GameLib: Evitar compactados de entidades innecesarios
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@@ -200,7 +200,7 @@ void GameLib_ProcLoop(void *data){
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// Process
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time=Time_GetTime();
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GameLib_Compactate();_entities_lock=1;
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_entities_lock=1;
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if(_gameproc){
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_gameproc();
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}
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@@ -214,7 +214,7 @@ void GameLib_ProcLoop(void *data){
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// Colisions between entities
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time=Time_GetTime();
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GameLib_Compactate();_entities_lock=1;
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_entities_lock=1;
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count=0;
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do{
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repeat=0;
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@@ -266,7 +266,7 @@ void GameLib_ProcLoop(void *data){
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// Process Overlaps
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time=Time_GetTime();
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GameLib_Compactate();_entities_lock=1;
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_entities_lock=1;
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for(i=0;i<_n_entities;i++){
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if(!(_entity[i]->flags&EntityFlag_Overlap) || _entity[i]->mass<0.0f)
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continue;
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@@ -315,7 +315,7 @@ void GameLib_ProcLoop(void *data){
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// PostProcess
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time=Time_GetTime();
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GameLib_Compactate();_entities_lock=1;
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_entities_lock=1;
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for(i=0;i<_n_entities;i++){
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Entity_PostProcess(_entity[i],_pft);
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if(Entity_IsMoving(_entity[i])){
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