Animations are refactored to let me spawn in an 'attack animation' but I think the data model is wrong. Rather than spawning in an animation every time I can probably just make one, reposition it, then tell it to play. I'll have to try it.
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@ -71,4 +71,7 @@ namespace System {
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paths.compute_paths(walls);
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}
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void clear_attack();
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void spawn_attack(World& world, int attack_id);
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}
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