Remove entity arms - bad idea
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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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