feat(game): player and prop now implement get depth for behaviour entity
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@ -56,6 +56,8 @@ Shape* PlayerGetCollisionShape(Player* self);
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void PlayerOnCollision(Player* self, Collision collision);
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void PlayerOnCollision(Player* self, Collision collision);
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void PlayerOnOverlap(Player* self, PhysicsEntity other);
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void PlayerOnOverlap(Player* self, PhysicsEntity other);
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static long PlayerGetDepth(Player* self) { return -(int)(self->transform.position.y * 1000); }
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impl_Drop_for(Player,
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impl_Drop_for(Player,
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DestroyPlayer
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DestroyPlayer
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)
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)
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@ -63,7 +65,8 @@ impl_Drop_for(Player,
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impl_BehaviourEntity_for(Player,
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impl_BehaviourEntity_for(Player,
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PlayerStart,
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PlayerStart,
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PlayerUpdate,
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PlayerUpdate,
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PlayerDraw
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PlayerDraw,
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PlayerGetDepth
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)
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)
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impl_Transformable_for(Player,
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impl_Transformable_for(Player,
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@ -32,6 +32,8 @@ Transform* PropGetTransform(Prop* self);
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RigidBody* PropGetRigidBody(Prop* self);
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RigidBody* PropGetRigidBody(Prop* self);
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Shape* PropGetCollisionShape(Prop* self);
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Shape* PropGetCollisionShape(Prop* self);
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static long PropGetDepth(Prop* self) { return -(int)(self->transform.position.y * 1000); }
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impl_Transformable_for(Prop,
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impl_Transformable_for(Prop,
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PropGetTransform
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PropGetTransform
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)
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)
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@ -50,7 +52,8 @@ impl_Drop_for(Prop,
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impl_BehaviourEntity_for(Prop,
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impl_BehaviourEntity_for(Prop,
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PropStart,
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PropStart,
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PropUpdate,
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PropUpdate,
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PropDraw
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PropDraw,
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PropGetDepth
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)
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)
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#endif // !FIGHT_PROP_H
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#endif // !FIGHT_PROP_H
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