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improving code quality by removing superfluous &
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3735688e4c
commit
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@ -224,77 +224,77 @@ impl CharacterState {
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pub fn behavior(&self, j: &JoinData) -> StateUpdate {
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match &self {
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CharacterState::Idle => states::idle::Data.behavior(&j),
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CharacterState::Talk => states::talk::Data.behavior(&j),
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CharacterState::Climb(data) => data.behavior(&j),
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CharacterState::Glide(data) => data.behavior(&j),
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CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
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CharacterState::Stunned(data) => data.behavior(&j),
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CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
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CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
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CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, &j),
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CharacterState::BasicBlock(data) => data.behavior(&j),
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CharacterState::Roll(data) => data.behavior(&j),
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CharacterState::Wielding => states::wielding::Data.behavior(&j),
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CharacterState::Equipping(data) => data.behavior(&j),
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CharacterState::ComboMelee(data) => data.behavior(&j),
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CharacterState::BasicMelee(data) => data.behavior(&j),
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CharacterState::BasicRanged(data) => data.behavior(&j),
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CharacterState::Boost(data) => data.behavior(&j),
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CharacterState::DashMelee(data) => data.behavior(&j),
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CharacterState::LeapMelee(data) => data.behavior(&j),
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CharacterState::SpinMelee(data) => data.behavior(&j),
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CharacterState::ChargedMelee(data) => data.behavior(&j),
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CharacterState::ChargedRanged(data) => data.behavior(&j),
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CharacterState::RepeaterRanged(data) => data.behavior(&j),
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CharacterState::Shockwave(data) => data.behavior(&j),
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CharacterState::BasicBeam(data) => data.behavior(&j),
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CharacterState::BasicAura(data) => data.behavior(&j),
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CharacterState::Blink(data) => data.behavior(&j),
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CharacterState::BasicSummon(data) => data.behavior(&j),
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CharacterState::SelfBuff(data) => data.behavior(&j),
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CharacterState::SpriteSummon(data) => data.behavior(&j),
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CharacterState::UseItem(data) => data.behavior(&j),
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CharacterState::Idle => states::idle::Data.behavior(j),
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CharacterState::Talk => states::talk::Data.behavior(j),
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CharacterState::Climb(data) => data.behavior(j),
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CharacterState::Glide(data) => data.behavior(j),
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CharacterState::GlideWield => states::glide_wield::Data.behavior(j),
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CharacterState::Stunned(data) => data.behavior(j),
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CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, j),
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CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, j),
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CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, j),
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CharacterState::BasicBlock(data) => data.behavior(j),
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CharacterState::Roll(data) => data.behavior(j),
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CharacterState::Wielding => states::wielding::Data.behavior(j),
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CharacterState::Equipping(data) => data.behavior(j),
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CharacterState::ComboMelee(data) => data.behavior(j),
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CharacterState::BasicMelee(data) => data.behavior(j),
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CharacterState::BasicRanged(data) => data.behavior(j),
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CharacterState::Boost(data) => data.behavior(j),
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CharacterState::DashMelee(data) => data.behavior(j),
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CharacterState::LeapMelee(data) => data.behavior(j),
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CharacterState::SpinMelee(data) => data.behavior(j),
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CharacterState::ChargedMelee(data) => data.behavior(j),
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CharacterState::ChargedRanged(data) => data.behavior(j),
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CharacterState::RepeaterRanged(data) => data.behavior(j),
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CharacterState::Shockwave(data) => data.behavior(j),
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CharacterState::BasicBeam(data) => data.behavior(j),
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CharacterState::BasicAura(data) => data.behavior(j),
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CharacterState::Blink(data) => data.behavior(j),
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CharacterState::BasicSummon(data) => data.behavior(j),
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CharacterState::SelfBuff(data) => data.behavior(j),
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CharacterState::SpriteSummon(data) => data.behavior(j),
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CharacterState::UseItem(data) => data.behavior(j),
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}
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}
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pub fn handle_event(&self, j: &JoinData, action: ControlAction) -> StateUpdate {
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match &self {
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CharacterState::Idle => states::idle::Data.handle_event(&j, action),
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CharacterState::Talk => states::talk::Data.handle_event(&j, action),
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CharacterState::Climb(data) => data.handle_event(&j, action),
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CharacterState::Glide(data) => data.handle_event(&j, action),
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CharacterState::GlideWield => states::glide_wield::Data.handle_event(&j, action),
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CharacterState::Stunned(data) => data.handle_event(&j, action),
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CharacterState::Sit => states::sit::Data::handle_event(&states::sit::Data, &j, action),
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CharacterState::Idle => states::idle::Data.handle_event(j, action),
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CharacterState::Talk => states::talk::Data.handle_event(j, action),
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CharacterState::Climb(data) => data.handle_event(j, action),
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CharacterState::Glide(data) => data.handle_event(j, action),
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CharacterState::GlideWield => states::glide_wield::Data.handle_event(j, action),
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CharacterState::Stunned(data) => data.handle_event(j, action),
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CharacterState::Sit => states::sit::Data::handle_event(&states::sit::Data, j, action),
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CharacterState::Dance => {
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states::dance::Data::handle_event(&states::dance::Data, &j, action)
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states::dance::Data::handle_event(&states::dance::Data, j, action)
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},
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CharacterState::Sneak => {
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states::sneak::Data::handle_event(&states::sneak::Data, &j, action)
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states::sneak::Data::handle_event(&states::sneak::Data, j, action)
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},
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CharacterState::BasicBlock(data) => data.handle_event(&j, action),
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CharacterState::Roll(data) => data.handle_event(&j, action),
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CharacterState::Wielding => states::wielding::Data.handle_event(&j, action),
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CharacterState::Equipping(data) => data.handle_event(&j, action),
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CharacterState::ComboMelee(data) => data.handle_event(&j, action),
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CharacterState::BasicMelee(data) => data.handle_event(&j, action),
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CharacterState::BasicRanged(data) => data.handle_event(&j, action),
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CharacterState::Boost(data) => data.handle_event(&j, action),
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CharacterState::DashMelee(data) => data.handle_event(&j, action),
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CharacterState::LeapMelee(data) => data.handle_event(&j, action),
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CharacterState::SpinMelee(data) => data.handle_event(&j, action),
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CharacterState::ChargedMelee(data) => data.handle_event(&j, action),
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CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
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CharacterState::RepeaterRanged(data) => data.handle_event(&j, action),
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CharacterState::Shockwave(data) => data.handle_event(&j, action),
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CharacterState::BasicBeam(data) => data.handle_event(&j, action),
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CharacterState::BasicAura(data) => data.handle_event(&j, action),
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CharacterState::Blink(data) => data.handle_event(&j, action),
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CharacterState::BasicSummon(data) => data.handle_event(&j, action),
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CharacterState::SelfBuff(data) => data.handle_event(&j, action),
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CharacterState::SpriteSummon(data) => data.handle_event(&j, action),
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CharacterState::UseItem(data) => data.handle_event(&j, action),
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CharacterState::BasicBlock(data) => data.handle_event(j, action),
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CharacterState::Roll(data) => data.handle_event(j, action),
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CharacterState::Wielding => states::wielding::Data.handle_event(j, action),
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CharacterState::Equipping(data) => data.handle_event(j, action),
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CharacterState::ComboMelee(data) => data.handle_event(j, action),
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CharacterState::BasicMelee(data) => data.handle_event(j, action),
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CharacterState::BasicRanged(data) => data.handle_event(j, action),
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CharacterState::Boost(data) => data.handle_event(j, action),
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CharacterState::DashMelee(data) => data.handle_event(j, action),
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CharacterState::LeapMelee(data) => data.handle_event(j, action),
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CharacterState::SpinMelee(data) => data.handle_event(j, action),
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CharacterState::ChargedMelee(data) => data.handle_event(j, action),
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CharacterState::ChargedRanged(data) => data.handle_event(j, action),
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CharacterState::RepeaterRanged(data) => data.handle_event(j, action),
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CharacterState::Shockwave(data) => data.handle_event(j, action),
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CharacterState::BasicBeam(data) => data.handle_event(j, action),
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CharacterState::BasicAura(data) => data.handle_event(j, action),
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CharacterState::Blink(data) => data.handle_event(j, action),
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CharacterState::BasicSummon(data) => data.handle_event(j, action),
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CharacterState::SelfBuff(data) => data.handle_event(j, action),
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CharacterState::SpriteSummon(data) => data.handle_event(j, action),
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CharacterState::UseItem(data) => data.handle_event(j, action),
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}
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}
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}
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