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ori fixes
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parent
991ccf0033
commit
c01fd86f44
@ -49,6 +49,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.8);
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handle_jump(data, &mut update, 1.0);
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@ -68,6 +68,7 @@ impl CharacterBehavior for Data {
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},
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}
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handle_orientation(data, &mut update, 0.3);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update, 1.0);
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@ -42,6 +42,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.3);
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handle_jump(data, &mut update, 1.0);
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@ -66,6 +66,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.7);
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handle_jump(data, &mut update, 1.0);
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@ -65,6 +65,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.move_speed);
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handle_jump(data, &mut update, 1.0);
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@ -119,8 +119,8 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 0.65);
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handle_move(data, &mut update, 0.6);
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handle_orientation(data, &mut update, 0.2);
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let stage_index = (self.stage - 1) as usize;
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@ -26,6 +26,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 1.0);
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handle_jump(data, &mut update, 1.0);
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@ -10,6 +10,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 1.0);
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handle_jump(data, &mut update, 1.0);
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handle_wield(data, &mut update);
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@ -59,6 +59,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.move_efficiency);
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match self.stage_section {
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@ -10,6 +10,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update, 1.0);
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handle_wield(data, &mut update);
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@ -36,6 +36,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.movement_speed);
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match self.stage_section {
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@ -245,7 +245,6 @@ pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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/// Updates components to move player as if theyre on ground or in air
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#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
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fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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handle_orientation(data, update, 1.0);
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let accel = if data.physics.on_ground {
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data.body.base_accel()
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@ -13,6 +13,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(&data, &mut update, 1.0);
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handle_climb(&data, &mut update);
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attempt_input(&data, &mut update);
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