improving code quality by removing superfluous &

This commit is contained in:
Thomas Kosel 2021-07-30 10:12:20 +02:00
parent 3735688e4c
commit 2bf8a8c55c
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GPG Key ID: AC43C6126CC42595

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@ -224,77 +224,77 @@ impl CharacterState {
pub fn behavior(&self, j: &JoinData) -> StateUpdate {
match &self {
CharacterState::Idle => states::idle::Data.behavior(&j),
CharacterState::Talk => states::talk::Data.behavior(&j),
CharacterState::Climb(data) => data.behavior(&j),
CharacterState::Glide(data) => data.behavior(&j),
CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
CharacterState::Stunned(data) => data.behavior(&j),
CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, &j),
CharacterState::BasicBlock(data) => data.behavior(&j),
CharacterState::Roll(data) => data.behavior(&j),
CharacterState::Wielding => states::wielding::Data.behavior(&j),
CharacterState::Equipping(data) => data.behavior(&j),
CharacterState::ComboMelee(data) => data.behavior(&j),
CharacterState::BasicMelee(data) => data.behavior(&j),
CharacterState::BasicRanged(data) => data.behavior(&j),
CharacterState::Boost(data) => data.behavior(&j),
CharacterState::DashMelee(data) => data.behavior(&j),
CharacterState::LeapMelee(data) => data.behavior(&j),
CharacterState::SpinMelee(data) => data.behavior(&j),
CharacterState::ChargedMelee(data) => data.behavior(&j),
CharacterState::ChargedRanged(data) => data.behavior(&j),
CharacterState::RepeaterRanged(data) => data.behavior(&j),
CharacterState::Shockwave(data) => data.behavior(&j),
CharacterState::BasicBeam(data) => data.behavior(&j),
CharacterState::BasicAura(data) => data.behavior(&j),
CharacterState::Blink(data) => data.behavior(&j),
CharacterState::BasicSummon(data) => data.behavior(&j),
CharacterState::SelfBuff(data) => data.behavior(&j),
CharacterState::SpriteSummon(data) => data.behavior(&j),
CharacterState::UseItem(data) => data.behavior(&j),
CharacterState::Idle => states::idle::Data.behavior(j),
CharacterState::Talk => states::talk::Data.behavior(j),
CharacterState::Climb(data) => data.behavior(j),
CharacterState::Glide(data) => data.behavior(j),
CharacterState::GlideWield => states::glide_wield::Data.behavior(j),
CharacterState::Stunned(data) => data.behavior(j),
CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, j),
CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, j),
CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, j),
CharacterState::BasicBlock(data) => data.behavior(j),
CharacterState::Roll(data) => data.behavior(j),
CharacterState::Wielding => states::wielding::Data.behavior(j),
CharacterState::Equipping(data) => data.behavior(j),
CharacterState::ComboMelee(data) => data.behavior(j),
CharacterState::BasicMelee(data) => data.behavior(j),
CharacterState::BasicRanged(data) => data.behavior(j),
CharacterState::Boost(data) => data.behavior(j),
CharacterState::DashMelee(data) => data.behavior(j),
CharacterState::LeapMelee(data) => data.behavior(j),
CharacterState::SpinMelee(data) => data.behavior(j),
CharacterState::ChargedMelee(data) => data.behavior(j),
CharacterState::ChargedRanged(data) => data.behavior(j),
CharacterState::RepeaterRanged(data) => data.behavior(j),
CharacterState::Shockwave(data) => data.behavior(j),
CharacterState::BasicBeam(data) => data.behavior(j),
CharacterState::BasicAura(data) => data.behavior(j),
CharacterState::Blink(data) => data.behavior(j),
CharacterState::BasicSummon(data) => data.behavior(j),
CharacterState::SelfBuff(data) => data.behavior(j),
CharacterState::SpriteSummon(data) => data.behavior(j),
CharacterState::UseItem(data) => data.behavior(j),
}
}
pub fn handle_event(&self, j: &JoinData, action: ControlAction) -> StateUpdate {
match &self {
CharacterState::Idle => states::idle::Data.handle_event(&j, action),
CharacterState::Talk => states::talk::Data.handle_event(&j, action),
CharacterState::Climb(data) => data.handle_event(&j, action),
CharacterState::Glide(data) => data.handle_event(&j, action),
CharacterState::GlideWield => states::glide_wield::Data.handle_event(&j, action),
CharacterState::Stunned(data) => data.handle_event(&j, action),
CharacterState::Sit => states::sit::Data::handle_event(&states::sit::Data, &j, action),
CharacterState::Idle => states::idle::Data.handle_event(j, action),
CharacterState::Talk => states::talk::Data.handle_event(j, action),
CharacterState::Climb(data) => data.handle_event(j, action),
CharacterState::Glide(data) => data.handle_event(j, action),
CharacterState::GlideWield => states::glide_wield::Data.handle_event(j, action),
CharacterState::Stunned(data) => data.handle_event(j, action),
CharacterState::Sit => states::sit::Data::handle_event(&states::sit::Data, j, action),
CharacterState::Dance => {
states::dance::Data::handle_event(&states::dance::Data, &j, action)
states::dance::Data::handle_event(&states::dance::Data, j, action)
},
CharacterState::Sneak => {
states::sneak::Data::handle_event(&states::sneak::Data, &j, action)
states::sneak::Data::handle_event(&states::sneak::Data, j, action)
},
CharacterState::BasicBlock(data) => data.handle_event(&j, action),
CharacterState::Roll(data) => data.handle_event(&j, action),
CharacterState::Wielding => states::wielding::Data.handle_event(&j, action),
CharacterState::Equipping(data) => data.handle_event(&j, action),
CharacterState::ComboMelee(data) => data.handle_event(&j, action),
CharacterState::BasicMelee(data) => data.handle_event(&j, action),
CharacterState::BasicRanged(data) => data.handle_event(&j, action),
CharacterState::Boost(data) => data.handle_event(&j, action),
CharacterState::DashMelee(data) => data.handle_event(&j, action),
CharacterState::LeapMelee(data) => data.handle_event(&j, action),
CharacterState::SpinMelee(data) => data.handle_event(&j, action),
CharacterState::ChargedMelee(data) => data.handle_event(&j, action),
CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
CharacterState::RepeaterRanged(data) => data.handle_event(&j, action),
CharacterState::Shockwave(data) => data.handle_event(&j, action),
CharacterState::BasicBeam(data) => data.handle_event(&j, action),
CharacterState::BasicAura(data) => data.handle_event(&j, action),
CharacterState::Blink(data) => data.handle_event(&j, action),
CharacterState::BasicSummon(data) => data.handle_event(&j, action),
CharacterState::SelfBuff(data) => data.handle_event(&j, action),
CharacterState::SpriteSummon(data) => data.handle_event(&j, action),
CharacterState::UseItem(data) => data.handle_event(&j, action),
CharacterState::BasicBlock(data) => data.handle_event(j, action),
CharacterState::Roll(data) => data.handle_event(j, action),
CharacterState::Wielding => states::wielding::Data.handle_event(j, action),
CharacterState::Equipping(data) => data.handle_event(j, action),
CharacterState::ComboMelee(data) => data.handle_event(j, action),
CharacterState::BasicMelee(data) => data.handle_event(j, action),
CharacterState::BasicRanged(data) => data.handle_event(j, action),
CharacterState::Boost(data) => data.handle_event(j, action),
CharacterState::DashMelee(data) => data.handle_event(j, action),
CharacterState::LeapMelee(data) => data.handle_event(j, action),
CharacterState::SpinMelee(data) => data.handle_event(j, action),
CharacterState::ChargedMelee(data) => data.handle_event(j, action),
CharacterState::ChargedRanged(data) => data.handle_event(j, action),
CharacterState::RepeaterRanged(data) => data.handle_event(j, action),
CharacterState::Shockwave(data) => data.handle_event(j, action),
CharacterState::BasicBeam(data) => data.handle_event(j, action),
CharacterState::BasicAura(data) => data.handle_event(j, action),
CharacterState::Blink(data) => data.handle_event(j, action),
CharacterState::BasicSummon(data) => data.handle_event(j, action),
CharacterState::SelfBuff(data) => data.handle_event(j, action),
CharacterState::SpriteSummon(data) => data.handle_event(j, action),
CharacterState::UseItem(data) => data.handle_event(j, action),
}
}
}