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reset energy regen on ability use instead of wield
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@ -77,7 +77,13 @@ impl<'a> System<'a> for Sys {
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// Accelerate recharging energy if not wielding.
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match character_state {
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CharacterState::Idle { .. } | CharacterState::Sit { .. } => {
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CharacterState::Idle { .. }
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| CharacterState::Sit { .. }
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| CharacterState::Dance { .. }
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| CharacterState::Glide { .. }
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| CharacterState::Wielding { .. }
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| CharacterState::Equipping { .. }
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| CharacterState::Boost { .. } => {
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let res = {
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let energy = energy.get_unchecked();
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energy.current() < energy.maximum()
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@ -95,13 +101,18 @@ impl<'a> System<'a> for Sys {
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(energy.regen_rate + ENERGY_REGEN_ACCEL * dt.0).min(100.0);
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}
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},
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// Wield does not regen and sets the rate back to zero.
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CharacterState::Wielding { .. } => {
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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::BasicBlock { .. }
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| CharacterState::Climb { .. }
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| CharacterState::BasicMelee { .. }
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| CharacterState::DashMelee { .. }
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| CharacterState::TripleStrike { .. }
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| CharacterState::BasicRanged { .. } => {
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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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}
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},
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_ => {},
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}
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}
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}
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