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@ -30,9 +30,98 @@ static cpVect v2_to_cp(V2 v)
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return cpv(v.x, v.y);
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return cpv(v.x, v.y);
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}
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}
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static struct Box *getbox(cpShape *shape)
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{
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return (struct Box *)cpShapeGetUserData(shape);
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}
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static int grid_num_boxes(struct Grid *g)
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{
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int to_return = 0;
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for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
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{
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SKIPNULL(g->boxes[i].shape);
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to_return++;
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}
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return to_return;
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}
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static void box_destroy(cpSpace *space, struct Box *box)
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{
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cpSpaceRemoveShape(space, box->shape);
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cpShapeFree(box->shape);
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box->shape = NULL;
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}
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// space should be from gamestate, doesn't accept gamestate parameter so collision
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// callbacks can use it
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void grid_destroy(cpSpace *space, struct Grid *grid)
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{
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for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
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{
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SKIPNULL(grid->boxes[i].shape);
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box_destroy(space, &grid->boxes[i]);
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}
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cpSpaceRemoveBody(space, grid->body);
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cpBodyFree(grid->body);
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grid->body = NULL;
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}
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static void grid_remove_box(cpSpace *space, struct Grid *grid, struct Box *box)
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{
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box_destroy(space, box);
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if (grid_num_boxes(grid) == 0)
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{
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grid_destroy(space, grid);
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}
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}
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static void postStepRemove(cpSpace *space, void *key, void *data)
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{
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cpShape *b = (cpShape *)key;
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if (getbox(b)->damage > 1.0f)
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{
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grid_remove_box(space, (struct Grid *)cpBodyGetUserData(cpShapeGetBody(b)), getbox(b));
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}
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}
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static cpBool on_damage(cpArbiter *arb, cpSpace *space, cpDataPointer userData)
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{
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cpShape *a, *b;
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cpArbiterGetShapes(arb, &a, &b);
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double total_depth = 0.0f;
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for (int i = 0; i < cpArbiterGetCount(arb); i++)
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total_depth -= cpArbiterGetDepth(arb, i);
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// getbox(a)->damage += ;
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// float damage = (total_depth / 0.01) * 0.1f;
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float damage = V2length(cp_to_v2(cpArbiterTotalImpulse(arb)));
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Log("Collision with damage %f\n", damage*0.25f);
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if (damage > 0.05f)
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{
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getbox(a)->damage += damage;
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getbox(b)->damage += damage;
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}
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// b must be the key passed into the post step removed, the key is cast into its shape
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cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, b, NULL);
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cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, a, NULL);
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return true; // keep colliding
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}
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void initialize(struct GameState *gs)
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void initialize(struct GameState *gs)
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{
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{
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gs->space = cpSpaceNew();
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gs->space = cpSpaceNew();
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cpCollisionHandler *handler = cpSpaceAddCollisionHandler(gs->space, 0, 0); // @Robust limit collision type to just blocks that can be damaged
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// handler->beginFunc = begin;
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handler->postSolveFunc = on_damage;
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// handler->postSolveFunc = postStepRemove;
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for (int i = 0; i < MAX_PLAYERS; i++)
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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{
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reset_player(&gs->players[i]);
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reset_player(&gs->players[i]);
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@ -40,13 +129,13 @@ void initialize(struct GameState *gs)
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}
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}
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void destroy(struct GameState *gs)
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void destroy(struct GameState *gs)
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{
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{
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for (int i = 0; i < gs->num_grids; i++)
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for (int i = 0; i < MAX_GRIDS; i++)
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{
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{
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grid_destroy(&gs->grids[i]);
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SKIPNULL(gs->grids[i].body);
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grid_destroy(gs->space, &gs->grids[i]);
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}
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}
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gs->num_grids = 0;
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cpSpaceDestroy(gs->space);
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cpSpaceFree(gs->space);
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gs->space = NULL;
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gs->space = NULL;
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}
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}
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@ -56,9 +145,10 @@ void reset_player(struct Player *p)
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p->currently_inhabiting_index = -1;
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p->currently_inhabiting_index = -1;
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}
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}
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struct Box box_new(struct GameState *gs, struct Grid *grid, V2 pos)
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// box must be passed as a parameter as the box added to chipmunk uses this pointer in its
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// user data
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void box_new(struct Box *to_modify, struct GameState *gs, struct Grid *grid, V2 pos)
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{
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{
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float halfbox = BOX_SIZE / 2.0f;
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float halfbox = BOX_SIZE / 2.0f;
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cpBB box = cpBBNew(-halfbox + pos.x, -halfbox + pos.y, halfbox + pos.x, halfbox + pos.y);
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cpBB box = cpBBNew(-halfbox + pos.x, -halfbox + pos.y, halfbox + pos.x, halfbox + pos.y);
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cpVect verts[4] = {
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cpVect verts[4] = {
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@ -68,63 +158,26 @@ struct Box box_new(struct GameState *gs, struct Grid *grid, V2 pos)
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cpv(box.l, box.b),
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cpv(box.l, box.b),
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};
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};
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struct Box to_return = (struct Box){
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to_modify->shape = (cpShape *)cpPolyShapeInitRaw(cpPolyShapeAlloc(), grid->body, 4, verts, 0.0f); // this cast is done in chipmunk, not sure why it works
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.shape = (cpShape *)cpPolyShapeInitRaw(cpPolyShapeAlloc(), grid->body, 4, verts, 0.0f), // this cast is done in chipmunk, not sure why it works
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};
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// assumed to be grid in inhabit code as well
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// assumed to be grid in inhabit code as well
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cpShapeSetUserData(to_return.shape, (void *)grid);
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cpShapeSetUserData(to_modify->shape, (void *)to_modify);
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cpShapeSetMass(to_return.shape, BOX_MASS);
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cpShapeSetMass(to_modify->shape, BOX_MASS);
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cpSpaceAddShape(gs->space, to_return.shape);
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cpSpaceAddShape(gs->space, to_modify->shape);
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// update the center of mass (can't believe this isn't done for me...)
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// float total_mass = 0.0f;
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// float total_moment_of_inertia = 0.0f;
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// V2 total_pos = {0};
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// for (int i = 0; i < grid->num_boxes; i++)
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// {
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// cpShape *cur_shape = grid->boxes[i].shape;
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// total_mass += cpShapeGetMass(cur_shape);
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// total_moment_of_inertia += cpShapeGetMoment(cur_shape);
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// total_pos = V2add(total_pos, V2scale(cp_to_v2(cpShapeGetCenterOfGravity(cur_shape)), cpShapeGetMass(cur_shape)));
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// }
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// total_pos = V2scale(total_pos, 1.0f / total_mass);
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// @Robust I think moment of inertia calculation is wrong? https://chipmunk-physics.net/forum/viewtopic.php?t=2566
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return to_return;
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}
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}
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struct Grid grid_new(struct GameState *gs, V2 pos)
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// the grid pointer passed gets referenced by the body
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void grid_new(struct Grid *to_modify, struct GameState *gs, V2 pos)
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{
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{
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assert(gs->space != NULL);
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assert(gs->space != NULL);
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float halfbox = BOX_SIZE / 2.0f;
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float halfbox = BOX_SIZE / 2.0f;
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cpBody *body = cpSpaceAddBody(gs->space, cpBodyNew(0.0, 0.0)); // zeros for mass/moment of inertia means automatically calculated from its collision shapes
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cpBody *body = cpSpaceAddBody(gs->space, cpBodyNew(0.0, 0.0)); // zeros for mass/moment of inertia means automatically calculated from its collision shapes
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to_modify->body = body;
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cpBodySetPosition(body, v2_to_cp(pos));
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cpBodySetPosition(body, v2_to_cp(pos));
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cpBodySetUserData(to_modify->body, (void *)to_modify);
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struct Grid to_return = (struct Grid){
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.body = body,
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};
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// box_new(gs, &to_return, (V2){0});
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return to_return;
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}
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}
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void grid_destroy(struct Grid *grid)
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{
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for (int ii = 0; ii < grid->num_boxes; ii++)
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{
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cpShapeFree(grid->boxes[ii].shape);
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grid->boxes[ii].shape = NULL;
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}
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grid->num_boxes = 0;
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cpBodyFree(grid->body);
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grid->body = NULL;
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}
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// center of mass, not the literal position
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// center of mass, not the literal position
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V2 grid_com(struct Grid *grid)
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V2 grid_com(struct Grid *grid)
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{
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{
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@ -148,7 +201,7 @@ float grid_angular_velocity(struct Grid *grid)
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}
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}
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V2 box_pos(struct Box *box)
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V2 box_pos(struct Box *box)
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{
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{
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struct Grid *g = (struct Grid *)cpShapeGetUserData(box->shape);
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struct Grid *g = (struct Grid *)cpBodyGetUserData(cpShapeGetBody(box->shape));
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return V2add(grid_pos(g), cp_to_v2(cpShapeGetCenterOfGravity(box->shape)));
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return V2add(grid_pos(g), cp_to_v2(cpShapeGetCenterOfGravity(box->shape)));
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}
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}
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float box_rotation(struct Box *box)
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float box_rotation(struct Box *box)
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@ -224,11 +277,15 @@ void ser_grid(char **out, struct Grid *g)
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ser_float(out, grid_rotation(g));
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ser_float(out, grid_rotation(g));
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ser_float(out, grid_angular_velocity(g));
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ser_float(out, grid_angular_velocity(g));
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ser_int(out, g->num_boxes);
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for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
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for (int i = 0; i < g->num_boxes; i++)
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{
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{
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ser_V2(out, cp_to_v2(cpShapeGetCenterOfGravity(g->boxes[i].shape)));
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bool exists = g->boxes[i].shape != NULL;
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ser_float(out, g->boxes[i].damage);
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ser_bool(out, exists);
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if (exists)
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{
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ser_V2(out, cp_to_v2(cpShapeGetCenterOfGravity(g->boxes[i].shape)));
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ser_float(out, g->boxes[i].damage);
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}
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}
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}
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}
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}
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@ -247,19 +304,22 @@ void des_grid(char **in, struct Grid *g, struct GameState *gs)
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des_float(in, &rot);
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des_float(in, &rot);
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des_float(in, &angular_vel);
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des_float(in, &angular_vel);
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*g = grid_new(gs, pos);
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grid_new(g, gs, pos);
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cpBodySetVelocity(g->body, v2_to_cp(vel));
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cpBodySetVelocity(g->body, v2_to_cp(vel));
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cpBodySetAngle(g->body, rot);
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cpBodySetAngle(g->body, rot);
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cpBodySetAngularVelocity(g->body, angular_vel);
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cpBodySetAngularVelocity(g->body, angular_vel);
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des_int(in, &g->num_boxes);
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for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
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for (int i = 0; i < g->num_boxes; i++)
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{
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{
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V2 pos = {0};
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bool exists = false;
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des_V2(in, &pos);
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des_bool(in, &exists);
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g->boxes[i] = box_new(gs, g, pos);
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if (exists)
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des_float(in, &g->boxes[i].damage);
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{
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V2 pos = {0};
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des_V2(in, &pos);
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box_new(&g->boxes[i], gs, g, pos);
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des_float(in, &g->boxes[i].damage);
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}
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}
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}
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}
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}
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@ -309,13 +369,17 @@ void into_bytes(struct ServerToClient *msg, char *bytes, int *out_len, int max_l
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}
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}
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// @Robust invalid message on num boxes bigger than max boxes
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// @Robust invalid message on num boxes bigger than max boxes
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ser_int(&bytes, gs->num_grids);
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LEN_CHECK();
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for (int i = 0; i < gs->num_grids; i++)
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for (int i = 0; i < MAX_GRIDS; i++)
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{
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{
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ser_grid(&bytes, &gs->grids[i]);
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bool exists = gs->grids[i].body != NULL;
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ser_bool(&bytes, exists);
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LEN_CHECK();
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LEN_CHECK();
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if (exists)
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{
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ser_grid(&bytes, &gs->grids[i]);
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LEN_CHECK();
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}
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}
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}
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*out_len = bytes - original_bytes;
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*out_len = bytes - original_bytes;
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@ -340,13 +404,16 @@ void from_bytes(struct ServerToClient *msg, char *bytes, int max_len)
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LEN_CHECK();
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LEN_CHECK();
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}
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}
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des_int(&bytes, &gs->num_grids);
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for (int i = 0; i < MAX_GRIDS; i++)
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LEN_CHECK();
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for (int i = 0; i < gs->num_grids; i++)
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{
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{
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des_grid(&bytes, &gs->grids[i], gs);
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bool exists = false;
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des_bool(&bytes, &exists);
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LEN_CHECK();
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LEN_CHECK();
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if (exists)
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{
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des_grid(&bytes, &gs->grids[i], gs);
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LEN_CHECK();
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}
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}
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}
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}
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}
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@ -361,6 +428,11 @@ void process(struct GameState *gs, float dt)
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if (!p->connected)
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if (!p->connected)
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continue;
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continue;
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if (gs->grids[p->currently_inhabiting_index].body == NULL)
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{
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p->currently_inhabiting_index = -1;
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}
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if (p->inhabit)
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if (p->inhabit)
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{
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{
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p->inhabit = false; // "handle" the input
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p->inhabit = false; // "handle" the input
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@ -372,9 +444,11 @@ void process(struct GameState *gs, float dt)
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cpShape *result = cpSpacePointQueryNearest(gs->space, v2_to_cp(p->pos), 0.1, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES), &query_info);
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cpShape *result = cpSpacePointQueryNearest(gs->space, v2_to_cp(p->pos), 0.1, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES), &query_info);
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if (result != NULL)
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if (result != NULL)
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{
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{
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struct Grid *g = (struct Grid *)cpShapeGetUserData(result);
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// result is assumed to be a box shape
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for (int ii = 0; ii < gs->num_grids; ii++)
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struct Grid *g = (struct Grid *)cpBodyGetUserData(cpShapeGetBody(result));
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for (int ii = 0; ii < MAX_GRIDS; ii++)
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{
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{
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SKIPNULL(gs->grids[ii].body);
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if (&gs->grids[ii] == g)
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if (&gs->grids[ii] == g)
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{
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{
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p->currently_inhabiting_index = ii;
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p->currently_inhabiting_index = ii;
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@ -392,7 +466,7 @@ void process(struct GameState *gs, float dt)
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}
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}
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}
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}
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else
|
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else
|
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{
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{
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p->vel = grid_vel(&gs->grids[p->currently_inhabiting_index]);
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p->vel = grid_vel(&gs->grids[p->currently_inhabiting_index]);
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p->currently_inhabiting_index = -1;
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p->currently_inhabiting_index = -1;
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}
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}
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