Compiles again
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@@ -2,6 +2,8 @@
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#load "particles.jai";
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#placeholder Entity_Storage;
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#placeholder serialize_entity;
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#placeholder deserialize_entity;
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MAX_CACHED_PILES :: 8;
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@@ -12,8 +14,6 @@ Scene :: struct {
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particle_systems : Bucket_Array(Particle_System, 64);
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bullet_impact_particle_systems : [..] *Particle_System;
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by_type : Entity_Storage;
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pool : Flat_Pool;
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@@ -58,7 +58,6 @@ load_scene :: (path: string) -> *Scene {
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}
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save_scene :: (scene: *Scene, path: string) {
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scene.camera = game_state.camera;
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builder : String_Builder;
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builder.allocator = temp;
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@@ -99,7 +98,6 @@ create_scene :: (name: string, max_entities: s64 = 256) -> *Scene {
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// Assign allocator to everything that needs allocations
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scene.entities.allocator = scene.allocator;
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scene.particle_systems.allocator = scene.allocator;
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scene.bullet_impact_particle_systems.allocator = scene.allocator;
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array_reserve(*scene.entities, max_entities);
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@@ -111,12 +109,6 @@ create_scene :: (name: string, max_entities: s64 = 256) -> *Scene {
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dir_light_data.direction = scene.directional_light.direction;
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upload_data_to_buffer(renderer, directional_light_buffer, *dir_light_data, size_of(Directional_Light_Buffer_Data));
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array_resize(*scene.bullet_impact_particle_systems, 32);
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for 0..31 {
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scene.bullet_impact_particle_systems[it] = create_particle_system(particle_pipeline, on_update_bullet_hit_particles, null, scene);
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}
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return scene;
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}
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