veloren/common/src/comp/mod.rs

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#[cfg(not(target_arch = "wasm32"))] mod ability;
#[cfg(not(target_arch = "wasm32"))] mod admin;
#[cfg(not(target_arch = "wasm32"))] pub mod agent;
#[cfg(not(target_arch = "wasm32"))] pub mod aura;
#[cfg(not(target_arch = "wasm32"))] pub mod beam;
#[cfg(not(target_arch = "wasm32"))] pub mod body;
pub mod buff;
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#[cfg(not(target_arch = "wasm32"))]
mod character_state;
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#[cfg(not(target_arch = "wasm32"))] pub mod chat;
#[cfg(not(target_arch = "wasm32"))] pub mod combo;
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#[cfg(not(target_arch = "wasm32"))]
mod controller;
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#[cfg(not(target_arch = "wasm32"))] mod energy;
#[cfg(not(target_arch = "wasm32"))] pub mod group;
mod health;
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#[cfg(not(target_arch = "wasm32"))]
pub mod home_chunk;
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#[cfg(not(target_arch = "wasm32"))] mod inputs;
#[cfg(not(target_arch = "wasm32"))]
pub mod inventory;
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#[cfg(not(target_arch = "wasm32"))]
pub mod invite;
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#[cfg(not(target_arch = "wasm32"))] mod last;
#[cfg(not(target_arch = "wasm32"))] mod location;
#[cfg(not(target_arch = "wasm32"))] mod misc;
#[cfg(not(target_arch = "wasm32"))] pub mod ori;
#[cfg(not(target_arch = "wasm32"))] mod phys;
#[cfg(not(target_arch = "wasm32"))] mod player;
#[cfg(not(target_arch = "wasm32"))] pub mod poise;
#[cfg(not(target_arch = "wasm32"))]
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pub mod projectile;
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#[cfg(not(target_arch = "wasm32"))]
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pub mod shockwave;
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#[cfg(not(target_arch = "wasm32"))]
pub mod skills;
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#[cfg(not(target_arch = "wasm32"))] mod stats;
#[cfg(not(target_arch = "wasm32"))]
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pub mod visual;
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// Reexports
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#[cfg(not(target_arch = "wasm32"))]
pub use self::{
ability::{CharacterAbility, CharacterAbilityType},
admin::Admin,
agent::{Agent, Alignment},
aura::{Aura, AuraChange, AuraKind, Auras},
beam::{Beam, BeamSegment},
body::{
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biped_large, biped_small, bird_medium, bird_small, dragon, fish_medium, fish_small, golem,
humanoid, object, quadruped_low, quadruped_medium, quadruped_small, ship, theropod,
AllBodies, Body, BodyData,
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},
buff::{
Buff, BuffCategory, BuffChange, BuffData, BuffEffect, BuffId, BuffKind, BuffSource, Buffs,
ModifierKind,
},
character_state::{CharacterState, Melee, StateUpdate},
chat::{
ChatMode, ChatMsg, ChatType, Faction, SpeechBubble, SpeechBubbleType, UnresolvedChatMsg,
},
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combo::Combo,
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controller::{
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Climb, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, InputKind,
InventoryAction, InventoryEvent, InventoryManip, MountState, Mounting,
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},
energy::{Energy, EnergyChange, EnergySource},
group::Group,
home_chunk::HomeChunk,
inputs::CanBuild,
inventory::{
item,
item::{Item, ItemConfig, ItemDrop},
slot, Inventory, InventoryUpdate, InventoryUpdateEvent,
},
last::Last,
location::{Waypoint, WaypointArea},
misc::Object,
ori::Ori,
phys::{
Collider, ForceUpdate, Gravity, Mass, PhysicsState, Pos, PosVelDefer, PreviousPhysCache,
Scale, Sticky, Vel,
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},
player::Player,
poise::{Poise, PoiseChange, PoiseSource, PoiseState},
projectile::{Projectile, ProjectileConstructor},
shockwave::{Shockwave, ShockwaveHitEntities},
skills::{Skill, SkillGroup, SkillGroupKind, SkillSet},
stats::Stats,
visual::{LightAnimation, LightEmitter},
};
pub use health::{Health, HealthChange, HealthSource};