Remove entity arms - bad idea

This commit is contained in:
2024-02-07 11:02:06 +01:00
parent 32caeeb995
commit 28ee6da17b
7 changed files with 1 additions and 123 deletions

View File

@@ -507,8 +507,7 @@ static void renderGame(Game *game, float dt) {
.rotation = r[i],
.canHaveAlpha = true,
};
if (ecs_has_id(ECS, it.entities[i], ecs_id(Unit)) ||
ecs_has_id(ECS, it.entities[i], ecs_id(Arm))) {
if (ecs_has_id(ECS, it.entities[i], ecs_id(Unit))) {
Vector2 pos = {dst.x, dst.y};
Vec2i cellPos = bzTileMapPosToTile(map, pos);
bzTileMapSetCollisions(map, true, COLL_LAYER_TRANSPARENCY,
@@ -689,8 +688,6 @@ void igInspectWindow(ecs_entity_t entity, bool *open) {
igInspectComp("TextureRegion", entity, ecs_id(TextureRegion), igTextureRegion);
igInspectComp("Animation", entity, ecs_id(Animation), igAnimation);
igInspectComp("Easing", entity, ecs_id(Easing), igEasing);
igInspectComp("Arms", entity, ecs_id(Arms), igArms);
igInspectComp("Arm", entity, ecs_id(Arm), igArm);
igInspectComp("BzBTState", entity, ecs_id(BzBTState), igBzBTState);
igInspectComp("AIBlackboard", entity, ecs_id(AIBlackboard), igAIBlackboard);
igInspectComp("Worker", entity, ecs_id(Worker), igWorker);