Cleanup
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@@ -108,7 +108,6 @@ func NewGameplayScreen(screenWidth, screenHeight int, mapManager *maps.Manager,
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}
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func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
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// clamp delta to prevent physics issues from lag spikes
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if delta > 100*time.Millisecond {
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delta = 100 * time.Millisecond
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}
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@@ -389,7 +388,6 @@ func (g *GameplayScreen) LoadState(state *save.GameState) {
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}
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if err := g.mapManager.SetCurrentMap(mapID); err != nil {
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// Fallback to plains if map not found
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g.mapManager.SetCurrentMap("plains")
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}
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currentMap := g.mapManager.CurrentMap()
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