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Fixing invalid timings with the movements of the player
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@@ -15,7 +15,7 @@ struct controllable_component
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gc_component base;
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int movement_x;
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int movement_y;
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int move_callback;
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float move_callback;
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};
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extern const struct controllable_component controllable_component;
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@@ -48,9 +48,9 @@ float dtime)
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link->tile->entity = NULL;
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new_tile->entity = entity;
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engine->trigger_event(engine, "entity_moved", entity, link->tile);
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ctl->move_callback = 10;
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ctl->move_callback = .2f;
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}
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ctl->move_callback--;
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ctl->move_callback -= dtime;
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}
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static void ctr(void *system, va_list list)
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