Corrected some issues with entity loading from maps.
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a9d88e50e7
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152be5f888
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@ -101,7 +101,7 @@ map_t *load_map(void)
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case TRANSFORM_COMPONENT:
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case HITBOX_COMPONENT:
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data_size = sizeof(frect_t);
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data_size = sizeof(fvector2d_t) * 2;
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component_def->attributes = malloc(data_size);
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if(fread(component_def->attributes, data_size, 1, game.asset_manager.asset_file) != 1)
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{
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@ -132,7 +132,7 @@ map_t *load_map(void)
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break;
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case INTERACT_COMPONENT:
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data_size = sizeof(frect_t) + sizeof(int) * 3;
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data_size = sizeof(fvector2d_t) * 2 + sizeof(int) * 3;
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component_def->attributes = malloc(data_size);
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if(fread(component_def->attributes, data_size, 1, game.asset_manager.asset_file) != 1)
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{
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@ -321,7 +321,7 @@ int map_load_entities(map_t *map)
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component_data->topic_id = data.soft->topic_id;
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component_data->state = data.soft->state;
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//if(door_component_subscribe(component)) return_failure_int;
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if(door_component_subscribe(component)) return_failure_int;
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break;
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}
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@ -342,6 +342,8 @@ int map_load_entities(map_t *map)
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interact_component_data_t *component_data = component->data;
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component_data->position = data.soft->position;
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component_data->scale = data.soft->scale;
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component_data->type = data.soft->type;
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component_data->state = data.soft->state;
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