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Chest sprite interact kind changed to only check that sprite is a container rather than matching on every 'chest-like' sprite.
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@ -150,16 +150,11 @@ impl From<SpriteKind> for Option<SpriteInteractKind> {
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| SpriteKind::Bowl
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| SpriteKind::Bowl
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| SpriteKind::PotionMinor
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| SpriteKind::PotionMinor
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| SpriteKind::Seashells => Some(SpriteInteractKind::Collectible),
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| SpriteKind::Seashells => Some(SpriteInteractKind::Collectible),
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SpriteKind::DungeonChest0
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// Collectible checked in addition to container for case that sprite requires a tool to
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| SpriteKind::DungeonChest1
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// collect and cannot be collected by hand, yet still meets the container check
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| SpriteKind::DungeonChest2
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_ if sprite_kind.is_container() && sprite_kind.is_collectible() => {
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| SpriteKind::DungeonChest3
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Some(SpriteInteractKind::Chest)
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| SpriteKind::DungeonChest4
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},
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| SpriteKind::DungeonChest5
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| SpriteKind::Chest
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| SpriteKind::ChestBuried
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| SpriteKind::Mud
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| SpriteKind::Crate => Some(SpriteInteractKind::Chest),
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_ if sprite_kind.is_collectible() => Some(SpriteInteractKind::Fallback),
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_ if sprite_kind.is_collectible() => Some(SpriteInteractKind::Fallback),
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_ => None,
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_ => None,
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}
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}
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@ -7,8 +7,8 @@ use entity_creation::{
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};
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};
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use entity_manipulation::{
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use entity_manipulation::{
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handle_aura, handle_bonk, handle_buff, handle_combo_change, handle_damage, handle_delete,
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handle_aura, handle_bonk, handle_buff, handle_combo_change, handle_damage, handle_delete,
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handle_destroy, handle_energy_change, handle_entity_attacked_hook, handle_explosion, handle_knockback,
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handle_destroy, handle_energy_change, handle_entity_attacked_hook, handle_explosion,
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handle_land_on_ground, handle_poise, handle_respawn, handle_teleport_to,
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handle_knockback, handle_land_on_ground, handle_poise, handle_respawn, handle_teleport_to,
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};
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};
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use group_manip::handle_group;
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use group_manip::handle_group;
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use information::handle_site_info;
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use information::handle_site_info;
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