Fixing some values and error handling.
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f27eff9731
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@ -9,7 +9,7 @@ COMPONENT(INTERACT_COMPONENT, interact_component, DRAW)
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#else
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#else
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COMPONENT(TRANSFORM_COMPONENT, transform_component, NO_DRAW)
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COMPONENT(TRANSFORM_COMPONENT, transform_component, NO_DRAW)
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COMPONENT(HITBOX_COMPONENT, hitbox_component, NO_DRAW)
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COMPONENT(HITBOX_COMPONENT, hitbox_component, NO_DRAW)
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COMPONENT(INTERACT_COMPONENT, interct_component, NO_DRAW)
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COMPONENT(INTERACT_COMPONENT, interact_component, NO_DRAW)
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#endif // DEBUG >= 2
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#endif // DEBUG >= 2
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COMPONENT(PHYSICS_SYSTEM, physics_system, NO_DRAW)
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COMPONENT(PHYSICS_SYSTEM, physics_system, NO_DRAW)
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@ -43,7 +43,6 @@ inline int physics_system_init(component_t *component)
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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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// Only for this file
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// Args : physics_system_data_t *system_data, size_t entity_id
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// Args : physics_system_data_t *system_data, size_t entity_id
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static inline int action_detect_solve_entities_collision(elem_t *elem, va_list args)
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static inline int action_detect_solve_entities_collision(elem_t *elem, va_list args)
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{
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{
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@ -116,7 +115,7 @@ int physics_system_update(component_t *component)
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system_data->velocity.y = lerp(system_data->velocity.y, system_data->target_velocity.y, system_data->smoothing_factor);
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system_data->velocity.y = lerp(system_data->velocity.y, system_data->target_velocity.y, system_data->smoothing_factor);
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if(hitbox_component_data->activated)
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if(hitbox_component_data->activated)
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linked_list_for_each(&game.entity_manager.entities, action_detect_solve_entities_collision, system_data, component->entity->id);
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if(linked_list_for_each(&game.entity_manager.entities, action_detect_solve_entities_collision, system_data, component->entity->id)) return EXIT_FAILURE;
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transform_component_data->bounds.x += system_data->velocity.x * system_data->speed * (float)game.delta_time_ms / 1000.0f;
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transform_component_data->bounds.x += system_data->velocity.x * system_data->speed * (float)game.delta_time_ms / 1000.0f;
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transform_component_data->bounds.y += system_data->velocity.y * system_data->speed * (float)game.delta_time_ms / 1000.0f;
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transform_component_data->bounds.y += system_data->velocity.y * system_data->speed * (float)game.delta_time_ms / 1000.0f;
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@ -94,12 +94,12 @@ int game_init(void)
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((interact_component_data_t *)component->data)->position = (fvector2d_t) {
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((interact_component_data_t *)component->data)->position = (fvector2d_t) {
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.x = 0.5f,
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.x = 0.5f,
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.y = 4.0f / 3.0f
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.y = 2.0f
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};
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};
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((interact_component_data_t *)component->data)->scale = (fvector2d_t) {
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((interact_component_data_t *)component->data)->scale = (fvector2d_t) {
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.x = 2.0f / 3.0f,
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.x = 2.0f / 3.0f,
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.y = 0.7f
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.y = 5.0f / 6.0f
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};
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};
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/* ======== Door ======== */
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/* ======== Door ======== */
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