veloren/common/src/states/wielding.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},
};
pub struct Data;
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_move(&data, &mut update, 1.0);
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handle_jump(&data, &mut update);
handle_climb(&data, &mut update);
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handle_ability1_input(&data, &mut update);
handle_ability2_input(&data, &mut update);
handle_ability3_input(&data, &mut update);
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handle_dodge_input(&data, &mut update);
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update
}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
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fn dance(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_dance(data, &mut update);
update
}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_glide_wield(data, &mut update);
update
}
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fn swap_loadout(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_loadout(data, &mut update);
update
}
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}