Put gui tick above other systems
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@@ -38,11 +38,11 @@ export class ClientWorld extends World {
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// Logic systems
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// Logic systems
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this.add_system(new UIInteractionSystem(), "main_menu");
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this.add_system(new UIInteractionSystem(), "main_menu");
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this.add_system(new UIInteractionSystem(), "paused");
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this.add_system(new UIInteractionSystem(), "paused");
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this.add_system(new GuiTickSystem(), "game");
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this.add_system(new ClickableSystem(), "game");
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this.add_system(new ClickableSystem(), "game");
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this.add_system(new PlayerControlsSystem(), "game");
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this.add_system(new PlayerControlsSystem(), "game");
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this.add_system(new MovementSystem(), "game");
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this.add_system(new MovementSystem(), "game");
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this.add_system(new DimensionLogicSystem(), "game");
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this.add_system(new DimensionLogicSystem(), "game");
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this.add_system(new GuiTickSystem(), "game");
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// render systems
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// render systems
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this.add_system(new RenderSystem(), "game");
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this.add_system(new RenderSystem(), "game");
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@@ -9,7 +9,7 @@ const PADDING = 10;
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export class GuiChest extends GuiScreen {
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export class GuiChest extends GuiScreen {
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override inventory_width = PADDING * 2 + SLOT_SIZE * 9;
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override inventory_width = PADDING * 2 + SLOT_SIZE * 9;
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override inventory_height = PADDING * 3 + SLOT_SIZE * 7;
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override inventory_height = PADDING * 4 + SLOT_SIZE * 7;
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constructor(inventory: Inventory, player_inventory: PlayerInventory) {
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constructor(inventory: Inventory, player_inventory: PlayerInventory) {
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super(inventory, player_inventory, undefined);
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super(inventory, player_inventory, undefined);
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