refactor: header file for every module
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#ifndef ENEMIES_H
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#define ENEMIES_H
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#include <raylib.h>
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#include <stdbool.h>
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#include "engineAnimation.h"
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#include "enginePhysics.h"
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#include "engineSprite.h"
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#include "pathfinding.h"
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#include "player.h"
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#include "projectiles.h"
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#include "terrain.h"
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#include "wake.h"
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typedef enum { BOAT, ENEMIES_TEX_COUNT } EnemiesTextureID;
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#define MAX_ENEMIES 100
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typedef struct {
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int count;
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Sprite sprite[MAX_ENEMIES];
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Animation animation[MAX_ENEMIES];
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Physics physics[MAX_ENEMIES];
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bool arrived[MAX_ENEMIES];
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Vector2 destPos[MAX_ENEMIES];
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Vector2 path[MAX_ENEMIES][PATH_MAX_WAYPOINTS];
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int pathLength[MAX_ENEMIES];
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int pathIndex[MAX_ENEMIES];
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bool alive[MAX_ENEMIES];
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float reloadTimer[MAX_ENEMIES];
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float destinationCooldown[MAX_ENEMIES];
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bool chasing[MAX_ENEMIES];
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float chaseRepathTimer[MAX_ENEMIES];
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WakeTrail wakeTrail[MAX_ENEMIES];
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} Enemies;
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Enemies CreateEnemies(Camera2D *camera, Terrain *terrain);
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void UpdateEnemies(Enemies *enemies, Camera2D *camera, Projectiles *projectiles, Player *player,
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Terrain *terrain);
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void RenderEnemies(Enemies *enemies);
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#endif
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