Remove in favor of stopping physics processing.
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a5fdea3292
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@ -210,7 +210,6 @@ pub struct NavigationConfig<S, A> {
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pub backward_movement_factor: f32,
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pub backward_movement_factor: f32,
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pub strafe_movement_factor: f32,
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pub strafe_movement_factor: f32,
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pub sprint_movement_factor: f32,
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pub sprint_movement_factor: f32,
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pub movement_states: Vec<S>,
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pub movement_control_states: Vec<S>,
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pub movement_control_states: Vec<S>,
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}
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}
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@ -228,7 +227,6 @@ impl<S, A> Default for NavigationConfig<S, A> {
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backward_movement_factor: 1.,
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backward_movement_factor: 1.,
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strafe_movement_factor: 1.,
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strafe_movement_factor: 1.,
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sprint_movement_factor: 3.,
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sprint_movement_factor: 3.,
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movement_states: vec![],
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movement_control_states: vec![],
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movement_control_states: vec![],
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}
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}
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}
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}
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@ -261,11 +259,6 @@ where
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.register_type::<RotationSpeed>()
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.register_type::<RotationSpeed>()
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.register_type::<Sprinting>()
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.register_type::<Sprinting>()
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.add_system(speak_direction.system().chain(error_handler.system()));
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.add_system(speak_direction.system().chain(error_handler.system()));
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if config.movement_states.is_empty() {
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} else {
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let states = config.movement_states;
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for state in states {}
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}
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if config.movement_control_states.is_empty() {
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if config.movement_control_states.is_empty() {
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app.add_system(movement_controls::<S, A>.system());
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app.add_system(movement_controls::<S, A>.system());
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} else {
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} else {
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