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Do that better, and add a TODO.
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@ -157,14 +157,21 @@ impl MovementEventMapper {
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{
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if let Some(wield_event) = match (
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previous_event.weapon_drawn,
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current_event.action.is_roll(),
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Self::has_weapon_drawn(current_event.action),
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) {
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(false, false, true) => Some(SfxEvent::Wield(kind)),
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(true, false, false) => Some(SfxEvent::Unwield(kind)),
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(false, true) => Some(SfxEvent::Wield(kind)),
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(true, false) => Some(SfxEvent::Unwield(kind)),
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_ => None,
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} {
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return wield_event;
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// We don't want wield/unwield sfx when we begin and end rolling, because when
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// the players rolls repeatedly they trigger too frequently
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// @TODO maybe re-enable these when we have a solid way to cancel them in the
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// above scenario
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if current_event.action.is_roll() {
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return None;
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} else {
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return wield_event;
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}
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}
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}
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