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#ifndef GAMEOBJECT_H
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#define GAMEOBJECT_H
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#include <stdio.h>
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#include "mathc.h"
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#include "config.h"
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#include <stdbool.h>
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#include <chipmunk/chipmunk.h>
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#include "2dphysics.h"
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struct shader;
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struct sprite;
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struct component;
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struct editor {
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mfloat_t color[3];
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int id;
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bool active;
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bool prefabSync;
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char mname[MAXNAME];
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char *curPrefabPath;
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char prefabName[MAXNAME];
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char rootPrefabName[MAXNAME];
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};
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struct gameobject {
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cpBodyType bodytype;
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int next;
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float scale;
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float mass;
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float f; /* friction */
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float e; /* elasticity */
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int flipx; /* 1 or -1 */
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int flipy;
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cpBody *body; /* NULL if this object is dead */
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int id;
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struct phys_cbs cbs;
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};
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extern struct gameobject *gameobjects;
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int MakeGameobject();
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void gameobject_apply(struct gameobject *go);
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void gameobject_delete(int id);
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void gameobjects_cleanup();
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void toggleprefab(struct gameobject *go);
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struct gameobject *get_gameobject_from_id(int id);
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struct gameobject *id2go(int id);
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int id_from_gameobject(struct gameobject *go);
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void gameobject_save(struct gameobject *go, FILE * file);
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void gameobject_saveprefab(struct gameobject *go);
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int gameobject_makefromprefab(char *path);
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void gameobject_syncprefabs(char *revertPath);
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void gameobject_revertprefab(struct gameobject *go);
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void gameobject_init(struct gameobject *go, FILE * fprefab);
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void gameobject_move(struct gameobject *go, cpVect vec);
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void gameobject_rotate(struct gameobject *go, float as);
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void gameobject_setangle(struct gameobject *go, float angle);
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void gameobject_setpos(struct gameobject *go, cpVect vec);
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void gameobject_draw_debugs();
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void object_gui(struct gameobject *go);
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void gameobject_saveall();
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void gameobject_loadall();
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int gameobjects_saved();
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#endif
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