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@ -187,7 +187,6 @@ typedef struct Entity
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struct Entity *talking_to; // Maybe should be generational index, but I dunno. No death yet
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BUFF(struct Entity*, 8) done_damage_to_this_swing; // only do damage once, but hitbox stays around
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bool is_rolling; // can only roll in idle or walk states
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float speed; // for lerping to the speed, so that roll gives speed boost which fades
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double time_not_rolling; // for cooldown for roll, so you can't just hold it and be invincible
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double roll_progress;
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double swing_progress;
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@ -668,7 +667,7 @@ AnimatedSprite knight_running =
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AnimatedSprite knight_rolling =
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{
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.img = &image_knight_roll,
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.time_per_frame = 0.05,
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.time_per_frame = 0.04,
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.num_frames = 12,
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.start = {19.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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@ -2126,7 +2125,6 @@ draw_dialog_panel(talking_to);
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{
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player->is_rolling = true;
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player->roll_progress = 0.0;
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player->speed = PLAYER_ROLL_SPEED;
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}
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}
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@ -2166,11 +2164,16 @@ draw_dialog_panel(talking_to);
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{
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cam.pos = LerpV2(cam.pos, dt*8.0f, target);
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}
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Vec2 target_vel = {0};
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float speed = 0.0f;
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float shadow_size = knight_rolling.region_size.x * 0.5f;
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draw_quad((DrawParams){true, quad_centered(AddV2(player->pos, V2(0.0f, -20.0f)), V2(shadow_size, shadow_size)),IMG(image_drop_shadow), WHITE});
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if(player->state == CHARACTER_WALKING)
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{
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if(player->speed <= 0.01f) player->speed = PLAYER_SPEED;
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player->speed = Lerp(player->speed, dt * 3.0f, PLAYER_SPEED);
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player->pos = move_and_slide(player, player->pos, MulV2F(movement, dt * pixels_per_meter * player->speed));
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speed = PLAYER_SPEED;
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if(player->is_rolling) speed = PLAYER_ROLL_SPEED;
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if(player->is_rolling)
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{
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draw_animated_sprite(&knight_rolling, player->roll_progress, player->facing_left, character_sprite_pos, WHITE);
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@ -2186,7 +2189,8 @@ draw_dialog_panel(talking_to);
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}
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else
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{
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player->facing_left = movement.X < 0.0f;
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if(fabsf(player->vel.x) > 0.01f)
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player->facing_left = player->vel.x < 0.0f;
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}
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}
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else if(player->state == CHARACTER_IDLE)
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@ -2259,6 +2263,14 @@ draw_dialog_panel(talking_to);
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assert(false); // unknown character state? not defined how to draw
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}
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// velocity processing
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{
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Vec2 target_vel = MulV2F(movement, dt * pixels_per_meter * speed);
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player->vel = LerpV2(player->vel, dt * 15.0f, target_vel);
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player->pos = move_and_slide(player, player->pos, player->vel);
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}
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// health
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if(player->damage >= 1.0)
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{
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