Added default die() function.
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@ -26,6 +26,7 @@ static void action(void);
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static void applyDamage(int damage);
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static void applyDamage(int damage);
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static float bounce(float x);
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static float bounce(float x);
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static void tick(void);
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static void tick(void);
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static void die(void);
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static void activate(int active);
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static void activate(int active);
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static void touch(Entity *other);
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static void touch(Entity *other);
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static void animate(void);
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static void animate(void);
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@ -66,6 +67,7 @@ void initEntity(Entity *e)
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e->applyDamage = applyDamage;
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e->applyDamage = applyDamage;
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e->bounce = bounce;
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e->bounce = bounce;
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e->getCurrentSprite = getCurrentSprite;
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e->getCurrentSprite = getCurrentSprite;
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e->die = die;
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e->load = load;
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e->load = load;
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e->save = save;
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e->save = save;
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@ -132,7 +134,6 @@ static float bounce(float x)
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static void applyDamage(int damage)
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static void applyDamage(int damage)
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{
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{
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}
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}
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static void tick(void)
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static void tick(void)
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@ -147,6 +148,11 @@ static void activate(int active)
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{
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{
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}
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}
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static void die(void)
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{
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self->alive = ALIVE_DEAD;
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}
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static SDL_Rect *getCurrentSprite(void)
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static SDL_Rect *getCurrentSprite(void)
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{
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{
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return &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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return &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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