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starter equip
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parent
6dcdd80ec8
commit
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8
assets/common/items/armor/starter/rugged_pants.ron
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8
assets/common/items/armor/starter/rugged_pants.ron
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@ -0,0 +1,8 @@
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Item(
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name: "Rugged Commoner's Pants",
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description: "They remind you of the old days.",
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kind: Armor(
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kind: Pants(Rugged0),
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stats: (20),
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),
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)
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8
assets/common/items/armor/starter/sandals_0.ron
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8
assets/common/items/armor/starter/sandals_0.ron
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@ -0,0 +1,8 @@
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Item(
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name: "Worn out Sandals",
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description: "Loyal companions.",
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kind: Armor(
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kind: Foot(Sandal0),
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stats: (20),
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),
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)
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@ -57,9 +57,17 @@
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// Other
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Utility(Collar): Png(
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"element.icons.collar",
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),
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),
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// Armor
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// Starter Parts
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Armor(Foot(Sandal0)): VoxTrans(
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"voxel.armor.foot.cloth_sandals",
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(0.0, 0.0, 0.0), (-95.0, 140.0, 0.0), 1.1,
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),
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Armor(Pants(Rugged0)): VoxTrans(
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"voxel.armor.pants.rugged-0",
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(0.0, 0.0, 0.0), (-90.0, 180.0, 0.0), 1.2,
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),
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// Assassin Set
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Armor(Chest(Assassin)): VoxTrans(
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"voxel.armor.chest.assa",
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BIN
assets/voxygen/voxel/armor/pants/rugged-0.vox
(Stored with Git LFS)
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BIN
assets/voxygen/voxel/armor/pants/rugged-0.vox
(Stored with Git LFS)
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Binary file not shown.
@ -11,11 +11,7 @@
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Assassin: (
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vox_spec: ("armor.foot.assa", (-2.5, -3.5, -9.0)),
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color: None
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),
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Sandal: (
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vox_spec: ("armor.foot.cloth_sandals", (-2.5, -2.5, -9.0)),
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color: None
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),
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),
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Jester: (
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vox_spec: ("armor.foot.dark_jester-elf_shoe", (-2.5, -3.0, -9.0)),
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color: None
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@ -40,5 +36,9 @@
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vox_spec: ("armor.foot.cloth_green-0", (-2.5, -3.5, -9.0)),
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color: None
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),
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Sandal0:(
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vox_spec: ("armor.foot.cloth_sandals", (-2.5, -3.5, -9.0)),
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color: None
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),
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},
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))
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@ -52,5 +52,9 @@
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vox_spec: ("armor.pants.cloth_green-0", (-5.0, -3.5, 0.0)),
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color: None
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),
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Rugged0:(
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vox_spec: ("armor.pants.rugged-0", (-5.0, -3.5, 1.0)),
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color: None
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),
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},
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))
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@ -76,8 +76,9 @@ pub enum Pants {
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ClothPurple0 = 10,
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ClothBlue0 = 11,
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ClothGreen0 = 12,
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Rugged0 = 13,
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}
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pub const ALL_PANTS: [Pants; 13] = [
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pub const ALL_PANTS: [Pants; 14] = [
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Pants::None,
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Pants::Blue,
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Pants::Brown,
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@ -91,6 +92,7 @@ pub const ALL_PANTS: [Pants; 13] = [
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Pants::ClothPurple0,
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Pants::ClothBlue0,
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Pants::ClothGreen0,
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Pants::Rugged0,
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];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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@ -118,7 +120,7 @@ pub const ALL_HANDS: [Hand; 7] = [
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#[repr(u32)]
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pub enum Foot {
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Dark = 1,
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Sandal = 2,
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Sandal0 = 2,
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Jester = 3,
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Assassin = 4,
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Plate0 = 5,
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@ -129,7 +131,7 @@ pub enum Foot {
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}
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pub const ALL_FEET: [Foot; 9] = [
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Foot::Dark,
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Foot::Sandal,
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Foot::Sandal0,
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Foot::Jester,
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Foot::Assassin,
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Foot::Plate0,
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@ -182,8 +182,12 @@ impl StateExt for State {
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chest: None,
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belt: None,
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hand: None,
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pants: None,
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foot: None,
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pants: Some(assets::load_expect_cloned(
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"common.items.armor.starter.rugged_pants",
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)),
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foot: Some(assets::load_expect_cloned(
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"common.items.armor.starter.sandals_0",
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)),
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back: None,
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ring: None,
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neck: None,
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@ -12,6 +12,7 @@ use crate::{
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};
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use client::Client;
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use common::{
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assets,
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assets::load_expect,
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comp::{self, humanoid},
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};
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@ -353,8 +354,12 @@ impl CharSelectionUi {
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chest: None,
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belt: None,
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hand: None,
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pants: None,
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foot: None,
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pants: Some(assets::load_expect_cloned(
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"common.items.armor.starter.rugged_pants",
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)),
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foot: Some(assets::load_expect_cloned(
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"common.items.armor.starter.sandals_0",
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)),
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back: None,
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ring: None,
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neck: None,
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@ -364,18 +369,39 @@ impl CharSelectionUi {
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};
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Some(loadout)
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},
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Mode::Create { loadout, tool, .. } => {
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loadout.active_item = tool.map(|tool| comp::ItemConfig {
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item: (*load_expect::<comp::Item>(tool)).clone(),
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ability1: None,
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ability2: None,
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ability3: None,
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block_ability: None,
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dodge_ability: None,
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});
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Some(loadout.clone())
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},
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}
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Mode::Create (characterdata) =>
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let loadout = comp::Loadout {
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active_item: characterdata
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.as_ref()
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.and_then(|d| d.tool.as_ref())
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.map(|tool| comp::ItemConfig {
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item: (*load_expect::<comp::Item>(&tool)).clone(),
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ability1: None,
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ability2: None,
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ability3: None,
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block_ability: None,
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dodge_ability: None,
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}),
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second_item: None,
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shoulder: None,
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chest: None,
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belt: None,
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hand: None,
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pants: Some(assets::load_expect_cloned(
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"common.items.armor.starter.rugged_pants",
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)),
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foot: Some(assets::load_expect_cloned(
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"common.items.armor.starter.sandals_0",
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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};
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Some(loadout)
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},
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}
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// TODO: Split this into multiple modules or functions.
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