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Adjust character state's energy regen
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@ -75,8 +75,8 @@ impl<'a> System<'a> for Sys {
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.set_to(stat.health.maximum(), HealthSource::LevelUp);
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.set_to(stat.health.maximum(), HealthSource::LevelUp);
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}
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}
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// Accelerate recharging energy if not wielding.
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match character_state {
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match character_state {
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// Accelerate recharging energy.
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CharacterState::Idle { .. }
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CharacterState::Idle { .. }
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| CharacterState::Sit { .. }
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| CharacterState::Sit { .. }
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| CharacterState::Dance { .. }
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| CharacterState::Dance { .. }
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@ -102,17 +102,18 @@ impl<'a> System<'a> for Sys {
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}
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}
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},
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},
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// Ability use does not regen and sets the rate back to zero.
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// Ability use does not regen and sets the rate back to zero.
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CharacterState::Roll { .. }
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CharacterState::BasicMelee { .. }
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| CharacterState::BasicBlock { .. }
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| CharacterState::Climb { .. }
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| CharacterState::BasicMelee { .. }
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| CharacterState::DashMelee { .. }
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| CharacterState::DashMelee { .. }
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| CharacterState::TripleStrike { .. }
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| CharacterState::TripleStrike { .. }
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| CharacterState::BasicRanged { .. } => {
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| CharacterState::BasicRanged { .. }
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| CharacterState::BasicBlock { .. } => {
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if energy.get_unchecked().regen_rate != 0.0 {
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if energy.get_unchecked().regen_rate != 0.0 {
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energy.get_mut_unchecked().regen_rate = 0.0
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energy.get_mut_unchecked().regen_rate = 0.0
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}
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}
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},
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},
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// Non-combat abilities that consume energy;
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// temporarily stall energy gain, but preserve regen_rate.
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CharacterState::Roll { .. } | CharacterState::Climb { .. } => {},
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}
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}
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}
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}
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}
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}
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