Fix Boulder landing playing on spawning
Done by setting its ground state to 1. For consistency, this is done to any entity that can 'land'. So far, this has no tangible gameplay effects.scene_man
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cdb9d22e6c
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c78dc50f50
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@ -498,6 +498,8 @@ void player_movement_input_system(Scene_t* scene)
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{
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// the else if check is to prevent playing the landing sfx
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// on first frame jumps
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// This is also why this is done here instead of in the
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// state transition function
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play_sfx(scene->engine, PLAYER_LAND_SFX);
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}
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}
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@ -46,7 +46,10 @@ Entity_t* create_crate(EntityManager_t* ent_manager, bool metal, ContainerItem_t
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CTransform_t* p_ctransform = add_component(p_crate, CTRANSFORM_COMP_T);
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p_ctransform->grav_delay = 7;
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p_ctransform->shape_factor = metal ? (Vector2){0.7,0.7} : (Vector2){0.8,0.8} ;
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add_component(p_crate, CMOVEMENTSTATE_T);
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CMovementState_t* p_move = add_component(p_crate, CMOVEMENTSTATE_T);
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p_move->ground_state |= 3;
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add_component(p_crate, CTILECOORD_COMP_T);
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CHurtbox_t* p_hurtbox = add_component(p_crate, CHURTBOX_T);
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p_hurtbox->size = p_bbox->size;
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@ -89,7 +92,9 @@ Entity_t* create_boulder(EntityManager_t* ent_manager)
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p_ctransform->grav_delay = 5;
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p_ctransform->active = true;
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p_ctransform->shape_factor = (Vector2){0.6, 0.6};
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add_component(p_boulder, CMOVEMENTSTATE_T);
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CMovementState_t* p_move = add_component(p_boulder, CMOVEMENTSTATE_T);
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p_move->ground_state |= 3;
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add_component(p_boulder, CTILECOORD_COMP_T);
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CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T);
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p_cmove->move_speed = 8;
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@ -74,7 +74,9 @@ Entity_t* create_player(EntityManager_t* ent_manager)
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p_cjump->jump_ready = true;
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add_component(p_ent, CPLAYERSTATE_T);
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add_component(p_ent, CTILECOORD_COMP_T);
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add_component(p_ent, CMOVEMENTSTATE_T);
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CMovementState_t* p_move = add_component(p_ent, CMOVEMENTSTATE_T);
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p_move->ground_state |= 3;
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CHitBoxes_t* p_hitbox = add_component(p_ent, CHITBOXES_T);
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p_hitbox->n_boxes = 2;
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p_hitbox->boxes[0] = (Rectangle) {
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