added pause option coop gameplay
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@ -1231,15 +1231,25 @@ void TetrisApp::Impl::runLoop()
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}
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};
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handleSide(CoopGame::PlayerSide::Left, p1LeftHeld, p1RightHeld, p1MoveTimerMs, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_S);
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handleSide(CoopGame::PlayerSide::Right, p2LeftHeld, p2RightHeld, p2MoveTimerMs, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_DOWN);
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if (game->isPaused()) {
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// While paused, suppress all continuous input changes so pieces don't drift.
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coopGame->setSoftDropping(CoopGame::PlayerSide::Left, false);
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coopGame->setSoftDropping(CoopGame::PlayerSide::Right, false);
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p1MoveTimerMs = 0.0;
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p2MoveTimerMs = 0.0;
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p1LeftHeld = false;
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p1RightHeld = false;
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p2LeftHeld = false;
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p2RightHeld = false;
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} else {
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handleSide(CoopGame::PlayerSide::Left, p1LeftHeld, p1RightHeld, p1MoveTimerMs, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_S);
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handleSide(CoopGame::PlayerSide::Right, p2LeftHeld, p2RightHeld, p2MoveTimerMs, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_DOWN);
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p1LeftHeld = ks[SDL_SCANCODE_A];
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p1RightHeld = ks[SDL_SCANCODE_D];
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p2LeftHeld = ks[SDL_SCANCODE_LEFT];
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p2RightHeld = ks[SDL_SCANCODE_RIGHT];
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p1LeftHeld = ks[SDL_SCANCODE_A];
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p1RightHeld = ks[SDL_SCANCODE_D];
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p2LeftHeld = ks[SDL_SCANCODE_LEFT];
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p2RightHeld = ks[SDL_SCANCODE_RIGHT];
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if (!game->isPaused()) {
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coopGame->tickGravity(frameMs);
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coopGame->updateVisualEffects(frameMs);
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}
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