fix game
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@@ -45,10 +45,11 @@ func (g *Game) ApplyInput(input InputState) {
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ActiveChunks: g.gameState.WorldChunks,
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MovingPlatforms: g.gameState.MovingPlatforms,
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}
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difficultyFactor := g.gameState.DifficultyFactor
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g.stateMutex.Unlock()
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// Gemeinsame Physik anwenden (1:1 wie Server)
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physics.ApplyPhysics(&state, physicsInput, g.currentSpeed, collisionChecker, physics.DefaultPlayerConstants())
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// Gemeinsame Physik anwenden (1:1 wie Server, inkl. Schwierigkeits-Skalierung)
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physics.ApplyPhysics(&state, physicsInput, g.currentSpeed, difficultyFactor, collisionChecker, physics.DefaultPlayerConstants())
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// Ergebnis zurückschreiben
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g.predictedX = state.X
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