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https://gitlab.com/veloren/veloren.git
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Fix typos, don't insert Controller if it doesn't already exist in the
mount system so that Controller components are not added to entities client side
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parent
1acf08390a
commit
f52aef224e
@ -14,7 +14,7 @@ pub enum ClientMsg {
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},
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/// Request `ClientState::Registered` from an ingame state
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ExitIngame,
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/// Request `ClientState::Specator` from a registered or ingame state
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/// Request `ClientState::Spectator` from a registered or ingame state
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Spectate,
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ControllerInputs(comp::ControllerInputs),
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ControlEvent(comp::ControlEvent),
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@ -341,7 +341,11 @@ impl<'a> System<'a> for Sys {
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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 => server_emitter.emit(ServerEvent::Unmount(entity)),
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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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@ -422,7 +426,6 @@ impl<'a> System<'a> for Sys {
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&& can_climb(body),
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physics.on_wall,
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) {
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println!("here 1");
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character.movement = Climb;
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continue;
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}
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@ -553,7 +556,6 @@ impl<'a> System<'a> for Sys {
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&& can_climb(body),
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physics.on_wall,
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) {
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println!("here 2");
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character.movement = Climb;
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continue;
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}
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@ -671,7 +673,6 @@ impl<'a> System<'a> for Sys {
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if !inputs.glide.is_pressed() {
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character.movement = Fall;
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} else if let (Some(_wall_dir), true) = (physics.on_wall, can_climb(body)) {
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println!("here 3");
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character.movement = Climb;
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}
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@ -59,13 +59,12 @@ impl<'a> System<'a> for Sys {
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let _ = orientations.insert(mounter, ori);
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let _ = velocities.insert(mounter, vel);
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}
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let _ = controllers.insert(
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entity,
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Controller {
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controllers.get_mut(entity).map(|controller| {
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*controller = Controller {
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inputs,
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..Default::default()
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},
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);
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}
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});
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} else {
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*(mount_states.get_mut_unchecked()) = MountState::Unmounted;
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}
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@ -755,7 +755,7 @@ impl Server {
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}
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ServerEvent::ExitIngame { entity } => {
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// Create new entity with just `Clienti`, `Uid`, and `Player` components
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// Create new entity with just `Client`, `Uid`, and `Player` components
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// Easier than checking and removing all other known components
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// Note: If other `ServerEvent`s are referring to this entity they will be
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// disrupted
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