Fixed animation
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@@ -58,9 +58,7 @@ void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
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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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float_t animPercentage = (
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(float_t)entity->animFrame / (float_t)ENTITY_ANIM_WALK_DURATION
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);
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float_t animPercentage = entity->animTime / ENTITY_ANIM_WALK_DURATION;
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// Get facing rel, we know we moved from the inverse direction.
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int8_t x, y;
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