feat: collision shape is for prop now initialized with physics entity and PHYSICS_LAYER_DEFAULT
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@ -13,7 +13,7 @@ Prop* MakeProp(Sprite* sprite, Shape* shape) {
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.collisionShape = NULL
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.collisionShape = NULL
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};
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};
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self->rigidbody = rigidbody_make(Prop_as_Transformable(self));
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self->rigidbody = rigidbody_make(Prop_as_Transformable(self));
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self->collisionShape = collider_new(self->rigidbody, shape, 0, 0x1);
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self->collisionShape = collider_new(Prop_as_PhysicsEntity(self), shape, 0, PHYSICS_LAYER_DEFAULT);
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rigidbody_set_static(self->rigidbody, 1);
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rigidbody_set_static(self->rigidbody, 1);
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sprite_set_origin(self->sprite, MakeVector(0.5f, 1.0f));
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sprite_set_origin(self->sprite, MakeVector(0.5f, 1.0f));
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return self;
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return self;
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