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https://github.com/zeldaret/tmc
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move entity update functions
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+21
-15
@@ -209,23 +209,29 @@ enum {
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#define Direction8FromAnimationState(expr) (((expr) << 2)
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Entity* GetEmptyEntity(void);
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extern Entity* CreateEnemy(u32 id, u32 type);
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extern Entity* CreateNPC(u32 id, u32 type, u32 type2);
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extern Entity* CreateObject(u32 id, u32 type, u32 type2);
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extern Entity* CreateObjectWithParent(Entity* parent, u32 id, u32 type, u32 type2);
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extern Entity* CreateFx(Entity* parent, u32 type, u32 type2);
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void DrawEntity(Entity*);
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Entity* CreateEnemy(u32 id, u32 type);
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Entity* CreateNPC(u32 id, u32 type, u32 type2);
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Entity* CreateObject(u32 id, u32 type, u32 type2);
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Entity* CreateObjectWithParent(Entity* parent, u32 id, u32 type, u32 type2);
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Entity* CreateFx(Entity* parent, u32 type, u32 type2);
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extern void InitializeAnimation(Entity*, u32);
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extern void InitAnimationForceUpdate(Entity*, u32);
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extern void UpdateAnimationSingleFrame(Entity*);
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extern void UpdateSpriteForCollisionLayer(Entity*);
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extern void GetNextFrame(Entity*);
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extern u32 LoadExtraSpriteData(Entity*, SpriteLoadData*);
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extern void SetExtraSpriteFrame(Entity*, u32, u32);
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extern void SetSpriteSubEntryOffsetData1(Entity*, u32, u32);
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extern void SetSpriteSubEntryOffsetData2(Entity*, u32, u32);
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void InitializeAnimation(Entity*, u32);
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void InitAnimationForceUpdate(Entity*, u32);
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void UpdateAnimationSingleFrame(Entity*);
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void UpdateSpriteForCollisionLayer(Entity*);
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void GetNextFrame(Entity*);
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u32 LoadExtraSpriteData(Entity*, SpriteLoadData*);
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void SetExtraSpriteFrame(Entity*, u32, u32);
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void SetSpriteSubEntryOffsetData1(Entity*, u32, u32);
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void SetSpriteSubEntryOffsetData2(Entity*, u32, u32);
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extern u32 GetFacingDirection(Entity*, Entity*);
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u32 GetFacingDirection(Entity*, Entity*);
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/**
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* @brief Check if entity should sleep this frame.
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*/
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bool32 CheckDontUpdate(Entity* this);
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/**
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* @brief Delete the entity currently in execution.
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