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fix: discard PlayerControlled tag component
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@@ -1,5 +1,6 @@
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use bevy_ecs::{
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event::{EventReader, EventWriter},
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query::With,
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system::{Query, ResMut},
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};
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@@ -16,14 +17,14 @@ use crate::{
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pub fn player_system(
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mut events: EventReader<GameEvent>,
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mut state: ResMut<GlobalState>,
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mut players: Query<(&PlayerControlled, &mut Velocity)>,
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mut players: Query<&mut Velocity, With<PlayerControlled>>,
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mut errors: EventWriter<GameError>,
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) {
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// Get the player's velocity (handling to ensure there is only one player)
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let mut velocity = match players.single_mut() {
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Ok((_, velocity)) => velocity,
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Ok(velocity) => velocity,
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Err(e) => {
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errors.write(GameError::InvalidState(format!("Player not found: {}", e)).into());
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errors.write(GameError::InvalidState(format!("No/multiple entities queried for player system: {}", e)).into());
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return;
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}
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};
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