Update to use game_tileset.h
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@@ -67,6 +67,7 @@ void entityPathRemove(ecs_iter_t *it) {
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}
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void entitySetAnimationState(ecs_iter_t *it) {
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/*
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Animation *anim = ecs_field(it, Animation, 1);
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AnimationType *animType = ecs_field(it, AnimationType , 2);
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for (i32 i = 0; i < it->count; i++) {
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@@ -76,6 +77,7 @@ void entitySetAnimationState(ecs_iter_t *it) {
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anim[i].animType = type;
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anim[i].sequence = getEntityAnimation(entityType, type);
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}
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*/
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}
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void entityUpdateSpatialID(ecs_iter_t *it) {
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@@ -275,15 +277,18 @@ void entityUpdateAnimationState(ecs_iter_t *it) {
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for (i32 i = 0; i < it->count; i++) {
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f32 len = Vector2Length(velocity[i]);
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/*
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ecs_entity_t entity = it->entities[i];
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AnimationType type = ANIM_IDLE;
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if (len > 1.0f)
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type = ANIM_WALK;
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ecs_set(it->world, entity, AnimationType, {type});
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*/
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}
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}
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void entityUpdateAnimation(ecs_iter_t *it) {
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/*
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *t = ecs_field(it, TextureRegion, 2);
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@@ -301,6 +306,7 @@ void entityUpdateAnimation(ecs_iter_t *it) {
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t[i].rec = bzTilesetGetTileRegion(anim[i].tileset, tile);
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anim[i].elapsed = 0.0f;
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}
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*/
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}
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static void render(ecs_iter_t *it) {
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