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@ -805,6 +805,7 @@ void ser_entity(SerState* ser, GameState* gs, Entity* e)
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if (e->is_box)
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{
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SER_VAR(&e->box_type);
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SER_VAR(&e->is_explosion_unlock);
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ser_entityid(ser, &e->next_box);
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ser_entityid(ser, &e->prev_box);
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SER_VAR(&e->compass_rotation);
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@ -1045,6 +1046,14 @@ bool possibly_use_energy(GameState* gs, Entity* grid, float wanted_energy)
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return false;
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}
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void entity_ensure_in_orbit(Entity* e)
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{
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cpVect pos = v2_to_cp(V2sub(entity_pos(e), SUN_POS));
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cpFloat r = cpvlength(pos);
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cpFloat v = cpfsqrt(SUN_GRAVITY_STRENGTH / r) / r;
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cpBodySetVelocity(e->body, cpvmult(cpvperp(pos), v));
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}
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void process(GameState* gs, float dt)
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{
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assert(gs->space != NULL);
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@ -1053,21 +1062,15 @@ void process(GameState* gs, float dt)
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gs->time += dt;
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// process input
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for (int i = 0; i < MAX_PLAYERS; i++)
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PLAYERS_ITER(gs->players, player)
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{
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struct Player* player = &gs->players[i];
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if (!player->connected)
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continue;
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Entity* p = get_entity(gs, player->entity);
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if (p == NULL)
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{
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p = new_entity(gs);
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create_player(gs, p);
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player->entity = get_id(gs, p);
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cpVect pos = v2_to_cp(V2sub(entity_pos(p), SUN_POS));
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cpFloat r = cpvlength(pos);
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cpFloat v = cpfsqrt(SUN_GRAVITY_STRENGTH / r) / r;
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cpBodySetVelocity(p->body, cpvmult(cpvperp(pos), v));
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entity_ensure_in_orbit(p);
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}
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assert(p->is_player);
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@ -1218,6 +1221,18 @@ void process(GameState* gs, float dt)
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if (!e->exists)
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continue;
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if (e->is_explosion_unlock)
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{
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PLAYERS_ITER(gs->players, player)
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{
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Entity* player_entity = get_entity(gs, player->entity);
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if (player_entity != NULL && V2length(V2sub(entity_pos(player_entity), entity_pos(e))) < GOLD_UNLOCK_RADIUS)
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{
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player->unlocked_bombs = true;
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}
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}
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}
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if (e->body != NULL)
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{
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cpVect p = cpvsub(cpBodyGetPosition(e->body), v2_to_cp(SUN_POS));
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