Always set entity size.
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19f7afcf0e
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@ -91,7 +91,6 @@ static void action(void)
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static void animate(void)
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static void animate(void)
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{
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{
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Sprite *s;
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Sprite *s;
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SDL_Rect *r;
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s = self->sprite[self->facing];
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s = self->sprite[self->facing];
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@ -107,11 +106,6 @@ static void animate(void)
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self->spriteTime = self->sprite[self->facing]->times[self->spriteFrame];
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self->spriteTime = self->sprite[self->facing]->times[self->spriteFrame];
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}
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}
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}
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}
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r = &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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self->w = r->w;
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self->h = r->h;
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}
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}
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static float bounce(float x)
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static float bounce(float x)
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@ -59,6 +59,7 @@ void doEntities(void)
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{
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{
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Entity *prev, *oldSelf;
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Entity *prev, *oldSelf;
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int camMidX, camMidY, flicker, i;
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int camMidX, camMidY, flicker, i;
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SDL_Rect *r;
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memset(riders, 0, sizeof(Entity*) * MAX_RIDERS);
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memset(riders, 0, sizeof(Entity*) * MAX_RIDERS);
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@ -75,6 +76,11 @@ void doEntities(void)
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for (self = world.entityHead.next ; self != NULL ; self = self->next)
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for (self = world.entityHead.next ; self != NULL ; self = self->next)
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{
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{
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r = &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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self->w = r->w;
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self->h = r->h;
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removeFromQuadtree(self, &world.quadtree);
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removeFromQuadtree(self, &world.quadtree);
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self->isOnScreen = 0;
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self->isOnScreen = 0;
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