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doesn't work?
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@ -47,7 +47,7 @@ use world::{
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loading::update_loaded_world_around_player,
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loading::update_loaded_world_around_player,
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raycast::update_raycasts,
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raycast::update_raycasts,
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queue::apply_queued_blocks,
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queue::apply_queued_blocks,
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tasks::inject_network_responses_into_manager_queue, ChunkStorage
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tasks::{inject_network_responses_into_manager_queue, ChunkTaskManager}, ChunkStorage
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};
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};
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use player::{spawn_player, MainPlayer};
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use player::{spawn_player, MainPlayer};
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use prefabs::load_prefabs;
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use prefabs::load_prefabs;
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@ -97,8 +97,6 @@ fn startup() -> Workload {
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lock_cursor_now,
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lock_cursor_now,
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init_input,
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init_input,
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init_gui,
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init_gui,
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insert_control_flow_unique,
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insert_control_flow_unique,
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init_delta_time,
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init_delta_time,
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).into_workload()
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).into_workload()
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@ -109,22 +107,22 @@ fn update() -> Workload {
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update_cursor_lock_state,
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update_cursor_lock_state,
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process_inputs,
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process_inputs,
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(
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(
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init_game_world.run_if_missing_unique::<ChunkStorage>(),
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init_game_world.run_if_missing_unique::<ChunkTaskManager>(),
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spawn_player.run_if_storage_empty::<MainPlayer>(),
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spawn_player.run_if_storage_empty::<MainPlayer>(),
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).into_workload().run_if(is_ingame_or_loading),
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).into_sequential_workload().run_if(is_ingame_or_loading).tag("game_init"),
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(
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(
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update_networking,
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update_networking,
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inject_network_responses_into_manager_queue,
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inject_network_responses_into_manager_queue.run_if(is_ingame_or_loading),
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).into_sequential_workload().run_if(is_multiplayer),
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).into_sequential_workload().run_if(is_multiplayer).tag("networking").after_all("game_init"),
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(
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(
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switch_to_loading_if_connected
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switch_to_loading_if_connected
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).into_workload().run_if(is_connecting),
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).into_workload().run_if(is_connecting).after_all("networking"),
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(
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(
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update_loading_screen,
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update_loading_screen,
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).into_workload().run_if(is_loading),
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).into_workload().run_if(is_loading).after_all("game_init"),
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(
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(
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update_loaded_world_around_player,
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update_loaded_world_around_player,
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).into_workload().run_if(is_ingame_or_loading),
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).into_workload().run_if(is_ingame_or_loading).after_all("game_init"),
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(
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(
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update_controllers,
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update_controllers,
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generate_move_events,
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generate_move_events,
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