Added Game project that will contain the game + game framework
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111
Game/Game.vcxproj
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111
Game/Game.vcxproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<VCProjectVersion>15.0</VCProjectVersion>
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<ProjectGuid>{B7B12DCC-1A69-4371-A9FE-D6E7671497B0}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>Game</RootNamespace>
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<WindowsTargetPlatformVersion>10.0.26100.0</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup>
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<PreferredToolArchitecture>x64</PreferredToolArchitecture>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>ClangCL</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>ClangCL</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="Shared">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LinkIncremental>true</LinkIncremental>
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<IncludePath>$(SolutionDir)Juliet\include\;$(SolutionDir)Game;$(IncludePath)</IncludePath>
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<LibraryPath>$(SolutionDir)\bin\$(Platform)\$(Configuration)\;$(LibraryPath)</LibraryPath>
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<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
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<IntDir>$(SolutionDir)Intermediate\$(ProjectName)\$(Platform)\$(Configuration)\</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LinkIncremental>false</LinkIncremental>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>_DEBUG;CPPDYNAMICLIBRARYTEMPLATE_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
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<LanguageStandard>stdcpp20</LanguageStandard>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ClCompile>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NDEBUG;CPPDYNAMICLIBRARYTEMPLATE_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="dllmain.cpp" />
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<ClCompile Include="Entity\EntityManager.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Juliet\Juliet.vcxproj">
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<Project>{1bbc0b92-e4d8-4838-974b-439c5c501e82}</Project>
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<Name>Juliet</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Entity\Entity.h" />
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<ClInclude Include="Entity\EntityManager.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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22
Game/Game.vcxproj.filters
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22
Game/Game.vcxproj.filters
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Filter Include="Source Files">
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<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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</Filter>
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<Filter Include="Header Files">
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<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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<Extensions>h;hh;hpp;hxx;hm;inl;inc;ipp;xsd</Extensions>
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</Filter>
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<Filter Include="Resource Files">
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="dllmain.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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66
Game/dllmain.cpp
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66
Game/dllmain.cpp
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#include <cstdio>
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#include <windows.h> // TODO: remove because our dll should not be platform dependant
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#include <Entity/Entity.h>
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#include <Entity/EntityManager.h>
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// Test code
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namespace Game
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{
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struct Door
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{
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DECLARE_ENTITY()
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bool IsOpened;
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};
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DEFINE_ENTITY(Door);
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struct Rock
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{
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DECLARE_ENTITY()
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int Health;
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};
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DEFINE_ENTITY(Rock);
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} // namespace Game
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BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
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{
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using namespace Game;
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switch (ul_reason_for_call)
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{
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case DLL_PROCESS_ATTACH:
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{
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// Entity Use case
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InitEntityManager();
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auto& manager = GetEntityManager();
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Door* door = MakeEntity<Door>(manager, 10.0f, 2.0f);
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door->IsOpened = true;
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Entity* ent = door->Base;
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Door* stillDoor = DownCast<Door>(ent);
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Assert(door == stillDoor);
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Rock* rock = MakeEntity<Rock>(manager, 1.f, 2.f);
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rock->Health = 100;
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Assert(door->Base != rock->Base);
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printf("Door is %s\n", door->IsOpened ? "Opened" : "Closed");
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printf("Rock has %d health points\n", rock->Health);
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// Have to manually free for now because im not using arenas or anything
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free(door->Base);
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free(door);
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free(rock->Base);
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free(rock);
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break;
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}
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case DLL_THREAD_ATTACH: break;
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case DLL_THREAD_DETACH: break;
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case DLL_PROCESS_DETACH: break;
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}
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return TRUE;
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}
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