veloren/common/src/states/sit.rs

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use super::utils::*;
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use crate::{
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comp::{CharacterState, LoadoutManip, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
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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) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_wield(data, &mut update);
handle_jump(&data, &mut update);
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// Try to Fall/Stand up/Move
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if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 {
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update.character = CharacterState::Idle;
}
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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 dance(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_dance(data, &mut update);
update
}
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fn stand(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
// Try to Fall/Stand up/Move
update.character = CharacterState::Idle;
update
}
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fn modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
update
}
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}