WIP converting to separate states. Don't think I want this.
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@@ -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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