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fmt
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b96557d012
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@ -314,15 +314,15 @@ impl State {
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&mut self.ecs.write_resource::<BlockChange>().blocks,
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Default::default(),
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);
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// Process local events
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let events = self.ecs.read_resource::<EventBus<LocalEvent>>().recv_all();
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for event in events {
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{
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let mut velocities = self.ecs.write_storage::<comp::Vel>();
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let mut force_updates = self.ecs.write_storage::<comp::ForceUpdate>();
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match event {
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match event {
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LocalEvent::Jump(entity) => {
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if let Some(vel) = velocities.get_mut(entity) {
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vel.0.z = HUMANOID_JUMP_ACCEL;
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@ -333,7 +333,7 @@ impl State {
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}
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}
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}
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/// Clean up the state after a tick.
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pub fn cleanup(&mut self) {
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// Clean up data structures from the last tick.
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@ -3,7 +3,7 @@ use crate::{
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ActionState::*, Body, CharacterState, Controller, MovementState::*, PhysicsState, Stats,
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Vel,
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},
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event::{EventBus, ServerEvent, LocalEvent},
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event::{EventBus, LocalEvent, ServerEvent},
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};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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use std::time::Duration;
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@ -140,7 +140,7 @@ impl<'a> System<'a> for Sys {
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time_left: Duration::from_millis(600),
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};
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}
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// Jump
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if controller.jump && physics.on_ground && vel.0.z <= 0.0 {
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local_emitter.emit(LocalEvent::Jump(entity));
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@ -1,7 +1,7 @@
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use {
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crate::{
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comp::{Body, MovementState::*, Ori, PhysicsState, Pos, Scale, Stats, Vel},
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event::{ServerEvent, EventBus},
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event::{EventBus, ServerEvent},
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state::DeltaTime,
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terrain::TerrainMap,
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vol::{ReadVol, Vox},
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@ -1,6 +1,6 @@
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use crate::{
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comp::{HealthSource, Stats},
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event::{ServerEvent, EventBus},
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event::{EventBus, ServerEvent},
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state::DeltaTime,
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};
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use log::warn;
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@ -6,7 +6,7 @@ use crate::Server;
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use chrono::{NaiveTime, Timelike};
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use common::{
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comp,
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event::{ServerEvent, EventBus},
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event::{EventBus, ServerEvent},
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msg::ServerMsg,
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npc::{get_npc_name, NpcKind},
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state::TimeOfDay,
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@ -45,16 +45,17 @@ impl Animation for BlockAnimation {
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1.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.5 + wave_ultra_slow * 0.2,
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);
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next.head.ori =
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Quaternion::rotation_x(-0.25);
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next.head.ori = Quaternion::rotation_x(-0.25);
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next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 5.0 + wave_ultra_slow * 0.2);
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next.chest.ori = Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.01);
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next.chest.ori =
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Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.01);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 3.0 + wave_ultra_slow * 0.2);
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next.belt.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.008);
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next.belt.ori =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.008);
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next.belt.scale = Vec3::one() * 1.01;
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next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 1.0 + wave_ultra_slow * 0.2);
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@ -64,18 +65,10 @@ impl Animation for BlockAnimation {
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match Tool::Hammer {
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//TODO: Inventory
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Tool::Sword => {
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next.l_hand.offset = Vec3::new(
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-6.0,
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3.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0 + wave_ultra_slow * 1.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0,
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3.0,
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-2.0,
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);
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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@ -1,4 +1,5 @@
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pub mod attack;
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pub mod block;
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pub mod cidle;
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pub mod cjump;
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pub mod crun;
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@ -7,10 +8,10 @@ pub mod idle;
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pub mod jump;
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pub mod roll;
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pub mod run;
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pub mod block;
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// Reexports
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pub use self::attack::AttackAnimation;
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pub use self::block::BlockAnimation;
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pub use self::cidle::CidleAnimation;
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pub use self::cjump::CjumpAnimation;
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pub use self::crun::CrunAnimation;
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@ -19,8 +20,6 @@ pub use self::idle::IdleAnimation;
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pub use self::jump::JumpAnimation;
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pub use self::roll::RollAnimation;
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pub use self::run::RunAnimation;
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pub use self::block::BlockAnimation;
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use super::{Bone, Skeleton};
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use crate::render::FigureBoneData;
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@ -693,14 +693,12 @@ impl FigureMgr {
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skeleton_attr,
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)
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}
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comp::Animation::Block => {
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anim::character::BlockAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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animation_info.time,
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skeleton_attr,
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)
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}
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comp::Animation::Block => anim::character::BlockAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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animation_info.time,
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skeleton_attr,
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),
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comp::Animation::Cjump => anim::character::CjumpAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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