WIP converting to separate states. Don't think I want this.
This commit is contained in:
@@ -58,15 +58,15 @@ ErrorContext *actor_automatic_face(actor *obj)
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ATTEMPT {
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if ( obj->movement_controls_face == true ) {
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// TODO : This doesn't really work properly
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BITMASK_DEL(obj->state, ACTOR_STATE_FACE_ALL);
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) {
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BITMASK_ADD(obj->state, ACTOR_STATE_FACE_LEFT);
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} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) {
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BITMASK_ADD(obj->state, ACTOR_STATE_FACE_RIGHT);
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} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) {
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BITMASK_ADD(obj->state, ACTOR_STATE_FACE_UP);
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} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) {
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BITMASK_ADD(obj->state, ACTOR_STATE_FACE_DOWN);
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BITMASK_DEL(obj->visualstate, ACTOR_STATE_FACE_ALL);
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_LEFT) ) {
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BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_LEFT);
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} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_RIGHT) ) {
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BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_RIGHT);
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} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_UP) ) {
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BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_UP);
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} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_DOWN) ) {
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BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_DOWN);
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}
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}
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} CLEANUP {
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@@ -115,16 +115,16 @@ ErrorContext *actor_logic_movement(actor *obj, SDL_Time curtimems)
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference");
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ATTEMPT {
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) {
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_LEFT) ) {
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obj->x -= obj->basechar->vx;
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}
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) {
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_RIGHT) ) {
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obj->x += obj->basechar->vx;
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}
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) {
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_UP) ) {
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obj->y -= obj->basechar->vy;
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}
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if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) {
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if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_DOWN) ) {
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obj->y += obj->basechar->vy;
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}
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obj->logictimer = curtimems;
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@@ -157,7 +157,7 @@ ErrorContext *actor_update(actor *obj)
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} FINISH(errctx, false);
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ATTEMPT {
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CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
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// is it time to change frames?
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if ( (curtimems - obj->curSpriteFrameTimer) >= curSprite->speed ) {
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CATCH(errctx, obj->changeframefunc(obj, curSprite, curtimems));
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@@ -182,7 +182,7 @@ static ErrorContext *actor_visible(actor *obj, SDL_FRect *camera, bool *visible)
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FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
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ATTEMPT {
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CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, ERR_KEY) {
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@@ -215,7 +215,7 @@ ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer)
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FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
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ATTEMPT {
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CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
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CATCH(errctx, actor_visible(obj, &camera, &visible));
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} CLEANUP {
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} PROCESS(errctx) {
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@@ -16,37 +16,37 @@ ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "Player actor does not exist");
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if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ) {
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SDL_Log("Processing dpad down : state %d", player->state);
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_DOWN);
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SDL_Log("Processing dpad down : state %d", player->logicstate);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_DOWN);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_DOWN);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_DOWN);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ) {
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SDL_Log("Processing dpad up");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_UP);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_UP);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_UP);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_UP);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ) {
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SDL_Log("Processing dpad left");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_LEFT);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_LEFT);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_LEFT);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_LEFT);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) {
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SDL_Log("Processing dpad right");
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BITMASK_ADD(player->state, ACTOR_STATE_MOVING_RIGHT);
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BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_RIGHT);
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if ( !player->movement_controls_face ) {
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BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->state, ACTOR_STATE_FACE_RIGHT);
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BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
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BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_RIGHT);
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}
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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}
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SUCCEED_RETURN(errctx);
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}
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@@ -64,24 +64,24 @@ ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
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if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ) {
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SDL_Log("processing down release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_DOWN);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_DOWN);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP) {
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SDL_Log("processing up release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_UP);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_UP);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) {
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SDL_Log("processing right release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_RIGHT);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_RIGHT);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) {
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SDL_Log("processing left release");
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BITMASK_DEL(player->state, ACTOR_STATE_MOVING_LEFT);
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BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_LEFT);
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player->curSpriteFrameId = 0;
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SDL_Log("New state : %d", player->state);
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SDL_Log("New state : %d", player->logicstate);
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}
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SUCCEED_RETURN(errctx);
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}
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@@ -229,7 +229,8 @@ ErrorContext *tilemap_load_layer_object_actor(tilemap_object *curobj, json_t *la
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} else {
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actorobj->refcount += 1;
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}
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CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "state", &actorobj->state));
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CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "logicstate", &actorobj->logicstate));
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CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "visualstate", &actorobj->visualstate));
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} CLEANUP {
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if ( tmpstr != NULL ) {
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IGNORE(heap_release_string(tmpstr));
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