2025-08-03 10:41:09 -04:00
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#include <sdl3game/game.h>
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#include <sdl3game/actor.h>
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2025-08-03 10:07:35 -04:00
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int main(void)
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{
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int mask = 0;
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2026-05-06 23:18:42 -04:00
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AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_ALIVE);
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if ( mask != AKGL_ACTOR_STATE_ALIVE )
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2025-08-03 10:07:35 -04:00
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return 1;
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2026-05-06 23:18:42 -04:00
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AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_FACE_LEFT);
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if ( mask != (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT) )
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2025-08-03 10:07:35 -04:00
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return 1;
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2026-05-06 23:18:42 -04:00
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AKGL_BITMASK_DEL(mask, AKGL_ACTOR_STATE_ALIVE);
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if ( mask != (AKGL_ACTOR_STATE_FACE_LEFT) )
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2025-08-03 10:07:35 -04:00
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return 1;
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2026-05-06 23:18:42 -04:00
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AKGL_BITMASK_CLEAR(mask);
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2025-08-03 10:07:35 -04:00
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if ( mask != 0 )
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return 1;
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2026-05-06 23:18:42 -04:00
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AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_FACE_LEFT);
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if ( !(AKGL_BITMASK_HAS(mask, AKGL_ACTOR_STATE_FACE_LEFT)) )
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2025-08-03 10:07:35 -04:00
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return 1;
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2026-05-06 23:18:42 -04:00
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mask = AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_UP;
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AKGL_BITMASK_DEL(mask, AKGL_ACTOR_STATE_FACE_ALL);
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if ( mask != AKGL_ACTOR_STATE_ALIVE )
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2025-08-03 10:07:35 -04:00
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return 1;
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2026-05-06 23:18:42 -04:00
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AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_MOVING_DOWN);
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AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_FACE_DOWN);
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if ( mask != (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN) )
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2025-08-03 10:07:35 -04:00
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return 1;
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return 0;
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}
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