Input is more responsive. Fixed bug with creating session-players.
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@@ -62,8 +62,20 @@ static void state_enter(Presentation_State *state) {
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static void state_tick(Presentation_State *state) {
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Presentation_State_Ingame_Context *ctx = (Presentation_State_Ingame_Context *)state->context;
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(void)ctx;
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Game_Session *session = g_current_session;
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game_session_tick(g_current_session);
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{ // Push local input to queue.
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game_session_enqueue_player_input(session, session->local_player_index, (Simulation_Game_Input) {
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.up = IsKeyDown(KEY_UP) || IsKeyDown(KEY_W),
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.down = IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S),
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.right = IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D),
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.left = IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)
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});
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}
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double delta_time = GetFrameTime();
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game_session_update(session, delta_time);
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{ // TEMP: SS
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if(IsKeyPressed(KEY_ESCAPE)) {
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@@ -204,7 +216,6 @@ static void state_render(Presentation_State *state) {
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DrawText(buf, 32, 32, 12, RED);
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}
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}
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EndMode2D();
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}
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