rework to context: now there's engine and user code copies, renaming of fields, most things that shouldn't be there are hidden
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@ -57,7 +57,7 @@ static void load_game_object(void) {
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handle = new_handle;
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if (ctx.game.tick_count != 0)
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if (ctx.game.frame_number != 0)
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log_info("Game object was reloaded\n");
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return;
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@ -84,7 +84,7 @@ static void watcher_callback(XWATCHER_FILE_EVENT event,
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switch(event) {
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case XWATCHER_FILE_MODIFIED:
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SDL_LockMutex(lock);
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last_tick_modified = ctx.game.tick_count;
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last_tick_modified = ctx.game.frame_number;
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loaded_after_modification = false;
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SDL_UnlockMutex(lock);
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break;
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@ -129,7 +129,7 @@ bool game_object_try_reloading(void) {
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/* only load the modified library after some time, as compilers make a lot of modifications */
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SDL_LockMutex(lock);
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if (ctx.game.tick_count - last_tick_modified > MODIFIED_TICKS_MERGED &&
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if (ctx.game.frame_number - last_tick_modified > MODIFIED_TICKS_MERGED &&
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!loaded_after_modification) {
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load_game_object();
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loaded_after_modification = true;
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@ -48,7 +48,7 @@ static void load_game_object(void) {
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handle = new_handle;
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if (ctx.game.tick_count != 0)
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if (ctx.game.frame_number != 0)
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log_info("Game object was reloaded\n");
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return;
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