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Fix issue with villagers not having any item
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@ -159,8 +159,8 @@ pub fn make_potion_bag(quantity: u32) -> Item {
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// Also we are using default tools for un-specified species so
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// Also we are using default tools for un-specified species so
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// it's fine to have wildcards
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// it's fine to have wildcards
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#[allow(clippy::too_many_lines, clippy::match_wildcard_for_single_variants)]
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#[allow(clippy::too_many_lines, clippy::match_wildcard_for_single_variants)]
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fn default_main_tool(body: &Body) -> Option<Item> {
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fn default_main_tool(body: &Body) -> Item {
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match body {
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let maybe_tool = match body {
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Body::Golem(golem) => match golem.species {
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Body::Golem(golem) => match golem.species {
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golem::Species::StoneGolem => Some(Item::new_from_asset_expect(
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golem::Species::StoneGolem => Some(Item::new_from_asset_expect(
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"common.items.npc_weapons.unique.stone_golems_fist",
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"common.items.npc_weapons.unique.stone_golems_fist",
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@ -332,7 +332,9 @@ fn default_main_tool(body: &Body) -> Option<Item> {
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)),
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)),
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},
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},
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_ => None,
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_ => None,
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}
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};
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maybe_tool.unwrap_or_else(Item::empty)
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}
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}
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impl Default for LoadoutBuilder {
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impl Default for LoadoutBuilder {
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@ -374,7 +376,7 @@ impl LoadoutBuilder {
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#[must_use]
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#[must_use]
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/// Set default active mainhand weapon based on `body`
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/// Set default active mainhand weapon based on `body`
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pub fn with_default_maintool(self, body: &Body) -> Self {
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pub fn with_default_maintool(self, body: &Body) -> Self {
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self.active_mainhand(default_main_tool(body))
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self.active_mainhand(Some(default_main_tool(body)))
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}
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}
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#[must_use]
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#[must_use]
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