reset ball now clears trail effect.
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@@ -36,6 +36,8 @@ reset_ball :: proc(ball: ^Entity) {
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ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
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ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
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ball.vel = rl.Vector2{0,0}
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ball.vel = rl.Vector2{0,0}
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ball.speed = 300
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ball.speed = 300
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ball.trail_positions = {}
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ball.trail_count = 0
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}
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}
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update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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@@ -119,7 +121,6 @@ increment_score :: proc(score_side: ^int, max_score: int, player: bool, ball: ^E
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score_side^ += 1
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score_side^ += 1
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if score_side^ == max_score {
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if score_side^ == max_score {
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emit_event(Game_Over_Data{player})
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emit_event(Game_Over_Data{player})
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ball.trail_count = 0
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}
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}
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}
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}
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