veloren/common/src/states/sneak.rs

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2020-08-02 05:09:11 +00:00
use super::utils::*;
use crate::{
comp::{CharacterState, StateUpdate},
sys::character_behavior::{CharacterBehavior, JoinData},
};
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update);
handle_wield(data, &mut update);
handle_climb(data, &mut update);
handle_dodge_input(data, &mut update);
// Try to Fall/Stand up/Move
if !data.physics.on_ground {
update.character = CharacterState::Idle;
}
update
}
fn wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_wield(data, &mut update);
update
}
fn sit(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
fn dance(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_dance(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_loadout(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_loadout(data, &mut update);
update
}
fn stand(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
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}