Cleanup
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@@ -1,18 +1,14 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use crate::{
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fighter::{
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animation::AnimKind,
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collision,
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state::{
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FighterState, FighterStateContext, FighterStateImpl, air, dash,
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FighterState, FighterStateContext, FighterStateImpl, air,
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fall::FallState,
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ground::{self, GroundedMotionResult, GroundedStateCommon},
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ground::GroundedStateCommon,
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land::LandingState,
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wait::WaitState,
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walk,
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},
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},
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input,
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@@ -1,5 +1,4 @@
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use std::hash::{Hash, Hasher};
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use std::time::Duration;
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use bevy::prelude::*;
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@@ -1,4 +1,3 @@
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use std::time::Duration;
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use bevy::prelude::*;
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@@ -1,4 +1,3 @@
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use std::time::Duration;
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use bevy::prelude::*;
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@@ -11,7 +10,6 @@ use crate::fighter::{
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self, GroundedMotionResult, GroundedStateCommon,
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grounded_movement_standstill_common_interrupts,
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},
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wait::WaitState,
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walk,
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},
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};
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@@ -11,7 +11,7 @@ use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::manifest::FighterManifest;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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Fighter, FighterAttributes, FighterECB, FighterFacingDirection, FighterPreviousTranslation,
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Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation,
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FighterTranslation, FighterVelocity,
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};
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use crate::game_settings::GameSettings;
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@@ -1,4 +1,3 @@
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use std::time::Duration;
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use bevy::prelude::*;
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@@ -1,10 +1,8 @@
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use super::{FighterStateContext, FighterStateImpl};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::collision;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
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use crate::fighter::state::land::LandingState;
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use crate::fighter::state::{air, dash, jump, wait, walk, FighterState};
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use crate::fighter::state::{dash, jump, wait, walk, FighterState};
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#[derive(Debug, Clone, Hash)]
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pub struct TurnState {
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@@ -1,14 +1,12 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use super::{FighterStateContext, FighterStateImpl, ground, walk};
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use super::{FighterStateContext, FighterStateImpl, ground};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{
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GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
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GroundedMotionResult, GroundedStateCommon,
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};
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use crate::fighter::state::{FighterState, dash, turn};
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use crate::fighter::state::FighterState;
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#[derive(Debug, Clone, Hash)]
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pub struct WaitState {
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@@ -1,4 +1,3 @@
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use std::time::Duration;
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use bevy::prelude::*;
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