raycast fin
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@@ -12,5 +12,6 @@ struct AABB
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function bool AABB_Collide(AABB a, AABB b);
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function bool AABB_Point(AABB a, V2f v);
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function bool AABB_Slab(V2f origin, V2f point, AABB a);
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#endif // LD_GAME_AABB_H_
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@@ -1,5 +1,5 @@
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#include "game/aabb.h"
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#include "core/types.h"
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#include <math.h>
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bool AABB_Collide(AABB a, AABB b)
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{
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@@ -19,17 +19,18 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
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{
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V2f start = a.pos;
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V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
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V2f direction = {origin.x - point.x, origin.y - point.y};
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V2f invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
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// x
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F32 tLow = (start.x - origin.x) / direction.x;
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F32 tHigh = (finish.x - origin.x) / direction.x;
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F32 tLow = (start.x - origin.x) * invdirection.x;
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F32 tHigh = (finish.x - origin.x) * invdirection.x;
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F32 tMin = min(tLow, tHigh);
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F32 tMax = max(tLow, tHigh);
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// y
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tLow = (start.x - origin.x) / direction.x;
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tHigh = (finish.x - origin.x) / direction.x;
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tLow = (start.y - origin.y) * invdirection.y;
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tHigh = (finish.y - origin.y) * invdirection.y;
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tMin = max(tMin, min(tLow, tHigh));
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tMax = min(tMax, max(tLow, tHigh));
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return tMax >= max(0.0, tMin);
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return tMax >= tMin;
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}
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@@ -6,7 +6,8 @@
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#define MAX_UNFINISHED 128
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typedef struct navSearchNodeState navSearchNodeState;
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struct navSearchNodeState{
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struct navSearchNodeState
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{
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bool visited;
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U64 distance;
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U32 shortest;
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@@ -14,37 +15,45 @@ struct navSearchNodeState{
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};
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typedef struct navSearchState navSearchState;
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struct navSearchState{
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struct navSearchState
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{
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navSearchNodeState nodeStates[NAV_MAX_NODES];
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};
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navSearchState initState(U32 start, U32 meshSize) {
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navSearchState state = {};
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for(U32 i = 0; i < meshSize; i++) {
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state.nodeStates[i].visited = false;
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navSearchState initState(U32 start, U32 meshSize)
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{
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navSearchState state;
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for (U32 i = 0; i < meshSize; i++)
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{
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state.nodeStates[i].visited = false;
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state.nodeStates[i].addedToUnvisited = false;
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state.nodeStates[i].distance = U64_MAX;
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state.nodeStates[i].shortest = 0;
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state.nodeStates[i].distance = U64_MAX;
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state.nodeStates[i].shortest = 0;
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}
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state.nodeStates[start].distance = 0;
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return state;
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}
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U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) {
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U32 lowest = U32_MAX;
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U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
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{
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U32 lowest = U32_MAX;
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U32 lowestI = U32_MAX;
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bool startFound = false;
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for(U32 i = *offset; i < unfinishedCount; i++) {
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for (U32 i = *offset; i < unfinishedCount; i++)
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{
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navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
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if(checkNode.visited) {
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if(!startFound) {
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if (checkNode.visited)
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{
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if (!startFound)
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{
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*offset = i;
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}
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continue;
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}
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startFound = true;
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if (lowest > checkNode.distance) {
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lowest = cast(U32) checkNode.distance;
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if (lowest > checkNode.distance)
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{
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lowest = cast(U32) checkNode.distance;
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lowestI = unfinishedIndexes[i];
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}
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}
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@@ -52,7 +61,8 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
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}
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// Generate a path to follow between the start and end node.
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NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
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{
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navSearchState state = initState(start, mesh->nodeCount);
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U32 unfinishedCount = 1;
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U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
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@@ -63,19 +73,26 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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U32 unfinishedOffset = 0;
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U32 lowestNodeIndex = start;
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bool found = false;
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while(!found) {
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for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
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NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
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navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
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if(testNode->visited) {continue;}
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U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
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distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
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if(testNode->distance > distance) {
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while (!found)
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{
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for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
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{
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NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
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navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
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if (testNode->visited)
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{
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continue;
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}
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U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
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distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
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if (testNode->distance > distance)
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{
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testNode->distance = distance;
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testNode->shortest = lowestNodeIndex;
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}
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if(!testNode->addedToUnvisited) {
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if (!testNode->addedToUnvisited)
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{
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unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
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unfinishedCount++;
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testNode->addedToUnvisited = true;
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@@ -83,13 +100,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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}
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state.nodeStates[lowestNodeIndex].visited = true;
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lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
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if(lowestNodeIndex == end) {
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if (lowestNodeIndex == end)
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{
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found = true;
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}
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}
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NavPath res_path = {0};
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U32 index = end;
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while(index!=start) {
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while (index != start)
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{
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res_path.indexes[res_path.nodeCount] = index;
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res_path.nodeCount++;
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index = state.nodeStates[index].shortest;
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@@ -3,16 +3,20 @@
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#include "../player.h"
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#include <SDL3/SDL_events.h>
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void UpdateWorld(F32 delta, World *world) {
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void UpdateWorld(F32 delta, World *world)
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{
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UpdateNPCs(delta, world);
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}
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void UpdateNPCs(F32 delta, World *world) {
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for(U32 i = 0; i < world->npcCount; i++) {
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void UpdateNPCs(F32 delta, World *world)
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{
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for (U32 i = 0; i < world->npcCount; i++)
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{
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updateNPC(delta, &world->npcs[i], world);
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}
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}
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void ProcessEvents(SDL_Event *event, World *world) {
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void ProcessEvents(SDL_Event *event, World *world)
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{
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PlayerUpdate(event, &world->player);
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}
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