Fixed self hitbox deactivation.
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260c092a69
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c1e09fb450
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@ -53,6 +53,7 @@ int hitbox_component_draw(const component_t *component)
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{
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const hitbox_component_data_t *component_data = component->data;
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if(component_data->activated)
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if(display_draw_frect(&component_data->bounds, C_RED, 128)) return EXIT_FAILURE;
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return EXIT_SUCCESS;
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@ -111,10 +111,12 @@ int physics_system_update(component_t *component)
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{
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physics_system_data_t *system_data = component->data;
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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hitbox_component_data_t *hitbox_component_data = system_data->hitbox_component_data;
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system_data->velocity.x = lerp(system_data->velocity.x, system_data->target_velocity.x, 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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linked_list_for_each(&game.entity_manager.entities, action_detect_solve_entities_collision, system_data, component->entity->id);
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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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