Renamed Play State
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@@ -339,7 +339,7 @@ impl App {
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// die Maus (relativer Blick); Menü/Dialog geben sie frei fürs UI. So
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// gibt es keine parallele Lock-Logik.
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let fly = matches!(self.session.mode, Mode::Free);
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let play = matches!(self.session.mode, Mode::Play);
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let play = matches!(self.session.mode, Mode::FirstPerson);
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let grab = fly || play;
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if grab != self.input.grabbed { self.set_grab(grab); }
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@@ -228,7 +228,7 @@ pub(crate) fn layout(internal: [f32; 2], fonts: &Fonts, session: &Session, cur:
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match &session.mode {
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// Spiel und Flycam: nur HUD/Cursor, kein Panel (beide laufen
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// ohnehin gefangen — dieser Zweig greift nur im Übergang).
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Mode::Play | Mode::Free => {}
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Mode::FirstPerson | Mode::Free => {}
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Mode::Menu => menu(&mut ui, f, internal, cur.pos, &mut hover),
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Mode::Dialog(d) => dialog(&mut ui, f, internal, d, cur.pos, &mut hover),
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}
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