Fixed object deletion during physics calcs
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f05e0e59f0
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@ -608,20 +608,23 @@ void register_collide(void *sym) {
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}
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void duk_call_phys_cb(cpArbiter *arb, struct callee c, int hit)
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void duk_call_phys_cb(cpVect norm, struct callee c, int hit)
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{
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duk_push_heapptr(duk, c.fn);
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duk_push_heapptr(duk, c.obj);
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int obj = duk_push_object(duk);
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vect2duk(cpArbiterGetNormal(arb));
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vect2duk(norm);
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duk_put_prop_literal(duk, obj, "normal");
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duk_push_int(duk, hit);
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duk_put_prop_literal(duk, obj, "hit");
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duk_call_method(duk,1);
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// if (duk_pcall_method(duk, 1))
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// duk_run_err();
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duk_pop(duk);
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}
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@ -639,13 +642,27 @@ static cpBool script_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data)
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int g1 = cpBodyGetUserData(body1);
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int g2 = cpBodyGetUserData(body2);
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struct gameobject *go = id2go(g1);
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struct gameobject *go2 = id2go(g2);
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for (int i = 0; i < arrlen(go->shape_cbs); i++) {
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duk_call_phys_cb(arb, go->shape_cbs[i].cbs.begin, g2);
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}
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cpVect norm1 = cpArbiterGetNormal(arb);
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for (int i = 0; i < arrlen(go->shape_cbs); i++)
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duk_call_phys_cb(norm1, go->shape_cbs[i].cbs.begin, g2);
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if (go->cbs.begin.obj)
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duk_call_phys_cb(arb, go->cbs.begin, g2);
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duk_call_phys_cb(norm1, go->cbs.begin, g2);
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return;
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cpVect norm2 = norm1;
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norm2.x *= -1;
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norm2.y *= -1;
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for (int i = 0; i < arrlen(go2->shape_cbs); i++)
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duk_call_phys_cb(norm2, go2->shape_cbs[i].cbs.begin, g1);
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if (go2->cbs.begin.obj)
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duk_call_phys_cb(norm2, go2->cbs.begin, g1);
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return 1;
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}
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@ -63,5 +63,5 @@ void engine_init()
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phys2d_init();
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YughInfo("Starting sound ...");
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//sound_init();
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sound_init();
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}
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@ -792,6 +792,10 @@ duk_ret_t duk_register(duk_context *duk) {
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unregister_obj(obj);
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break;
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case 5:
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unregister_gui(c);
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break;
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}
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return 0;
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@ -187,24 +187,44 @@ void rm_body_shapes(cpBody *body, cpShape *shape, void *data) {
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cpShapeFree(shape);
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}
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/* Really more of a "mark for deletion" ... */
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void gameobject_delete(int id)
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{
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id2go(id)->next = first;
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first = id;
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}
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int *go_toclean = NULL;
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/* Free this gameobject */
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void gameobject_clean(int id) {
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struct gameobject *go = id2go(id);
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arrfree(go->shape_cbs);
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cpBodyEachShape(go->body, rm_body_shapes, NULL);
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cpSpaceRemoveBody(space, go->body);
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cpBodyFree(go->body);
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go->body = NULL;
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}
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/* Really more of a "mark for deletion" ... */
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void gameobject_delete(int id)
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{
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id2go(id)->next = first;
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first = id;
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if (cpSpaceIsLocked(space)) {
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YughInfo("Space is simulating; adding %d to queue ...", id);
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arrpush(go_toclean, id);
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}
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else
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gameobject_clean(id);
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}
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void gameobjects_cleanup() {
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for (int i = 0; i < arrlen(go_toclean); i++) {
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YughInfo("Cleaning object %d", go_toclean[i]);
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gameobject_clean(go_toclean[i]);
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}
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arrsetlen(go_toclean, 0);
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return;
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int clean = first;
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YughInfo("Initiating a clean");
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while (clean >= 0 && id2go(clean)->body) {
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gameobject_clean(clean);
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@ -212,71 +232,6 @@ void gameobjects_cleanup() {
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}
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}
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void gameobject_save(struct gameobject *go, FILE * file)
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{
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/*
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fwrite(go, sizeof(*go), 1, file);
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YughInfo("Number of components is %d.", arrlen(go->components));
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int n = arrlen(go->components);
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fwrite(&n, sizeof(n), 1, file);
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for (int i = 0; i < n; i++) {
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fwrite(&go->components[i].id, sizeof(int), 1, file);
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if (go->components[i].io == NULL)
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fwrite(go->components[i].data, go->components[i].datasize, 1, file);
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else
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go->components[i].io(go->components[i].data, file, 0);
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}
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*/
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}
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void gameobject_init(struct gameobject *go, FILE * fprefab)
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{
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/*
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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cpBodySetType(go->body, go->bodytype);
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cpBodySetUserData(go->body, go);
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int comp_n;
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fread(&comp_n, sizeof(int), 1, fprefab);
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arrfree(go->components);
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int n;
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for (int i = 0; i < comp_n; i++) {
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fread(&n, sizeof(int), 1, fprefab);
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arrput(go->components, components[n]);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = newc->make(newc->go);
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if (newc->io == NULL)
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fread(newc->data, newc->datasize, 1, fprefab);
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else
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newc->io(newc->data, fprefab, 1);
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newc->init(newc->data, go);
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}
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*/
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}
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void gameobject_saveprefab(struct gameobject *go)
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{
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/*
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char prefabfname[60] = { '\0' };
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strncat(prefabfname, go->editor.prefabName, MAXNAME);
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strncat(prefabfname, EXT_PREFAB, 10);
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FILE *pfile = fopen(prefabfname, "wb+");
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gameobject_save(go, pfile);
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fclose(pfile);
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findPrefabs();
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*/
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}
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void gameobject_move(struct gameobject *go, cpVect vec)
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{
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cpVect p = cpBodyGetPosition(go->body);
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@ -48,15 +48,9 @@ int shape2gameobject(cpShape *shape);
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void go_shape_apply(cpBody *body, cpShape *shape, 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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/* Tries a few methods to select a gameobject; if none is selected returns -1 */
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int pos2gameobject(cpVect pos);
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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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@ -144,7 +144,6 @@ void call_input_signal(char *signal) {
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int len = arrlen(pawns);
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void *framepawns[len];
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memcpy(framepawns, pawns, len*sizeof(*pawns));
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for (int i = 0; i < len; i++) {
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script_eval_w_env(signal, framepawns[i]);
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}
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@ -16,9 +16,6 @@ void save_level(char name[MAXNAME])
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int objs = arrlen(gameobjects);
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fwrite(&objs, sizeof(objs), 1, lfile);
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for (int i = 0; i < objs; i++)
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gameobject_save(&gameobjects[i], lfile);
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fclose(lfile);
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}
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@ -171,6 +171,16 @@ void unregister_obj(void *obj)
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if (guis[i].obj == obj) arrdel(nk_guis,i);
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}
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void unregister_gui(struct callee c)
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{
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for (int i = arrlen(guis)-1; i >= 0; i--) {
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if (guis[i].obj == c.obj && guis[i].fn == c.fn) {
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arrdel(guis, i);
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return;
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}
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}
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}
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void register_update(struct callee c) {
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arrput(updates, c);
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}
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@ -36,6 +36,7 @@ time_t file_mod_secs(const char *file);
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void register_update(struct callee c);
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void call_updates(double dt);
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void unregister_gui(struct callee c);
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void register_gui(struct callee c);
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void register_nk_gui(struct callee c);
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void call_gui();
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@ -55,6 +55,11 @@ static double framems[FPSBUF];
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int framei = 0;
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int fps;
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#define SIM_STOP 0
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#define SIM_PLAY 1
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#define SIM_PAUSE 2
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#define SIM_STEP 3
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void seghandle(int sig) {
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#ifdef __linux__
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void *ents[512];
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@ -190,7 +195,7 @@ int main(int argc, char **args) {
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if (framei == FPSBUF) framei = 0;
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if (sim_play) {
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if (sim_play == SIM_PLAY || sim_play == SIM_STEP) {
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timer_update(elapsed);
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physlag += elapsed;
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call_updates(elapsed * timescale);
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@ -199,7 +204,7 @@ int main(int argc, char **args) {
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physlag -= physMS;
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phys2d_update(physMS * timescale);
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call_physics(physMS * timescale);
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if (sim_play == 2) sim_pause();
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if (sim_play == SIM_STEP) sim_pause();
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}
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}
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@ -227,25 +232,27 @@ int frame_fps()
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return FPSBUF / fpsms;
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}
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int sim_playing() { return sim_play; }
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int sim_paused() { return (!sim_play && gameobjects_saved()); }
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int sim_playing() { return sim_play == SIM_PLAY; }
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int sim_paused() { return sim_play == SIM_PAUSE; }
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int sim_stopped() { return sim_play == SIM_STOP; }
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void sim_start() {
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sim_play = 1;
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sim_play = SIM_PLAY;
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}
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void sim_pause() {
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sim_play = 0;
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sim_play = SIM_PAUSE;
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}
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void sim_stop() {
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/* Revert starting state of everything from sim_start */
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sim_play = 0;
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sim_play = SIM_STOP;
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}
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void sim_step() {
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if (sim_paused()) {
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sim_play = 2;
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YughInfo("Step");
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sim_play = SIM_STEP;
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}
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}
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