move all static data to lists folder
parent
7f098734f5
commit
3f96594fdb
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@ -8,6 +8,7 @@ add_library(eco2d-foundation STATIC
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src/platform/signal_handling.c
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src/platform/signal_handling.c
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src/platform/profiler.c
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src/platform/profiler.c
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src/models/assets.c
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src/models/components.c
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src/models/components.c
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src/models/items.c
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src/models/items.c
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src/models/entity.c
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src/models/entity.c
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@ -36,8 +37,6 @@ add_library(eco2d-foundation STATIC
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src/world/entity_view.c
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src/world/entity_view.c
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src/world/prediction.c
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src/world/prediction.c
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src/gen/assets.c
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src/systems/systems.c
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src/systems/systems.c
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${PKT_SRCS}
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${PKT_SRCS}
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@ -2,7 +2,7 @@
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#include "platform/system.h"
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#include "platform/system.h"
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#include "raylib.h"
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#include "raylib.h"
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#include "world/blocks.h"
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#include "world/blocks.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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Texture2D texgen_build_anim(asset_id id, int64_t counter);
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Texture2D texgen_build_anim(asset_id id, int64_t counter);
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Texture2D texgen_build_sprite(asset_id id);
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Texture2D texgen_build_sprite(asset_id id);
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@ -1,5 +1,4 @@
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#pragma once
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#pragma once
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#include "platform/system.h"
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#define ASSET_INVALID 0xFF
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#define ASSET_INVALID 0xFF
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@ -45,25 +44,3 @@ typedef enum {
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MAX_ASSETS = 1024,
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MAX_ASSETS = 1024,
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} asset_id;
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} asset_id;
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typedef enum {
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AKIND_TEXTURE,
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AKIND_ANIM,
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AKIND_SOUND,
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FORCE_AKIND_UINT8 = UINT8_MAX
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} asset_kind;
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int32_t assets_setup(void);
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int32_t assets_frame(void);
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void assets_destroy(void);
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uint16_t assets_find(asset_id id);
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asset_kind assets_get_kind(uint16_t id);
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void *assets_get_snd(uint16_t id);
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void *assets_get_tex(uint16_t id);
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// NOTE(zaklaus): client only
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#define ASSET_SRC_RECT() ((Rectangle){0, 0, 64, 64})
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#define ASSET_DST_RECT(x,y) ((Rectangle){x, y, 64, 64})
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@ -1,4 +1,4 @@
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#include "gen/assets.h"
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#include "models/assets.h"
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#define ASSET_ENTRY(asset, asset_kind)\
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#define ASSET_ENTRY(asset, asset_kind)\
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{\
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{\
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@ -4,7 +4,7 @@
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// use your favorite editor to quickly navigate between various files.
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// use your favorite editor to quickly navigate between various files.
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// 1) Register a new Asset ID
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// 1) Register a new Asset ID
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#include "gen/assets.h"
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#include "models/assets.h"
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// 2) Add the asset to the asset list
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// 2) Add the asset to the asset list
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#include "assets_list.c"
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#include "assets_list.c"
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@ -1,4 +1,4 @@
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#include "gen/assets.h"
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#include "models/assets.h"
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#include "raylib.h"
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#include "raylib.h"
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#include "gen/texgen.h"
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#include "gen/texgen.h"
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@ -16,7 +16,7 @@ typedef struct {
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// NOTE(zaklaus): metadata
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// NOTE(zaklaus): metadata
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} asset;
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} asset;
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#include "assets_list.c"
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#include "lists/assets_list.c"
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#define ASSET_FRAME_RENDER_MS (1.0/5.0)
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#define ASSET_FRAME_RENDER_MS (1.0/5.0)
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#define ASSET_FRAME_SKIP 4
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#define ASSET_FRAME_SKIP 4
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@ -0,0 +1,26 @@
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#pragma once
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#include "platform/system.h"
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#include "lists/assets_ids.h"
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typedef enum {
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AKIND_TEXTURE,
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AKIND_ANIM,
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AKIND_SOUND,
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FORCE_AKIND_UINT8 = UINT8_MAX
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} asset_kind;
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int32_t assets_setup(void);
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int32_t assets_frame(void);
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void assets_destroy(void);
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uint16_t assets_find(asset_id id);
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asset_kind assets_get_kind(uint16_t id);
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void *assets_get_snd(uint16_t id);
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void *assets_get_tex(uint16_t id);
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// NOTE(zaklaus): client only
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#define ASSET_SRC_RECT() ((Rectangle){0, 0, 64, 64})
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#define ASSET_DST_RECT(x,y) ((Rectangle){x, y, 64, 64})
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include "flecs.h"
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#include "flecs.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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#define ecs_get_mut_ex(world, entity, T) \
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#define ecs_get_mut_ex(world, entity, T) \
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(ECS_CAST(T*, world_component_cached(world, entity, ecs_id(T))))
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(ECS_CAST(T*, world_component_cached(world, entity, ecs_id(T))))
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include "platform/system.h"
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#include "platform/system.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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uint64_t device_spawn(asset_id id);
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uint64_t device_spawn(asset_id id);
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void device_despawn(uint64_t ent_id);
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void device_despawn(uint64_t ent_id);
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@ -9,7 +9,7 @@
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#include "zpl.h"
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#include "zpl.h"
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// NOTE(zaklaus): bring in entity spawnlist
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// NOTE(zaklaus): bring in entity spawnlist
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#include "entity_spawnlist.c"
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#include "lists/entity_spawnlist.c"
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uint64_t entity_spawn(uint16_t class_id) {
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uint64_t entity_spawn(uint16_t class_id) {
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ecs_entity_t e = ecs_new(world_ecs(), 0);
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ecs_entity_t e = ecs_new(world_ecs(), 0);
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@ -8,7 +8,7 @@
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#include "zpl.h"
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#include "zpl.h"
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#include "items_list.c"
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#include "lists/items_list.c"
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#define ITEMS_COUNT (sizeof(items)/sizeof(item_desc))
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#define ITEMS_COUNT (sizeof(items)/sizeof(item_desc))
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static inline item_id item_resolve_proxy(item_id id) {
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static inline item_id item_resolve_proxy(item_id id) {
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include "platform/system.h"
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#include "platform/system.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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#include "world/blocks.h"
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#include "world/blocks.h"
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#include "models/components.h"
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#include "models/components.h"
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@ -3,7 +3,7 @@
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#include "platform/system.h"
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#include "platform/system.h"
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#include "raylib.h"
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#include "raylib.h"
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#include "world/blocks.h"
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#include "world/blocks.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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#define RAYLIB_NEW_RLGL
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#define RAYLIB_NEW_RLGL
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#include "rlgl.h"
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#include "rlgl.h"
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@ -34,7 +34,7 @@ typedef struct {
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block_id slot;
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block_id slot;
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} block;
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} block;
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#include "blocks_list.c"
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#include "lists/blocks_list.c"
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int32_t blocks_setup(void) {
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int32_t blocks_setup(void) {
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for (block_id i=0; i<BLOCKS_COUNT; i++) {
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for (block_id i=0; i<BLOCKS_COUNT; i++) {
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include "platform/system.h"
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#include "platform/system.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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typedef enum {
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typedef enum {
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BLOCK_FLAG_COLLISION = (1 << 1),
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BLOCK_FLAG_COLLISION = (1 << 1),
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include "platform/system.h"
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#include "platform/system.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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#include "models/items.h"
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#include "models/items.h"
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#define ZPL_PICO
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#define ZPL_PICO
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@ -8,7 +8,7 @@
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#include "core/camera.h"
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#include "core/camera.h"
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#include "math.h"
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#include "math.h"
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#include "world/blocks.h"
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#include "world/blocks.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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#include "platform/profiler.h"
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#include "platform/profiler.h"
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#include "debug/debug_ui.h"
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#include "debug/debug_ui.h"
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#include "utils/raylib_helpers.h"
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#include "utils/raylib_helpers.h"
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@ -8,7 +8,7 @@
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#include "core/camera.h"
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#include "core/camera.h"
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#include "math.h"
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#include "math.h"
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#include "world/blocks.h"
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#include "world/blocks.h"
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#include "gen/assets.h"
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#include "models/assets.h"
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#include "platform/profiler.h"
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#include "platform/profiler.h"
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#include "debug/debug_ui.h"
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#include "debug/debug_ui.h"
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#include "debug/debug_draw.h"
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#include "debug/debug_draw.h"
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