Added a (registry object name -> registry object pointer) map to the save method so that registry reference by name can have their actor, sprite, spritesheet, and character references reset
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@@ -12,11 +12,11 @@ typedef struct akgl_Character {
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uint8_t refcount;
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char name[AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH];
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SDL_PropertiesID state_sprites;
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_add)(struct akgl_Character *, akgl_Sprite *, int);
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_get)(struct akgl_Character *, int, akgl_Sprite **);
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uint64_t movementspeed;
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float32_t vx;
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float32_t vy;
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_add)(struct akgl_Character *, akgl_Sprite *, int);
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_get)(struct akgl_Character *, int, akgl_Sprite **);
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} akgl_Character;
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