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Remove old code
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@ -100,12 +100,6 @@ impl Client {
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// We reduce the thread count by 1 to keep rendering smooth
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thread_pool.set_num_threads((num_cpus::get() - 1).max(1));
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// Set client-only components
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let _ = state
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.ecs_mut()
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.write_storage()
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.insert(entity, comp::AnimationInfo::default());
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Ok(Self {
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client_state,
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thread_pool,
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@ -1,37 +0,0 @@
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use specs::{Component, FlaggedStorage};
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use specs_idvs::IDVStorage;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum Animation {
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Idle,
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Stand,
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Run,
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Lean,
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Jump,
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Gliding,
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Attack,
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Block,
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Roll,
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Crun,
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Cidle,
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Cjump,
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}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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pub struct AnimationInfo {
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pub animation: Animation,
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pub time: f64,
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}
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impl Default for AnimationInfo {
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fn default() -> Self {
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Self {
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animation: Animation::Idle,
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time: 0.0,
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}
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}
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}
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impl Component for AnimationInfo {
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type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
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}
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@ -1,6 +1,5 @@
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mod admin;
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mod agent;
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mod animation;
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mod body;
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mod character_state;
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mod controller;
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@ -15,7 +14,6 @@ mod visual;
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// Reexports
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pub use admin::Admin;
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pub use agent::Agent;
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pub use animation::{Animation, AnimationInfo};
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pub use body::{humanoid, object, quadruped, quadruped_medium, Body};
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pub use character_state::{ActionState, CharacterState, MovementState};
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pub use controller::Controller;
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@ -133,9 +133,6 @@ impl State {
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ecs.register::<comp::Ori>();
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ecs.register::<comp::Inventory>();
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// Register client-local components
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ecs.register::<comp::AnimationInfo>();
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// Register server-local components
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ecs.register::<comp::Last<comp::Pos>>();
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ecs.register::<comp::Last<comp::Vel>>();
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