veloren/common/src/states/sit.rs

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use super::utils::*;
use crate::comp::{CharacterState, EcsStateData, StateUpdate};
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use crate::states::StateHandler;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct State;
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impl StateHandler for State {
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fn new(_ecs_data: &EcsStateData) -> Self {
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Self {}
}
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
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character: *ecs_data.character,
pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
};
//handle_jump(ecs_data, &mut update);
handle_wield(ecs_data, &mut update);
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// Try to Fall/Stand up/Move
if !ecs_data.physics.on_ground
|| ecs_data.inputs.sit.is_just_pressed()
|| ecs_data.inputs.move_dir.magnitude_squared() > 0.0
{
update.character = CharacterState::Idle(None);
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}
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update
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}
}