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@ -1569,7 +1569,12 @@ void frame(void)
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it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
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it->pos = move_and_slide(it, it->pos, MulV2F(it->vel, pixels_per_meter * dt));
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}
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draw_animated_sprite(&old_man_idle, elapsed_time, false, it->pos, WHITE);
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Color col = LerpV4(WHITE, it->damage, RED);
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draw_animated_sprite(&old_man_idle, elapsed_time, false, it->pos, col);
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if(it->damage >= 1.0)
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{
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*it = (Entity){0};
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}
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}
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else if (it->kind == ENTITY_BULLET)
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{
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@ -1695,6 +1700,36 @@ void frame(void)
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{
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player->state = CHARACTER_ATTACK;
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player->swing_progress = 0.0;
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AABB weapon_aabb = {0};
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if(player->facing_left)
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{
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weapon_aabb = (AABB){
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.upper_left = AddV2(player->pos, V2(-40.0, 25.0)),
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.lower_right = AddV2(player->pos, V2(0.0, -25.0)),
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};
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}
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else
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{
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weapon_aabb = (AABB){
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.upper_left = AddV2(player->pos, V2(0.0, 25.0)),
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.lower_right = AddV2(player->pos, V2(40.0, -25.0)),
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};
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}
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dbgrect(weapon_aabb);
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Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
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BUFF_ITER(Overlap, &overlapping_weapon)
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{
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if(!it->is_tile)
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{
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Entity *e = it->e;
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if(e->kind == ENTITY_OLD_MAN)
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{
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e->aggressive = true;
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e->damage += 0.2f;
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}
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}
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}
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}
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@ -1763,34 +1798,6 @@ void frame(void)
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}
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else if(player->state == CHARACTER_ATTACK)
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{
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AABB weapon_aabb = {0};
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if(player->facing_left)
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{
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weapon_aabb = (AABB){
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.upper_left = AddV2(player->pos, V2(-40.0, 25.0)),
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.lower_right = AddV2(player->pos, V2(0.0, -25.0)),
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};
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}
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else
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{
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weapon_aabb = (AABB){
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.upper_left = AddV2(player->pos, V2(0.0, 25.0)),
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.lower_right = AddV2(player->pos, V2(40.0, -25.0)),
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};
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}
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dbgrect(weapon_aabb);
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Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
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BUFF_ITER(Overlap, &overlapping_weapon)
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{
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if(!it->is_tile)
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{
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Entity *e = it->e;
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if(e->kind == ENTITY_OLD_MAN)
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{
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e->aggressive = true;
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}
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}
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}
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player->swing_progress += dt;
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draw_animated_sprite(&knight_attack, player->swing_progress, player->facing_left, character_sprite_pos, WHITE);
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