Minor things.
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@@ -94,6 +94,8 @@ uint32_t floor_texture_variant(uint32_t x, uint32_t y, uint32_t seed, uint32_t n
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return (wang_hash(x * 73856093u ^ y * 19349663u ^ seed)) % num_variants;
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}
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#define SHADOW_ALPHA 64
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static void state_render(Presentation_State *state) {
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Presentation_State_Ingame_Context *ctx = (Presentation_State_Ingame_Context *)state->context;
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(void)ctx;
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@@ -170,7 +172,7 @@ static void state_render(Presentation_State *state) {
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(Vector2) { pres_x, pres_y },
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0.0f,
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1.0f,
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(Color) { 0, 0, 0, 32 }
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(Color) { 0, 0, 0, SHADOW_ALPHA }
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);
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float rotation = 0.0f;
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@@ -216,6 +218,15 @@ static void state_render(Presentation_State *state) {
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e = game_world_try_get_entity_by_id(world, e->child);
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i += 1;
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}
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// TODO: SS - Don't draw player-name if playing by yourself.
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// TODO: SS - Don't draw your own player-name, only others.
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{ // Draw player-name.
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const char *player_name = "mirakel"; // NOTE: SS - Hardcoded.
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const uint32_t font_size = 8;
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int text_width = MeasureText(player_name, font_size);
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DrawText(player_name, pres_x - (float)text_width/2.0f + 4, pres_y - 16, font_size, (Color) { 255, 255, 255, 128 });
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}
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break;
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}
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@@ -234,7 +245,7 @@ static void state_render(Presentation_State *state) {
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(Vector2) { pres_x, pres_y },
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0.0f,
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1.0f,
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(Color) { 0, 0, 0, 32 }
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(Color) { 0, 0, 0, SHADOW_ALPHA }
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);
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DrawTexturePro(
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