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@ -126,20 +126,16 @@ impl ActionState {
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}
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}
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/// __A concurrent state machine that allows for separate `ActionState`s and `MoveState`s.__
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/// __A concurrent state machine that allows for separate `ActionState`s and `MoveState`s.__
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///
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/// _Each state can optionally override the other through `*_disabled` flag_
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct CharacterState {
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pub struct CharacterState {
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/// __How the character is currently moving, e.g. Running, Standing, Falling.__
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/// __How the character is currently moving, e.g. Running, Standing, Falling.__
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///
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///
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/// _Primarily `handle()`s updating `Pos`, `Vel`, `Ori`, and lower body animations.
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/// _Primarily `handle()`s updating `Pos`, `Vel`, `Ori`, and lower body animations.
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/// Can be overidden by `ActionState`s using `move_disabled` flag. Example: `ChargeAttackState`_
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pub move_state: MoveState,
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pub move_state: MoveState,
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/// __How the character is currently acting, e.g. Wielding, Attacking, Dodging.__
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/// __How the character is currently acting, e.g. Wielding, Attacking, Dodging.__
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///
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///
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/// _Primarily `handle()`s how character interacts with world, and upper body animations.
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/// _Primarily `handle()`s how character interacts with world, and upper body animations.
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/// Can be overidden by `MoveState`s using `action_disabled` flag. Example: `GlideState`_
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pub action_state: ActionState,
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pub action_state: ActionState,
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}
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}
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