Temporary fix for mouse raw movement while a mouse button is pressed.
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@ -57,6 +57,9 @@ void ClientApplication::init() {
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gk::CoreApplication::init();
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// FIXME: SFML_RAW_MOUSE
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gk::Mouse::setCursorGrabbed(true);
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m_window.addVertexAttribute(VertexAttribute::Coord3d, "coord3d", 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<GLvoid *>(offsetof(Vertex, coord3d)));
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m_window.addVertexAttribute(VertexAttribute::TexCoord, "texCoord", 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<GLvoid *>(offsetof(Vertex, texCoord)));
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m_window.addVertexAttribute(VertexAttribute::Color, "color", 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<GLvoid *>(offsetof(Vertex, color)));
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@ -45,8 +45,9 @@ ServerLoadingState::ServerLoadingState(GameState &game, bool showLoadingState, g
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centerText();
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gk::Mouse::setCursorVisible(true);
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gk::Mouse::setCursorGrabbed(false);
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// FIXME: SFML_RAW_MOUSE
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// gk::Mouse::setCursorVisible(true);
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// gk::Mouse::setCursorGrabbed(false);
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}
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void ServerLoadingState::centerText() {
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