Cleaned some vars.
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b9805aaeb1
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0605f25a15
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@ -1 +1 @@
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Subproject commit b1dd9baf98ba5496a606cced00ca7ccde0df36db
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Subproject commit a0b32165649edb9f2003546ac48057764b12f128
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@ -16,6 +16,9 @@ int player_system_init(component_t *component)
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system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
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system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
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system_data->transform_component_data = system_data->sprite_component_data->transform_component_data;
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system_data->transform_component_data = system_data->sprite_component_data->transform_component_data;
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system_data->state = PLAYER_IDLE;
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system_data->last_state = PLAYER_IDLE;
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
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sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
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animation_system_data_t *animation_system_data = system_data->animation_system_data;
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animation_system_data_t *animation_system_data = system_data->animation_system_data;
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@ -31,9 +34,6 @@ int player_system_init(component_t *component)
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animation_system_data->loop = true;
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animation_system_data->loop = true;
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animation_system_data->play = true;
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animation_system_data->play = true;
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system_data->state = PLAYER_IDLE;
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system_data->last_state = PLAYER_IDLE;
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return EXIT_SUCCESS;
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return EXIT_SUCCESS;
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}
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}
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@ -25,8 +25,6 @@ int game_init(void)
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entity_t *player = entity_manager_new_entity(&game.entity_manager, 0);
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entity_t *player = entity_manager_new_entity(&game.entity_manager, 0);
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if(!player) return EXIT_FAILURE;
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if(!player) return EXIT_FAILURE;
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frect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f};
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if(!entity_new_component(player, TRANSFORM_COMPONENT)) return EXIT_FAILURE;
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if(!entity_new_component(player, TRANSFORM_COMPONENT)) return EXIT_FAILURE;
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if(!entity_new_component(player, SPRITE_COMPONENT)) return EXIT_FAILURE;
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if(!entity_new_component(player, SPRITE_COMPONENT)) return EXIT_FAILURE;
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if(!entity_new_component(player, ANIMATION_SYSTEM)) return EXIT_FAILURE;
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if(!entity_new_component(player, ANIMATION_SYSTEM)) return EXIT_FAILURE;
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