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#include "utils.h"
// Pretty much any object in the game.
#ifndef ENTITY_H
#define ENTITY_H
typedef int8_t EntityId;
#define ENTITY_COUNT 5
// Entity scales.
#define TREE_SCALE 32.0
#define BUSH_SCALE 6.0
#define FLOWER_SCALE 2.0
enum {
ENTITY_NONE = -1,
OLD_MINT,
STICKY_NICKEL,
TREE,
BUSH,
FLOWER
};
typedef struct {
EntityId id;
Vector3 position; // Shouldnt be accessed directly.
BoundingBox box;
} Entity;
Entity createEntity(EntityId id, Vector3 position);
void updateEntity(Entity* entity, Game* game);
void setEntityPosition(Entity* entity, Vector3 position);
void placeEntityOnGround(Entity* entity, const World* world);
#endif
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