fixing some stuff but nothing really.
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@@ -65,6 +65,9 @@ void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
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// Get position
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sceneMapGetWorldPosition(entity->position, outPosition);
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// Add a small offset so we render above the tile
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outPosition[2] += 0.1f;
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// Add animation offset(s)
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switch(entity->animation) {
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case ENTITY_ANIM_WALK: {
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