veloren/common/src/states/idle.rs

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use super::utils::*;
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use crate::{
comp::{InventoryAction, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
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};
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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_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 1.0);
handle_jump(data, &mut update, 1.0);
handle_wield(data, &mut update);
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handle_climb(data, &mut update);
handle_dodge_input(data, &mut update);
update
}
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fn wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
attempt_wield(data, &mut update);
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
}
fn talk(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_talk(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 sneak(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sneak(data, &mut update);
update
}
fn glide_wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_glide_wield(data, &mut update);
update
}
fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
attempt_swap_equipped_weapons(data, &mut update);
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update
}
fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
update
}
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}