diff --git a/game/src/PlayerStates.c b/game/src/PlayerStates.c index 85ae9e0..7480033 100644 --- a/game/src/PlayerStates.c +++ b/game/src/PlayerStates.c @@ -1,7 +1,6 @@ #include "PlayerStates.h" #include "Player.h" #include "physics_world.h" -#include "debug.h" static inline void InternalSpriteFlipWithMovement(Player* self) { @@ -57,8 +56,7 @@ void PlayerAttackTrigger(Player* self) { MakeVector(0.1f, 0.06f), PHYSICS_LAYER_DEFAULT, self->rigidbody); if(found != NULL) { PhysicsEntity entity = collider_get_owner(found); - int damage_amount = 10; - entity.message_receiver->handle_message(entity.data, 1, &damage_amount); + entity.message_receiver->handle_message(entity.data, 1, (void*)1u); } ++self->animationTriggers; } @@ -71,7 +69,7 @@ void PlayerJabA_Enter(Player* self) { const State* PlayerJabA_Update(Player* self, float deltaTime) { const float ntime = animation_sprite_get_time_normalized(self->currentAnimation); - if(self->animationTriggers <= 0 && ntime > 0.5f) + if(self->animationTriggers == 0 && ntime > 0.5f) PlayerAttackTrigger(self); if(self->attackInput && ntime > 1.0f) return PlayerJabB(); @@ -90,7 +88,7 @@ void PlayerJabB_Enter(Player* self) { const State* PlayerJabB_Update(Player* self, float deltaTime) { const float ntime = animation_sprite_get_time_normalized(self->currentAnimation); - if(self->animationTriggers <= 0 && ntime > 0.5f) + if(self->animationTriggers == 0 && ntime > 0.5f) PlayerAttackTrigger(self); if(self->attackInput && ntime > 1.0f) return PlayerJabA();