GameEnt: Change casing of entities methods
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@@ -34,7 +34,7 @@ int EntityApplyGravity(Entity e) {
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return (1);
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return (1);
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}
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}
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void player_proc(Entity e, int ft) {
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void Player_Proc(Entity e, int ft) {
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float acel = 8.0f;
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float acel = 8.0f;
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float maxVel = 30.0f;
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float maxVel = 30.0f;
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float jumpVel = 50.0f;
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float jumpVel = 50.0f;
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@@ -99,14 +99,14 @@ void player_proc(Entity e, int ft) {
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e->A = 0;
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e->A = 0;
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}
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}
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void player_postproc(Entity e, int ft) {
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void Player_PostProc(Entity e, int ft) {
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// Scroll View
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// Scroll View
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GameLib_MoveToPos(e->pos, 0.6f);
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GameLib_MoveToPos(e->pos, 0.6f);
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// GameLib_MoveToPos(e->pos, 1.0f);
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// GameLib_MoveToPos(e->pos, 1.0f);
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}
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}
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int player_collision(Entity ent, Entity ent2, float t, vec2 n) {
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int Player_Collision(Entity ent, Entity ent2, float t, vec2 n) {
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if (n[1] < 0 && fabs(n[1]) > fabs(n[0])) {
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if (n[1] < 0 && fabs(n[1]) > fabs(n[0])) {
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ent->A = 1;
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ent->A = 1;
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}
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}
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@@ -148,9 +148,9 @@ void GameEnts_Init() {
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ent_Player->flags = EntityFlag_Collision | EntityFlag_Overlap;
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ent_Player->flags = EntityFlag_Collision | EntityFlag_Overlap;
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ent_Player->zorder = 0;
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ent_Player->zorder = 0;
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AnimPlay_SetImg(&ent_Player->anim, img_player);
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AnimPlay_SetImg(&ent_Player->anim, img_player);
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ent_Player->proc = player_proc;
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ent_Player->proc = Player_Proc;
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ent_Player->postproc = player_postproc;
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ent_Player->postproc = Player_PostProc;
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ent_Player->collision = player_collision;
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ent_Player->collision = Player_Collision;
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ent_Player->mass = 1.0f;
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ent_Player->mass = 1.0f;
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ent_Player->radius = 12;
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ent_Player->radius = 12;
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ent_Player->width = 24;
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ent_Player->width = 24;
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