fix: PlayerIdleUpdate return value is now const State* in line with DefineState requirements
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@ -50,11 +50,8 @@ Player* MakePlayer() {
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Player* SpawnPlayer(Vector location) {
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Player* self = MakePlayer();
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self->transform.position = location;
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game_world_add_entity(Player_as_BehaviourEntity(self));
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return self;
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}
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@ -106,12 +103,7 @@ void PlayerIdleEnter(Player* self) {
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self->sprite = sprite_from_spritesheet(self->stand, 0);
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}
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void PlayerIdleUpdate(Player* self, float deltaTime) {
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const State* PlayerIdleUpdate(Player* self, float deltaTime) {
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PlayerAnimationUpdate(self, deltaTime);
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if(sprite_get_time_normalized(self->sprite)) {
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return PlayerIdle();
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} else {
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return PlayerIdle();
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}
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return PlayerIdle();
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}
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@ -66,7 +66,7 @@ extern const State* PlayerAnimationUpdate(Player* player, float deltaTime);
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extern void PlayerAnimationExit(Player* player);
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extern void PlayerIdleEnter(Player* player);
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extern void PlayerIdleUpdate(Player* player, float deltaTime);
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extern const State* PlayerIdleUpdate(Player* player, float deltaTime);
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DefineState(PlayerIdle, Player,
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PlayerIdleEnter,
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