaponMelee;
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typedef struct WeaponRanged {
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ecs_entity_t weapon;
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int32_t ammo;
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} WeaponRanged;
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typedef struct WeaponShield {
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ecs_entity_t weapon;
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} WeaponShield;
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typedef struct Arms {
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ecs_entity_t primary;
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ecs_entity_t secondary;
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} Arms;
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extern ECS_COMPONENT_DECLARE(Arms);
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typedef struct Arm {
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f32 offset;
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f32 extended;
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} Arm;
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extern ECS_COMPONENT_DECLARE(Arm);
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extern ECS_COMPONENT_DECLARE(BzBTState);
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extern ECS_COMPONENT_DECLARE(AIBlackboard);
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@@ -80,18 +80,6 @@ ecs_entity_t entityCreateWorker(const Position position, Player player, Game *ga
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.carryCapacity = 5,
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});
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ecs_entity_t right = entityCreateEmpty();
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Arms arms = {.primary = right};
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ecs_set_ptr(ECS, e, Arms, &arms);
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ecs_set(ECS, right, Arm, {.offset = 45.0f, 4.5f});
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ecs_set(ECS, right, Rotation, { 0.0f });
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TextureRegion daggerRegion = {
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tileset->tiles,
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bzTilesetGetTileRegion(tileset, getItemTile(ITEM_AXE))
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};
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ecs_set_ptr(ECS, right, TextureRegion, &daggerRegion);
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return e;
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}
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@@ -507,8 +507,7 @@ static void renderGame(Game *game, float dt) {
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.rotation = r[i],
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.canHaveAlpha = true,
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};
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if (ecs_has_id(ECS, it.entities[i], ecs_id(Unit)) ||
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ecs_has_id(ECS, it.entities[i], ecs_id(Arm))) {
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if (ecs_has_id(ECS, it.entities[i], ecs_id(Unit))) {
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Vector2 pos = {dst.x, dst.y};
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Vec2i cellPos = bzTileMapPosToTile(map, pos);
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bzTileMapSetCollisions(map, true, COLL_LAYER_TRANSPARENCY,
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@@ -689,8 +688,6 @@ void igInspectWindow(ecs_entity_t entity, bool *open) {
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igInspectComp("TextureRegion", entity, ecs_id(TextureRegion), igTextureRegion);
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igInspectComp("Animation", entity, ecs_id(Animation), igAnimation);
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igInspectComp("Easing", entity, ecs_id(Easing), igEasing);
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igInspectComp("Arms", entity, ecs_id(Arms), igArms);
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igInspectComp("Arm", entity, ecs_id(Arm), igArm);
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igInspectComp("BzBTState", entity, ecs_id(BzBTState), igBzBTState);
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igInspectComp("AIBlackboard", entity, ecs_id(AIBlackboard), igAIBlackboard);
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igInspectComp("Worker", entity, ecs_id(Worker), igWorker);
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@@ -236,35 +236,6 @@ void entityFollowPath(ecs_iter_t *it) {
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}
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}
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static void entityUpdateArm(ecs_entity_t armEntity, Position pos, Velocity vel,
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Rotation rot, Orientation orient) {
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if (!armEntity) return;
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const Arm arm = *ecs_get(ECS, armEntity, Arm);
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f32 time = fmod(GetTime() * 2.0f, 2.0f);
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if (time > 1.0f) time = 2.0f - time;
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f32 velLen = Clamp(Vector2Length(vel), 0, 4.0f) * time;
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Vector2 v = {arm.extended, velLen};
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v = Vector2Rotate(v, orient + arm.offset);
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v = Vector2Add(v, pos);
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ecs_set_ptr(ECS, armEntity, Position, &v);
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}
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void entityUpdateArms(ecs_iter_t *it) {
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Position *position = ecs_field(it, Position, 1);
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Velocity *velocity = ecs_field(it, Velocity, 2);
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Rotation *rotation = ecs_field(it, Rotation, 3);
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Orientation *orientation = ecs_field(it, Orientation, 4);
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Arms *arms = ecs_field(it, Arms, 5);
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for (i32 i = 0; i < it->count; i++) {
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entityUpdateArm(arms[i].primary, position[i], velocity[i],
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rotation[i], orientation[i]);
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entityUpdateArm(arms[i].secondary, position[i], velocity[i],
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rotation[i], orientation[i]);
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}
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}
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void renderColliders(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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HitBox *hitbox = ecs_field(it, HitBox , 2);
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@@ -287,16 +258,6 @@ void renderOrientationDirection(ecs_iter_t *it) {
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}
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}
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void renderArmPosition(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Arm *arm = ecs_field(it, Arm, 2);
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for (i32 i = 0; i < it->count; i++) {
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DrawCircle(pos[i].x, pos[i].y, 1.5f, ORANGE);
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}
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}
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void renderDebugPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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@@ -40,7 +40,6 @@ Vector2 entityGetCenter(Position position, HitBox hitBox) {
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ecs_entity_t renderCollidersSystem;
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ecs_entity_t renderOrientDirSystem;
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ecs_entity_t renderArmPositionSystem;
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ecs_entity_t renderDebugPathSystem;
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ECS_DTOR(SpatialGridID, gridID, {
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@@ -64,21 +63,6 @@ ECS_MOVE(Path, dst, src, {
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*dst = *src;
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})
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ECS_DTOR(Arms, arms, {
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if (arms->primary) {
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ecs_delete(ECS, arms->primary);
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arms->primary = 0;
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}
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if (arms->secondary) {
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ecs_delete(ECS, arms->secondary);
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arms->secondary = 0;
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}
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})
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ECS_MOVE(Arms, dst, src, {
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*dst = *src;
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})
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ECS_DTOR(Building, building, {
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Vec2i pos = building->pos;
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Vec2i size = building->size;
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@@ -98,10 +82,6 @@ void setupSystems() {
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.dtor = ecs_dtor(Path),
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.move_dtor = ecs_move(Path)
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});
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ecs_set_hooks(ECS, Arms, {
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.dtor = ecs_dtor(Arms),
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.move_dtor = ecs_move(Arms)
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});
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ecs_set_hooks(ECS, Building, {
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.dtor = ecs_dtor(Building),
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.move_dtor = ecs_move(Building)
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@@ -123,7 +103,6 @@ void setupSystems() {
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ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, entityUpdateArms, EcsOnUpdate, Position, Velocity, Rotation, Orientation, Arms);
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ECS_SYSTEM(ECS, resetHarvestCount, EcsOnUpdate, Harvestable);
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ECS_SYSTEM(ECS, updateAISystem, EcsOnUpdate, BzBTState);
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@@ -136,11 +115,9 @@ void setupSystems() {
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, HitBox);
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ECS_SYSTEM(ECS, renderOrientationDirection, EcsOnUpdate, Position, Orientation);
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ECS_SYSTEM(ECS, renderArmPosition, EcsOnUpdate, Position, Arm);
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renderDebugPathSystem = renderDebugPath;
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renderOrientDirSystem = renderOrientationDirection;
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renderArmPositionSystem = renderArmPosition;
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renderCollidersSystem = renderColliders;
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//ecs_enable(ECS, renderOrientDirSystem, false);
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@@ -141,16 +141,6 @@ void entityMoveToTarget(ecs_iter_t *it);
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*/
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void entityFollowPath(ecs_iter_t *it);
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/*
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* 1. Position
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* 2. Velocity
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* 3. Rotation
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* 4. Orientation
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* 5. Arms
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*/
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void entityUpdateArms(ecs_iter_t *it);
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/*
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* 1: Position
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* 2: HitBox
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@@ -163,12 +153,6 @@ void renderColliders(ecs_iter_t *it);
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*/
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void renderOrientationDirection(ecs_iter_t *it);
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/*
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* 1. Position
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* 2. Arm
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*/
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void renderArmPosition(ecs_iter_t *it);
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/*
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* 1: Path
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*/
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@@ -230,7 +214,6 @@ Vector2 entityGetCenter(Position position, HitBox hitBox);
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extern ecs_entity_t renderCollidersSystem;
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extern ecs_entity_t renderOrientDirSystem;
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extern ecs_entity_t renderArmPositionSystem;
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extern ecs_entity_t renderDebugPathSystem;
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void setupSystems();
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