Remove entity arms - bad idea
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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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