Remove entity arms - bad idea
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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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