mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
apply new rustfmt - touching alot of files
This commit is contained in:
@ -19,8 +19,8 @@ use vek::*;
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const CHARGE_COST: i32 = 200;
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/// # Controller System
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/// #### Responsible for validating controller inputs and setting new Character States
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/// ----
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/// #### Responsible for validating controller inputs and setting new Character
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/// States ----
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///
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/// **Writes:**
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/// `CharacterState`, `ControllerInputs`
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@ -28,8 +28,8 @@ const CHARGE_COST: i32 = 200;
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/// **Reads:**
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/// `Stats`, `Vel`, `PhysicsState`, `Uid`, `Mounting`
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///
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/// _TODO: Join ActionStates and MovementStates into one and have a handle() trait / fn?_
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/// _TODO: Move weapon action to trait fn?_
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/// _TODO: Join ActionStates and MovementStates into one and have a handle()
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/// trait / fn?_ _TODO: Move weapon action to trait fn?_
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pub struct Sys;
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impl Sys {
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@ -89,14 +89,14 @@ impl Sys {
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applied: false, // We don't want to do a melee attack
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}
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//character.action
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}
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},
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item::Tool::Debug(item::Debug::Boost) => {
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local_emitter.emit(LocalEvent::Boost {
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entity,
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vel: inputs.look_dir * 7.0,
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});
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character.action
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}
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},
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item::Tool::Debug(item::Debug::Possess)
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if character.action.is_action_finished() =>
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@ -132,9 +132,9 @@ impl Sys {
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_ => {
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// Return the new Wield action
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character.action
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}
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},
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}
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}
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},
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// Without a weapon
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None => {
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// Attack
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@ -146,7 +146,7 @@ impl Sys {
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} else {
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character.action
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}
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}
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},
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_ => character.action,
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}
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}
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@ -223,7 +223,7 @@ impl Sys {
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});
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character.action
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}
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},
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// All other weapons block
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_ if character.action.is_action_finished() => Block {
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@ -232,7 +232,7 @@ impl Sys {
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_ => character.action,
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}
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}
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},
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_ => character.action,
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}
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@ -256,6 +256,7 @@ impl<'a> System<'a> for Sys {
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ReadStorage<'a, Uid>,
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ReadStorage<'a, Mounting>,
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);
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fn run(
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&mut self,
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(
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@ -353,15 +354,15 @@ impl<'a> System<'a> for Sys {
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{
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server_emitter.emit(ServerEvent::Mount(entity, mountee_entity));
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}
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}
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},
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ControlEvent::Unmount => server_emitter.emit(ServerEvent::Unmount(entity)),
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ControlEvent::InventoryManip(manip) => {
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server_emitter.emit(ServerEvent::InventoryManip(entity, manip))
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} /*ControlEvent::Respawn => {
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if state.is_dead {
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server_emitter.emit(ServerEvent::Respawn(entity)),
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}
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}*/
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}, /*ControlEvent::Respawn => {
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if state.is_dead {
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server_emitter.emit(ServerEvent::Respawn(entity)),
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}
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}*/
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}
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}
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@ -379,7 +380,7 @@ impl<'a> System<'a> for Sys {
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(_, Jump) => {
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character.movement = Fall;
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local_emitter.emit(LocalEvent::Jump(entity));
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}
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},
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// Charging + Any Movement, prioritizes finishing charge
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// over movement states
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(Charge { time_left }, _) => {
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@ -404,7 +405,7 @@ impl<'a> System<'a> for Sys {
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character.action = try_wield(stats);
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}
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}
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},
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// Rolling + Any Movement, prioritizes finishing charge
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// over movement states
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(
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@ -428,7 +429,7 @@ impl<'a> System<'a> for Sys {
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was_wielding,
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}
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}
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}
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},
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// Any Action + Falling
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(action_state, Fall) => {
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character.movement = get_state_from_move_dir(&inputs.move_dir);
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@ -464,21 +465,21 @@ impl<'a> System<'a> for Sys {
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if inputs.toggle_wield.is_just_pressed() {
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character.action = Idle;
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}
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}
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},
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// Try to wield if any of buttons pressed
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Idle => {
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if inputs.primary.is_pressed() || inputs.secondary.is_pressed() {
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character.action = try_wield(stats);
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continue;
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}
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}
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},
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// Cancel blocks
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Block { .. } => {
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character.action = try_wield(stats);
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continue;
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}
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},
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// Don't change action
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Charge { .. } | Roll { .. } => {}
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Charge { .. } | Roll { .. } => {},
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}
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if inputs.primary.is_pressed() {
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character.action = Self::handle_primary(
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@ -501,7 +502,7 @@ impl<'a> System<'a> for Sys {
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&mut local_emitter,
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);
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}
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}
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},
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// Any Action + Swimming
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(_action_state, Swim) => {
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character.movement = get_state_from_move_dir(&inputs.move_dir);
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@ -530,7 +531,7 @@ impl<'a> System<'a> for Sys {
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&mut local_emitter,
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);
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}
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}
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},
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// Blocking, restricted look_dir compared to other states
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(Block { .. }, Stand) | (Block { .. }, Run) => {
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character.movement = get_state_from_move_dir(&inputs.move_dir);
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@ -556,7 +557,7 @@ impl<'a> System<'a> for Sys {
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character.movement = Fall;
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}
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}
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}
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},
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// Standing and Running states, typical states :shrug:
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(action_state, Run) | (action_state, Stand) => {
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character.movement = get_state_from_move_dir(&inputs.move_dir);
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@ -639,12 +640,12 @@ impl<'a> System<'a> for Sys {
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character.action = Idle;
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}
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continue;
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}
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},
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Idle => {
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character.action = try_wield(stats);
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continue;
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}
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Charge { .. } | Roll { .. } | Block { .. } => {}
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},
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Charge { .. } | Roll { .. } | Block { .. } => {},
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}
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}
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if inputs.primary.is_pressed() {
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@ -668,7 +669,7 @@ impl<'a> System<'a> for Sys {
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&mut local_emitter,
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);
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}
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}
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},
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// Sitting
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(_, Sit) => {
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character.action = Idle;
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@ -686,7 +687,7 @@ impl<'a> System<'a> for Sys {
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if !physics.on_ground {
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character.movement = Fall;
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}
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}
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},
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// Any Action + Gliding, shouldnt care about action,
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// because should be Idle
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(_, Glide) => {
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@ -701,7 +702,7 @@ impl<'a> System<'a> for Sys {
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if physics.on_ground {
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character.movement = Stand
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}
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}
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},
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// Any Action + Climbing, shouldnt care about action,
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// because should be Idle
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(_, Climb) => {
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@ -716,21 +717,17 @@ impl<'a> System<'a> for Sys {
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if physics.on_ground {
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character.movement = Stand;
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}
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} // In case of adding new states
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// (_, _) => {
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// println!("UNKNOWN STATE");
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// character.action = Idle;
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// character.movement = Fall;
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// }
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}, /* In case of adding new states
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* (_, _) => {
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* println!("UNKNOWN STATE");
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* character.action = Idle;
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* character.movement = Fall;
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* } */
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};
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}
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}
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}
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fn can_glide(body: &Body) -> bool {
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body.is_humanoid()
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}
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fn can_glide(body: &Body) -> bool { body.is_humanoid() }
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fn can_climb(body: &Body) -> bool {
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body.is_humanoid()
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}
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fn can_climb(body: &Body) -> bool { body.is_humanoid() }
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