veloren/common/src/states/sit.rs

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use super::utils::*;
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use crate::{
comp::{character_state::OutputEvents, CharacterState, InventoryAction, StateUpdate},
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states::{
behavior::{CharacterBehavior, JoinData},
idle,
},
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};
use serde::{Deserialize, Serialize};
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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, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_wield(data, &mut update);
handle_jump(data, output_events, &mut update, 1.0);
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// Try to Fall/Stand up/Move
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if data.physics.on_ground.is_none() || data.inputs.move_dir.magnitude_squared() > 0.0 {
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update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
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}
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update
}
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fn manipulate_loadout(
&self,
data: &JoinData,
output_events: &mut OutputEvents,
inv_action: InventoryAction,
) -> StateUpdate {
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let mut update = StateUpdate::from(data);
handle_manipulate_loadout(data, output_events, &mut update, inv_action);
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update
}
fn wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
attempt_wield(data, &mut update);
update
}
fn dance(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
attempt_dance(data, &mut update);
update
}
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
// Try to Fall/Stand up/Move
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update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
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update
}
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}