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Autofix a bunch of lints
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@ -700,14 +700,14 @@ impl<'a, 'b, 'c> PlayingLevel<'a, 'b> {
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self.player.update_frame(
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&self.input,
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self.timer,
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&self.background.level,
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self.background.level,
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&self.enemies,
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sfx_player,
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);
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for enemy in self.enemies.iter_mut() {
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match enemy.update(
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&self.background.level,
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self.background.level,
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self.player.wizard.position,
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self.player.hat_state,
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self.timer,
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@ -731,7 +731,7 @@ impl<'a, 'b, 'c> PlayingLevel<'a, 'b> {
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player_dead |= self
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.player
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.wizard
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.killision_at_point(&self.background.level, self.player.wizard.position);
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.killision_at_point(self.background.level, self.player.wizard.position);
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if player_dead {
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UpdateState::Dead
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} else if self
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@ -760,12 +760,12 @@ impl<'a, 'b, 'c> PlayingLevel<'a, 'b> {
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let mut target_position = ((current_centre * 3 + new_target_position) / 4) - half_screen;
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target_position.x = target_position.x.clamp(
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0.into(),
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((self.background.level.dimensions.x * 8 - (WIDTH as u32)) as i32).into(),
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0,
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((self.background.level.dimensions.x * 8 - (WIDTH as u32)) as i32),
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);
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target_position.y = target_position.y.clamp(
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0.into(),
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((self.background.level.dimensions.y * 8 - (HEIGHT as u32)) as i32).into(),
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0,
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((self.background.level.dimensions.y * 8 - (HEIGHT as u32)) as i32),
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);
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target_position.into()
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