|  | @@ -174,12 +174,18 @@ impl MainState {
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			| 174 | 174 |          }
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			| 175 | 175 |  
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			| 176 | 176 |          if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
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			| 177 |  | -            // TODO: Add order to scene_item
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			| 178 | 177 |              match scene_item_prepare_order {
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			| 179 | 178 |                  SceneItemPrepareOrder::Move(scene_item_usize) => {
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			| 180 | 179 |                      let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
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			| 181 | 180 |                      scene_item.next_order = Some(Order::MoveTo(scene_click_point));
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			| 182 | 181 |                  }
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			|  | 182 | +                SceneItemPrepareOrder::MoveFast(scene_item_usize) => {
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			|  | 183 | +                    let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
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			|  | 184 | +                    scene_item.next_order = Some(Order::MoveFastTo(scene_click_point));
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			|  | 185 | +                }
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			|  | 186 | +                SceneItemPrepareOrder::Hide(scene_item_usize) => {
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			|  | 187 | +                    let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
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			|  | 188 | +                    scene_item.next_order = Some(Order::HideTo(scene_click_point));}
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			| 183 | 189 |              }
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			| 184 | 190 |  
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			| 185 | 191 |              self.scene_item_prepare_order = None;
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			|  | @@ -197,8 +203,16 @@ impl MainState {
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			| 197 | 203 |                              Some(SceneItemPrepareOrder::Move(scene_item_usize));
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			| 198 | 204 |                          self.scene_item_menu = None;
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			| 199 | 205 |                      }
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			| 200 |  | -                    MenuItem::MoveFast => {}
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			| 201 |  | -                    MenuItem::Hide => {}
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			|  | 206 | +                    MenuItem::MoveFast => {
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			|  | 207 | +                        self.scene_item_prepare_order =
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			|  | 208 | +                            Some(SceneItemPrepareOrder::MoveFast(scene_item_usize));
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			|  | 209 | +                        self.scene_item_menu = None;
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			|  | 210 | +                    }
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			|  | 211 | +                    MenuItem::Hide => {
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			|  | 212 | +                        self.scene_item_prepare_order =
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			|  | 213 | +                            Some(SceneItemPrepareOrder::Hide(scene_item_usize));
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			|  | 214 | +                        self.scene_item_menu = None;
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			|  | 215 | +                    }
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			| 202 | 216 |                  }
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			| 203 | 217 |              };
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			| 204 | 218 |              self.scene_item_menu = None;
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			|  | @@ -241,7 +255,7 @@ impl MainState {
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			| 241 | 255 |          // Scene items movements
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			| 242 | 256 |          for scene_item in self.scene_items.iter_mut() {
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			| 243 | 257 |              match scene_item.state.current_behavior {
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			| 244 |  | -                ItemBehavior::WalkingTo(scene_point) => {
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			|  | 258 | +                ItemBehavior::MoveTo(scene_point) => {
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			| 245 | 259 |                      // FIXME BS NOW: velocity
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			| 246 | 260 |                      let move_vector = (scene_point - scene_item.position).normalize() * 1.0;
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			| 247 | 261 |                      // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
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