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@ -5759,11 +5759,18 @@ void frame(void)
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assert(false);
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assert(false);
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if (it->killed)
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if (it->killed)
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{
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to_use->go_to_animation = MD_S8Lit("Die Backwards");
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to_use->go_to_animation = MD_S8Lit("Die Backwards");
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to_use->next_animation_isnt_looping = true;
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}
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else if (LenV2(it->vel) > 0.5f)
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else if (LenV2(it->vel) > 0.5f)
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{
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to_use->go_to_animation = MD_S8Lit("Running");
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to_use->go_to_animation = MD_S8Lit("Running");
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}
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else
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else
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{
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to_use->go_to_animation = MD_S8Lit("Idle");
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to_use->go_to_animation = MD_S8Lit("Idle");
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}
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draw_thing((DrawnThing){.armature = to_use, .t = draw_with, .outline = gete(gs.player->interacting_with) == it});
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draw_thing((DrawnThing){.armature = to_use, .t = draw_with, .outline = gete(gs.player->interacting_with) == it});
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@ -6991,7 +6998,12 @@ ISANERROR("Don't know how to do this stuff on this platform.")
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{
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{
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static float visible = 0.0f;
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static float visible = 0.0f;
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float target = 0.0f;
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float target = 0.0f;
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if(gs.player->killed && (!cur_unread_entity || gs.finished_reading_dying_dialog))
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bool anybody_unread = false;
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ENTITIES_ITER(gs.entities)
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{
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if(it->undismissed_action) anybody_unread = true;
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}
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if(gs.player->killed && (!anybody_unread || gs.finished_reading_dying_dialog))
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{
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{
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gs.finished_reading_dying_dialog = true;
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gs.finished_reading_dying_dialog = true;
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target = 1.0f;
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target = 1.0f;
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