Make use of some globals to stop typing engine everywhere.
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@@ -253,11 +253,9 @@ pub fn onMouseDown(self: *Player, button: glfw.MouseButton, game: *Game) void {
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game.chunks.setVoxelAt(
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raycast_hit.voxel,
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.air,
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game.engine,
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&game.blocks,
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game.descriptor_pool,
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game.per_batch_descriptor_set_layout,
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game.allocator,
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) catch |err| {
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std.log.err("Error while destroying voxel {f}: {}", .{ raycast_hit.voxel, err });
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};
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@@ -265,13 +263,10 @@ pub fn onMouseDown(self: *Player, button: glfw.MouseButton, game: *Game) void {
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.right => blk: {
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const target_vx = raycast_hit.voxel.add(raycast_hit.side.getSignVector());
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const id = game.blocks.getOrLoad(
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game.engine,
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&game.materials,
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&game.textures,
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&game.stbi,
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blocks[self.block_index],
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game.allocator,
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game.io,
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) catch |err| {
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std.log.err("Error while placing voxel at {f}: {}", .{ target_vx, err });
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break :blk;
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@@ -279,11 +274,9 @@ pub fn onMouseDown(self: *Player, button: glfw.MouseButton, game: *Game) void {
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game.chunks.setVoxelAt(
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target_vx,
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id,
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game.engine,
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&game.blocks,
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game.descriptor_pool,
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game.per_batch_descriptor_set_layout,
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game.allocator,
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) catch |err| {
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std.log.err("Error while placing voxel at {f}: {}", .{ target_vx, err });
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};
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