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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 "transform.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 go_temp {
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struct phys_cbs phys_cbs;
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};
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struct gameobject {
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struct mTransform transform;
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struct editor editor;
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cpBodyType bodytype;
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float scale;
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float mass;
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cpBody *body;
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float f; /* friction */
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float e; /* elasticity */
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struct component *components;
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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 init_gameobjects();
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void gameobject_delete(int id);
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void clear_gameobjects();
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int number_of_gameobjects();
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void set_n_gameobjects(int n);
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void setup_model_transform(struct mTransform *t, struct shader *s, float scale);
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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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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_addcomponent(struct gameobject *go, struct component *c);
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void gameobject_delcomponent(struct gameobject *go, int n);
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void gameobject_loadcomponent(struct gameobject *go, int id);
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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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