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refactor: add ticks to DeltaTime, rewrite Blinking system for tick-based calculations with absolute calculations, rewrite Blinking/Direction tests
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@@ -99,12 +99,12 @@ pub fn player_movement_system(
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} else {
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*buffered_direction = BufferedDirection::Some {
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direction,
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remaining_time: remaining_time - delta_time.0,
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remaining_time: remaining_time - delta_time.seconds,
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};
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}
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}
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let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.0;
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let mut distance = velocity.speed * modifiers.speed_multiplier * 60.0 * delta_time.seconds;
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loop {
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match *position {
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