cleanup code we do not need anymore
this was needed before we had proper asset loading
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@@ -38,13 +38,7 @@ struct PlayerHead;
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#[derive(Component, Default)]
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#[derive(Component, Default)]
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pub struct PlayerRig;
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pub struct PlayerRig;
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#[derive(Resource, Default)]
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struct PlayerSpawned {
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spawned: bool,
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}
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pub fn plugin(app: &mut App) {
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pub fn plugin(app: &mut App) {
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app.init_resource::<PlayerSpawned>();
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app.add_systems(Startup, (toggle_cursor_system, cursor_recenter));
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app.add_systems(Startup, (toggle_cursor_system, cursor_recenter));
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app.add_systems(OnEnter(GameState::Playing), spawn);
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app.add_systems(OnEnter(GameState::Playing), spawn);
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app.add_systems(
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app.add_systems(
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@@ -70,13 +64,8 @@ fn spawn(
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mut commands: Commands,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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asset_server: Res<AssetServer>,
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query: Query<&Transform, With<SpawnPoint>>,
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query: Query<&Transform, With<SpawnPoint>>,
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mut player_spawned: ResMut<PlayerSpawned>,
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assets: Res<GameAssets>,
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assets: Res<GameAssets>,
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) {
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) {
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if player_spawned.spawned {
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return;
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}
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let Some(spawn) = query.iter().next() else {
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let Some(spawn) = query.iter().next() else {
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return;
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return;
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};
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};
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@@ -132,8 +121,6 @@ fn spawn(
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AudioPlayer::new(asset_server.load("sfx/heads/angry demonstrator.ogg")),
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AudioPlayer::new(asset_server.load("sfx/heads/angry demonstrator.ogg")),
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PlaybackSettings::DESPAWN,
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PlaybackSettings::DESPAWN,
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));
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));
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player_spawned.spawned = true;
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}
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}
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fn rotate_view_gamepad(
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fn rotate_view_gamepad(
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