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more armour types
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BIN
assets/voxygen/element/icons/lantern.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/icons/lantern.png
(Stored with Git LFS)
Normal file
Binary file not shown.
12
assets/voxygen/voxel/humanoid_armor_head_manifest.ron
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12
assets/voxygen/voxel/humanoid_armor_head_manifest.ron
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@ -0,0 +1,12 @@
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((
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default: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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map: {
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Neck0: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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},
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))
|
12
assets/voxygen/voxel/humanoid_armor_lantern_manifest.ron
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12
assets/voxygen/voxel/humanoid_armor_lantern_manifest.ron
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@ -0,0 +1,12 @@
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((
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default: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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map: {
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Green0: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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},
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))
|
12
assets/voxygen/voxel/humanoid_armor_neck_manifest.ron
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12
assets/voxygen/voxel/humanoid_armor_neck_manifest.ron
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@ -0,0 +1,12 @@
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((
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default: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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map: {
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Neck0: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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},
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))
|
12
assets/voxygen/voxel/humanoid_armor_ring_manifest.ron
Normal file
12
assets/voxygen/voxel/humanoid_armor_ring_manifest.ron
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@ -0,0 +1,12 @@
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((
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default: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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map: {
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Ring0: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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},
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))
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12
assets/voxygen/voxel/humanoid_armor_tabard_manifest.ron
Normal file
12
assets/voxygen/voxel/humanoid_armor_tabard_manifest.ron
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@ -0,0 +1,12 @@
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((
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default: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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map: {
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Neck0: (
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vox_spec: ("armor.empty", (0.0, 0.0, 0.0)),
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color: None
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),
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},
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))
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BIN
assets/voxygen/voxel/object/lantern0.vox
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/voxel/object/lantern0.vox
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -105,6 +105,11 @@ pub struct Loadout {
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pub pants: Option<Item>,
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pub foot: Option<Item>,
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pub back: Option<Item>,
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pub ring: Option<Item>,
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pub neck: Option<Item>,
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pub lantern: Option<Item>,
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pub head: Option<Item>,
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pub tabard: Option<Item>,
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}
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impl From<&CharacterAbility> for CharacterState {
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@ -169,6 +169,36 @@ pub enum Back {
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Short0 = 1,
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}
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pub const ALL_BACKS: [Back; 1] = [Back::Short0];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[repr(u32)]
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pub enum Ring {
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Ring0 = 1,
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}
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pub const ALL_RINGS: [Ring; 1] = [Ring::Ring0];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[repr(u32)]
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pub enum Neck {
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Neck0 = 1,
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}
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pub const ALL_NECKS: [Neck; 1] = [Neck::Neck0];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[repr(u32)]
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pub enum Lantern {
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Lantern0 = 1,
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}
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pub const ALL_LANTERNS: [Lantern; 1] = [Lantern::Lantern0];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[repr(u32)]
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pub enum Head {
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Head0 = 1,
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}
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pub const ALL_HEADS: [Head; 1] = [Head::Head0];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[repr(u32)]
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pub enum Tabard {
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Tabard0 = 1,
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}
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pub const ALL_TABARDS: [Tabard; 1] = [Tabard::Tabard0];
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Armor {
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@ -179,6 +209,11 @@ pub enum Armor {
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Pants(Pants),
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Foot(Foot),
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Back(Back),
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Ring(Ring),
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Neck(Neck),
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Lantern(Lantern),
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Head(Head),
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Tabard(Tabard),
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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@ -139,6 +139,11 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
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Pants(_) => &mut loadout.pants,
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Foot(_) => &mut loadout.foot,
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Back(_) => &mut loadout.back,
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Ring(_) => &mut loadout.back,
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Neck(_) => &mut loadout.back,
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Lantern(_) => &mut loadout.back,
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Head(_) => &mut loadout.back,
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Tabard(_) => &mut loadout.back,
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};
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// Insert old item into inventory
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@ -185,6 +185,11 @@ impl StateExt for State {
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pants: None,
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foot: None,
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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}
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} else {
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comp::Loadout::default()
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@ -244,6 +244,11 @@ impl<'a> System<'a> for Sys {
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"common.items.armor.foot.leather_0",
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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},
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comp::Alignment::Enemy => comp::Loadout {
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active_item,
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@ -267,6 +272,11 @@ impl<'a> System<'a> for Sys {
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"common.items.armor.foot.plate_0",
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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},
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_ => comp::Loadout {
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active_item,
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@ -278,6 +288,11 @@ impl<'a> System<'a> for Sys {
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pants: None,
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foot: None,
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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},
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};
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@ -339,6 +354,11 @@ impl<'a> System<'a> for Sys {
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"common.items.armor.foot.plate_0",
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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};
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stats.level.set_level(rand::thread_rng().gen_range(30, 35));
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@ -356,6 +356,11 @@ impl CharSelectionUi {
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pants: None,
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foot: None,
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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};
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Some(loadout)
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},
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@ -12,7 +12,7 @@ use common::{
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dragon, fish_medium, fish_small,
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humanoid::{Body, BodyType, EyeColor, Eyebrows, Race, Skin},
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item::{
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armor::{Armor, Back, Belt, Chest, Foot, Hand, Pants, Shoulder},
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armor::{Armor, Back, Belt, Chest, Foot, Hand, Head, Lantern, Pants, Shoulder, Tabard},
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tool::{Tool, ToolKind},
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ItemKind,
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},
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@ -258,6 +258,12 @@ pub struct HumArmorFootSpec(ArmorVoxSpecMap<Foot, ArmorVoxSpec>);
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pub struct HumMainWeaponSpec(HashMap<ToolKind, ArmorVoxSpec>);
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#[derive(Serialize, Deserialize)]
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pub struct HumArmorBackSpec(ArmorVoxSpecMap<Back, ArmorVoxSpec>);
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#[derive(Serialize, Deserialize)]
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pub struct HumArmorLanternSpec(ArmorVoxSpecMap<Lantern, ArmorVoxSpec>);
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#[derive(Serialize, Deserialize)]
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pub struct HumArmorHeadSpec(ArmorVoxSpecMap<Head, ArmorVoxSpec>);
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#[derive(Serialize, Deserialize)]
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pub struct HumArmorTabardSpec(ArmorVoxSpecMap<Tabard, ArmorVoxSpec>);
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impl Asset for HumArmorShoulderSpec {
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const ENDINGS: &'static [&'static str] = &["ron"];
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@ -308,6 +314,27 @@ impl Asset for HumArmorBackSpec {
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ron::de::from_reader(buf_reader).map_err(assets::Error::parse_error)
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}
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}
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impl Asset for HumArmorLanternSpec {
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const ENDINGS: &'static [&'static str] = &["ron"];
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fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
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ron::de::from_reader(buf_reader).map_err(assets::Error::parse_error)
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}
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}
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impl Asset for HumArmorHeadSpec {
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const ENDINGS: &'static [&'static str] = &["ron"];
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fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
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ron::de::from_reader(buf_reader).map_err(assets::Error::parse_error)
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}
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}
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impl Asset for HumArmorTabardSpec {
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const ENDINGS: &'static [&'static str] = &["ron"];
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fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
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ron::de::from_reader(buf_reader).map_err(assets::Error::parse_error)
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}
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}
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impl Asset for HumMainWeaponSpec {
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const ENDINGS: &'static [&'static str] = &["ron"];
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@ -315,7 +342,7 @@ impl Asset for HumMainWeaponSpec {
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ron::de::from_reader(buf_reader).map_err(assets::Error::parse_error)
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}
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}
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// Shoulder
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impl HumArmorShoulderSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_shoulder_manifest", indicator)
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@ -372,7 +399,7 @@ impl HumArmorShoulderSpec {
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self.mesh_shoulder(body, loadout, false)
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}
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}
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// Chest
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impl HumArmorChestSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_chest_manifest", indicator)
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@ -423,7 +450,7 @@ impl HumArmorChestSpec {
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generate_mesh(&chest, Vec3::from(spec.vox_spec.1))
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}
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}
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// Hand
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impl HumArmorHandSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_hand_manifest", indicator)
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@ -475,7 +502,7 @@ impl HumArmorHandSpec {
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self.mesh_hand(body, loadout, false)
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}
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}
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// Belt
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impl HumArmorBeltSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_belt_manifest", indicator)
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@ -509,7 +536,7 @@ impl HumArmorBeltSpec {
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generate_mesh(&belt_segment, Vec3::from(spec.vox_spec.1))
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}
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}
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// Legs
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impl HumArmorPantsSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_pants_manifest", indicator)
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@ -560,7 +587,7 @@ impl HumArmorPantsSpec {
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generate_mesh(&pants, Vec3::from(spec.vox_spec.1))
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}
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}
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// Foot
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impl HumArmorFootSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_foot_manifest", indicator)
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@ -632,6 +659,7 @@ impl HumMainWeaponSpec {
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generate_mesh(&tool_kind_segment, Vec3::from(spec.vox_spec.1))
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}
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}
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// Back
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impl HumArmorBackSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_back_manifest", indicator)
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@ -682,13 +710,164 @@ impl HumArmorBackSpec {
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generate_mesh(&back, Vec3::from(spec.vox_spec.1))
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}
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}
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// Lantern
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impl HumArmorLanternSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_lantern_manifest", indicator)
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.unwrap()
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}
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pub fn mesh_lantern(&self, body: &Body, loadout: &Loadout) -> Mesh<FigurePipeline> {
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let spec = if let Some(ItemKind::Armor {
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kind: Armor::Lantern(lantern),
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..
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}) = loadout.lantern.as_ref().map(|i| &i.kind)
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{
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match self.0.map.get(&lantern) {
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Some(spec) => spec,
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None => {
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error!("No lantern specification exists for {:?}", lantern);
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return load_mesh("not_found", Vec3::new(-5.0, -3.5, 1.0));
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},
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}
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} else {
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&self.0.default
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};
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let color = |mat_segment| {
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color_segment(
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mat_segment,
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body.race.skin_color(body.skin),
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body.race.hair_color(body.hair_color),
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body.race.eye_color(body.eye_color),
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)
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};
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let bare_lantern = graceful_load_mat_segment("armor.empty");
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let mut lantern_armor = graceful_load_mat_segment(&spec.vox_spec.0);
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if let Some(color) = spec.color {
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let lantern_color = Vec3::from(color);
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lantern_armor =
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lantern_armor.map_rgb(|rgb| recolor_grey(rgb, Rgb::from(lantern_color)));
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}
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let lantern = DynaUnionizer::new()
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.add(color(bare_lantern), Vec3::new(0, 0, 0))
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.add(color(lantern_armor), Vec3::new(0, 0, 0))
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.unify()
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.0;
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generate_mesh(&lantern, Vec3::from(spec.vox_spec.1))
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}
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||||
}
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impl HumArmorHeadSpec {
|
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_head_manifest", indicator)
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.unwrap()
|
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}
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||||
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pub fn mesh_lantern(&self, body: &Body, loadout: &Loadout) -> Mesh<FigurePipeline> {
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let spec = if let Some(ItemKind::Armor {
|
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kind: Armor::Head(head),
|
||||
..
|
||||
}) = loadout.head.as_ref().map(|i| &i.kind)
|
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{
|
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match self.0.map.get(&head) {
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Some(spec) => spec,
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None => {
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error!("No head specification exists for {:?}", head);
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return load_mesh("not_found", Vec3::new(-5.0, -3.5, 1.0));
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},
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}
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} else {
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&self.0.default
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||||
};
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|
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let color = |mat_segment| {
|
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color_segment(
|
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mat_segment,
|
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body.race.skin_color(body.skin),
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||||
body.race.hair_color(body.hair_color),
|
||||
body.race.eye_color(body.eye_color),
|
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)
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||||
};
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|
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let bare_head = graceful_load_mat_segment("armor.empty");
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|
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let mut head_armor = graceful_load_mat_segment(&spec.vox_spec.0);
|
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|
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if let Some(color) = spec.color {
|
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let head_color = Vec3::from(color);
|
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head_armor = head_armor.map_rgb(|rgb| recolor_grey(rgb, Rgb::from(head_color)));
|
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}
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|
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let head = DynaUnionizer::new()
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.add(color(bare_head), Vec3::new(0, 0, 0))
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.add(color(head_armor), Vec3::new(0, 0, 0))
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.unify()
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||||
.0;
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||||
|
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generate_mesh(&head, Vec3::from(spec.vox_spec.1))
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}
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||||
}
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impl HumArmorTabardSpec {
|
||||
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
|
||||
assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_tabard_manifest", indicator)
|
||||
.unwrap()
|
||||
}
|
||||
|
||||
pub fn mesh_lantern(&self, body: &Body, loadout: &Loadout) -> Mesh<FigurePipeline> {
|
||||
let spec = if let Some(ItemKind::Armor {
|
||||
kind: Armor::Tabard(tabard),
|
||||
..
|
||||
}) = loadout.tabard.as_ref().map(|i| &i.kind)
|
||||
{
|
||||
match self.0.map.get(&tabard) {
|
||||
Some(spec) => spec,
|
||||
None => {
|
||||
error!("No tabard specification exists for {:?}", tabard);
|
||||
return load_mesh("not_found", Vec3::new(-5.0, -3.5, 1.0));
|
||||
},
|
||||
}
|
||||
} else {
|
||||
&self.0.default
|
||||
};
|
||||
|
||||
let color = |mat_segment| {
|
||||
color_segment(
|
||||
mat_segment,
|
||||
body.race.skin_color(body.skin),
|
||||
body.race.hair_color(body.hair_color),
|
||||
body.race.eye_color(body.eye_color),
|
||||
)
|
||||
};
|
||||
|
||||
let bare_tabard = graceful_load_mat_segment("armor.empty");
|
||||
|
||||
let mut tabard_armor = graceful_load_mat_segment(&spec.vox_spec.0);
|
||||
|
||||
if let Some(color) = spec.color {
|
||||
let tabard_color = Vec3::from(color);
|
||||
tabard_armor = tabard_armor.map_rgb(|rgb| recolor_grey(rgb, Rgb::from(tabard_color)));
|
||||
}
|
||||
|
||||
let tabard = DynaUnionizer::new()
|
||||
.add(color(bare_tabard), Vec3::new(0, 0, 0))
|
||||
.add(color(tabard_armor), Vec3::new(0, 0, 0))
|
||||
.unify()
|
||||
.0;
|
||||
|
||||
generate_mesh(&tabard, Vec3::from(spec.vox_spec.1))
|
||||
}
|
||||
}
|
||||
// TODO: Inventory
|
||||
pub fn mesh_glider() -> Mesh<FigurePipeline> {
|
||||
load_mesh("object.glider", Vec3::new(-26.0, -26.0, -5.0))
|
||||
}
|
||||
pub fn mesh_lantern() -> Mesh<FigurePipeline> {
|
||||
load_mesh("object.glider", Vec3::new(-26.0, -26.0, -5.0))
|
||||
load_mesh("object.lantern0", Vec3::new(0.0, 0.0, 0.0))
|
||||
}
|
||||
|
||||
/////////
|
||||
|
Loading…
Reference in New Issue
Block a user