Add hurt, die animation when taking damage
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@@ -156,6 +156,8 @@ typedef struct Animation {
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i32 curFrame;
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f32 elapsed;
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bool playInFull;
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} Animation;
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extern ECS_COMPONENT_DECLARE(Animation);
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@@ -183,6 +185,10 @@ extern ECS_COMPONENT_DECLARE(Easing);
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/**********************************************************
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* Event components
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*********************************************************/
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typedef struct DamageEvent {
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f32 amount;
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} DamageEvent;
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typedef struct HarvestEvent {
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ResourceType type;
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i32 amount;
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@@ -240,6 +246,10 @@ extern ECS_COMPONENT_DECLARE(Worker);
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// Unit can:
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// - Attack
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typedef struct Unit {
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f32 attackCooldown;
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f32 attackElapsed;
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f32 minDamage;
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f32 maxDamage;
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f32 maxSpeed;
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f32 acceleration;
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f32 deceleration;
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@@ -273,6 +283,15 @@ extern ECS_COMPONENT_DECLARE(Harvestable);
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extern ECS_TAG_DECLARE(Buildable);
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extern ECS_TAG_DECLARE(Attackable);
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/**********************************************************
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* DelayDelete components
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*********************************************************/
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typedef struct DelayDelete {
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f32 time;
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f32 elapsed;
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} DelayDelete;
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extern ECS_COMPONENT_DECLARE(DelayDelete);
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void initComponentIDs(ecs_world_t *ecs);
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void igTagCheckbox(const char *label, ecs_world_t *ecs,
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