fix for empty sounds/animation collections
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@@ -74,7 +74,11 @@ namespace game::state::main
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}
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queuedItemIDs.clear();
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if (isMouseRightDown) cursor.queue_play({cursorSchema.animations.return_.get()});
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if (isMouseRightDown)
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{
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auto animation = cursorSchema.animations.return_.get();
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if (animation) cursor.queue_play({*animation});
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}
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if (auto heldItem = vector::find(items, heldItemIndex))
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{
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@@ -208,7 +212,7 @@ namespace game::state::main
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if (math::is_point_in_rectf(item.rect(), cursorPosition) && !isImguiCaptureMouse)
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{
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isItemHovered = true;
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cursor.queue_play({cursorSchema.animations.hover.get()});
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if (auto animation = cursorSchema.animations.hover.get()) cursor.queue_play({*animation});
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cursor.state = entity::Cursor::HOVER;
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if (isMouseLeftClicked)
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@@ -220,7 +224,7 @@ namespace game::state::main
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if (isMouseLeftDown)
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{
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isItemHeld = true;
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cursor.queue_play({cursorSchema.animations.grab.get()});
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if (auto animation = cursorSchema.animations.grab.get()) cursor.queue_play({*animation});
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cursor.state = entity::Cursor::ACTION;
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heldItemIndex = i;
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heldItemMoveIndex = i;
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@@ -31,7 +31,7 @@ namespace game::state::main
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{
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if ((isMouseMiddleDown) || (isMouseLeftDown && isCtrlDown))
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{
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cursor.queue_play({cursorSchema.animations.pan.get()});
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if (auto animation = cursorSchema.animations.pan.get()) cursor.queue_play({*animation});
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pan -= imgui::to_vec2(io.MouseDelta) * panMultiplier;
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}
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@@ -44,7 +44,7 @@ namespace game::state::main
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auto zoomFactorBefore = math::to_unit(zoomBefore);
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auto cursorWorld = pan + (cursorPos / zoomFactorBefore);
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cursor.queue_play({cursorSchema.animations.zoom.get()});
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if (auto animation = cursorSchema.animations.zoom.get()) cursor.queue_play({*animation});
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zoom = glm::clamp(ZOOM_MIN, zoom + (io.MouseWheel * ZOOM_STEP), ZOOM_MAX);
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