Fix rotation
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@@ -129,10 +129,10 @@ static ParticleEmitter GET_BLOOD_EMITTER() {
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.data.maxStartSize = 3.3f,
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.data.minEndSize = 0.8f,
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.data.maxEndSize = 1.1f,
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.data.minStartRotSpeed = 8.0f,
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.data.maxStartRotSpeed = 14.0f,
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.data.minEndRotSpeed = 4.5f,
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.data.maxEndRotSpeed = 6.2f,
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.data.minStartRotSpeed = 0.0f,
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.data.maxStartRotSpeed = 360.0f,
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.data.minEndRotSpeed = 400.5f,
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.data.maxEndRotSpeed = 600.2f,
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.data.startColor = { 210, 0, 0, 255 },
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.data.endColor = { 110, 10, 10, 32 },
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.data.minLifetime = 0.23,
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@@ -535,7 +535,6 @@ static void renderGame(Game *game, float dt) {
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while (ecs_iter_next(&it)) {
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Particle *particle = ecs_field(&it, ParticleLayer0, 1);
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for (i32 i = 0; i < it.count; i++) {
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bzLogInfo("what");
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if (updateParticle(tex, &particle[i], dt))
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ecs_delete(ECS, it.entities[i]);
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}
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@@ -87,7 +87,6 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt) {
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Vector2 vel = Vector2Lerp(particle->startVel, particle->endVel, alpha);
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f32 size = Lerp(particle->startSize, particle->endSize, alpha);
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f32 rot = Lerp(particle->startRotSpeed, particle->endRotSpeed, alpha);
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Color startC = particle->startColor;
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Color endC = particle->endColor;
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Color color = lerpColor(startC, endC, alpha);
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@@ -104,9 +103,11 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt) {
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center.x,
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center.y,
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size, size
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}, (Vector2) {hSize, hSize}, rot, color);
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}, (Vector2) {hSize, hSize}, particle->rotation * DEG2RAD, color);
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EndBlendMode();
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f32 rot = Lerp(particle->startRotSpeed, particle->endRotSpeed, alpha);
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particle->rotation += rot * dt;
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particle->pos = Vector2Add(particle->pos, Vector2Scale(vel, dt));
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particle->elapsed += dt;
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return alpha >= 1.0f;
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