#[cfg(not(target_arch = "wasm32"))] pub mod ability; #[cfg(not(target_arch = "wasm32"))] mod admin; #[cfg(not(target_arch = "wasm32"))] pub mod agent; #[cfg(not(target_arch = "wasm32"))] pub mod anchor; #[cfg(not(target_arch = "wasm32"))] pub mod aura; #[cfg(not(target_arch = "wasm32"))] pub mod beam; #[cfg(not(target_arch = "wasm32"))] pub mod body; pub mod buff; #[cfg(not(target_arch = "wasm32"))] pub mod character_state; #[cfg(not(target_arch = "wasm32"))] pub mod chat; #[cfg(not(target_arch = "wasm32"))] pub mod combo; pub mod compass; #[cfg(not(target_arch = "wasm32"))] pub mod controller; #[cfg(not(target_arch = "wasm32"))] pub mod dialogue; #[cfg(not(target_arch = "wasm32"))] mod energy; #[cfg(not(target_arch = "wasm32"))] pub mod fluid_dynamics; #[cfg(not(target_arch = "wasm32"))] pub mod group; mod health; #[cfg(not(target_arch = "wasm32"))] mod inputs; #[cfg(not(target_arch = "wasm32"))] pub mod inventory; #[cfg(not(target_arch = "wasm32"))] pub mod invite; #[cfg(not(target_arch = "wasm32"))] mod last; #[cfg(not(target_arch = "wasm32"))] mod location; #[cfg(not(target_arch = "wasm32"))] pub mod melee; #[cfg(not(target_arch = "wasm32"))] mod misc; #[cfg(not(target_arch = "wasm32"))] pub mod ori; #[cfg(not(target_arch = "wasm32"))] pub mod pet; #[cfg(not(target_arch = "wasm32"))] mod phys; #[cfg(not(target_arch = "wasm32"))] mod player; #[cfg(not(target_arch = "wasm32"))] pub mod poise; #[cfg(not(target_arch = "wasm32"))] pub mod projectile; #[cfg(not(target_arch = "wasm32"))] pub mod shockwave; #[cfg(not(target_arch = "wasm32"))] pub mod skillset; #[cfg(not(target_arch = "wasm32"))] mod stats; #[cfg(not(target_arch = "wasm32"))] pub mod visual; // Reexports #[cfg(not(target_arch = "wasm32"))] pub use self::{ ability::{ Ability, AbilityInput, ActiveAbilities, CharacterAbility, CharacterAbilityType, MAX_ABILITIES, }, admin::{Admin, AdminRole}, agent::{Agent, Alignment, Behavior, BehaviorCapability, BehaviorState, PidController}, anchor::Anchor, aura::{Aura, AuraChange, AuraKind, Auras}, beam::{Beam, BeamSegment}, body::{ arthropod, biped_large, biped_small, bird_large, bird_medium, dragon, fish_medium, fish_small, golem, humanoid, object, quadruped_low, quadruped_medium, quadruped_small, ship, theropod, AllBodies, Body, BodyData, }, buff::{ Buff, BuffCategory, BuffChange, BuffData, BuffEffect, BuffId, BuffKind, BuffSource, Buffs, ModifierKind, }, character_state::{CharacterState, StateUpdate}, chat::{ ChatMode, ChatMsg, ChatType, Faction, SpeechBubble, SpeechBubbleType, UnresolvedChatMsg, }, combo::Combo, controller::{ Climb, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, InputAttr, InputKind, InventoryAction, InventoryEvent, InventoryManip, UtteranceKind, }, energy::Energy, fluid_dynamics::Fluid, group::Group, inputs::CanBuild, inventory::{ item::{ self, tool::{self, AbilityItem}, Item, ItemConfig, ItemDrop, }, slot, Inventory, InventoryUpdate, InventoryUpdateEvent, }, last::Last, location::{Waypoint, WaypointArea}, melee::{Melee, MeleeConstructor}, misc::Object, ori::Ori, pet::Pet, phys::{ Collider, Density, ForceUpdate, Mass, PhysicsState, Pos, PosVelOriDefer, PreviousPhysCache, Scale, Sticky, Vel, }, player::DisconnectReason, player::{AliasError, Player, MAX_ALIAS_LEN}, poise::{Poise, PoiseChange, PoiseState}, projectile::{Projectile, ProjectileConstructor}, shockwave::{Shockwave, ShockwaveHitEntities}, skillset::{ skills::{self, Skill}, SkillGroup, SkillGroupKind, SkillSet, }, stats::{Stats, StatsModifier}, visual::{LightAnimation, LightEmitter}, }; pub use health::{Health, HealthChange};