veloren/common/src/states/sit.rs

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use super::utils::*;
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use crate::{
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comp::{CharacterState, StateUpdate},
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
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use std::collections::VecDeque;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
character: data.character.clone(),
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pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
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handle_wield(data, &mut update);
// Try to Fall/Stand up/Move
if !data.physics.on_ground
|| data.inputs.sit.is_just_pressed()
|| data.inputs.move_dir.magnitude_squared() > 0.0
{
update.character = CharacterState::Idle;
}
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update
}
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}