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chore: fix clippy lints
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@@ -247,10 +247,7 @@ impl Game {
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profile(SystemId::DebugRender, debug_render_system),
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profile(SystemId::DebugRender, debug_render_system),
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profile(
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profile(
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SystemId::Present,
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SystemId::Present,
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|mut canvas: NonSendMut<&mut Canvas<Window>>,
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
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backbuffer: NonSendMut<BackbufferResource>,
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debug_state: Res<DebugState>,
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mut dirty: ResMut<RenderDirty>| {
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if dirty.0 || debug_state.enabled {
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if dirty.0 || debug_state.enabled {
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// Only copy backbuffer to main canvas if debug rendering is off
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// Only copy backbuffer to main canvas if debug rendering is off
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// (debug rendering draws directly to main canvas)
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// (debug rendering draws directly to main canvas)
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@@ -222,7 +222,7 @@ fn test_player_control_system_toggle_debug() {
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// Check that debug state changed
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// Check that debug state changed
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let debug_state = world.resource::<DebugState>();
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let debug_state = world.resource::<DebugState>();
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assert_eq!(debug_state.enabled, true);
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assert!(debug_state.enabled);
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}
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}
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#[test]
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#[test]
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@@ -565,7 +565,7 @@ fn test_player_state_persistence_across_systems() {
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let position = *query.single(&world).expect("Player should exist");
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let position = *query.single(&world).expect("Player should exist");
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// Check that the state changes persisted individually
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// Check that the state changes persisted individually
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assert_eq!(debug_state_after_toggle.enabled, true, "Debug state should have toggled");
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assert!(debug_state_after_toggle.enabled, "Debug state should have toggled");
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assert!(audio_muted_after_toggle, "Audio should be muted");
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assert!(audio_muted_after_toggle, "Audio should be muted");
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// Player position depends on actual map connectivity
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// Player position depends on actual map connectivity
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