ADDED FIRST CHANGELOG
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README.md
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README.md
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#Rams Raylib Engine
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currently a wip please check back
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PRERELASE: 0.0.1
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ADD/CHANGE LOG:
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*ADDED >struct PlayerStat >> can define Health, Player Damage, Defense
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*ADDED >Struct Player >> defined as a barebone rectangle
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*ADDED > typedef float Moral
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*ADDED > typedef int Level
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*ADDED > typedef float XP
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*ADDED > typedef float Money
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*ADDED > typedef struct PlayerData >>
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added under PlayerData:
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float Speed,
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float SprintSpeed,
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float CrawlSpeed,
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float CrouchSpeed,
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float JumpHeight,
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//--
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Player status effects
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--//
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typedef bool IsStanding; //is the player standing
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typedef bool IsCrouching; //is the player crouched
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typedef bool IsCrawling; //is the player crawling
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typedef bool IsWet; //is the player Wet
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typedef bool IsDry; //Is the player dry
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typedef bool IsBurning; //is the player burning
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typedef bool Isinteracting; //is the player interacting with something
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typedef bool IsBleeding; //is the player bleeding?
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typedef float BurnDamage; //Amount of damage burning inflicts
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typedef int BurnTime; PART A FOR BURNING CALC
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typedef int BurnTick; PART B FOR BURNING CALC
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typedef bool OnFire; PART C FOR BURNIGN CALC
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typedef float BleedDamage; //Damage inflicted when bleeding
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typedef int BleedTick; //how long bleeding will last
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typedef float FreezeDamage; //Freezing damage
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typedef int FreezeTime; //how long till you freeze
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typedef bool IsBagOpen; //is the bag/inv open
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//-- ITEM ID --\\\
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typedef struct ItemID
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int IDNUMBER; //id number for an item
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int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT
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//--- PLAYERLIMBS --\\\
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float HeadHP; //player Head limb health
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float TorsoHP; //Player Torso Health
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float ArmRightHP; //Player Arm Right Health
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float ArmLeftHP; //Player Arm Left Health
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float PelvisHP; //Player Pelvis Health
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float LegLeftHP; //Player Leg Left health
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float LegRightHP; //Player Leg Right Health
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//--- EnemyPosition --\\\
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int x; //Enemy x pos
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int y; //Enemy y Pos
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int width; //Enemy width
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int height; //Enemy Height;
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//--- ENEMYSTAT ---\\\
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float Health; //amount of health enemy has / health stat / hp
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float Attack; //Amount of damage the enemy does
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float Defense; //Amount of damage resisted
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float Speed; //Enemy movement speed
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float XpDropped; //Xp dropped on death
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//----\\
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Typedef bool CanBurn; //Can the enemy burn player or objects
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typedef bool CanBleed; //can the enemy inflict bleeding
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typedef bool CanWet; //Can the enemy make things wet...
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typedef bool IsRendered; //is enemy rendered
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typedef bool IsHit; //is enemy hit
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//--- OBJECT STATUS ---\\\
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typedef bool IsLiquid; //is object a liquid
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typedef bool IsSolid; //is object a solid
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typedef bool IsAir; //is object air/can phase through
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typedef bool IsHot; //is object able inflict burn damage
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typedef bool IsCold; //is Object cold
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typedef bool IsWet; //is object wet
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typedef bool IsDry; //is object dry, for what ever purpose
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typedef bool IsSharp; //is object able to inflict bleed
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typedef bool IsMoving; //is object moving
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