forked from StrafesNET/strafe-client
wip: refactor WalkState
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526666651a
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edd15d0a09
@ -115,23 +115,55 @@ impl MouseState {
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}
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}
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}
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}
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pub enum WalkEnum{
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enum WalkEnum{
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Reached,
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Reached,
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Transient,
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Transient(WalkTarget),
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}
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}
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pub struct WalkState {
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struct WalkTarget{
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pub target_velocity: Planar64Vec3,
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velocity:Planar64Vec3,
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pub target_time: Time,
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time:Time,
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pub state: WalkEnum,
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}
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}
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impl WalkState {
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struct WalkState{
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pub fn new() -> Self {
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normal:Planar64Vec3,
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Self{
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state:WalkEnum,
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target_velocity:Planar64Vec3::ZERO,
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}
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target_time:Time::ZERO,
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impl WalkEnum{
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state:WalkEnum::Reached,
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//so many args bruh
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fn with_target_velocity(physics:&PhysicsState,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(WalkEnum,Planar64Vec3){
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physics.touching.constrain_velocity(&physics.models,&mut velocity);
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let mut target_diff=velocity-physics.body.velocity;
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//remove normal component
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target_diff-=normal.clone()*(normal.dot(target_diff)/normal.dot(normal.clone()));
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if target_diff==Planar64Vec3::ZERO{
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let mut a=Planar64Vec3::ZERO;
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physics.touching.constrain_acceleration(&physics.models,&mut a);
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(WalkEnum::Reached,a)
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}else{
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//normal friction acceleration is clippedAcceleration.dot(normal)*friction
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let accel=physics.style.walk_accel.min(physics.style.gravity.dot(Planar64Vec3::NEG_Y)*physics.style.friction);
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff.with_length(accel);
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physics.touching.constrain_acceleration(&physics.models,&mut a);
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(WalkEnum::Transient(WalkTarget{velocity,time:physics.body.time+Time::from(time_delta)}),a)
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}
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}
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}
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}
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//(walk_enum,body.acceleration)=with_target_velocity();
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}
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impl WalkState{
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fn ground(physics:&PhysicsState,mut velocity:Planar64Vec3)->(Self,Planar64Vec3){
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let (walk_enum,a)=WalkEnum::with_target_velocity(physics,velocity,&Planar64Vec3::Y);
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(Self{
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state:walk_enum,
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normal:Planar64Vec3::Y,
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},a)
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}
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fn ladder(physics:&PhysicsState,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(Self,Planar64Vec3){
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let (walk_enum,a)=WalkEnum::with_target_velocity(physics,velocity,normal);
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(Self{
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state:walk_enum,
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normal:normal.clone(),
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},a)
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}
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}
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}
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@ -286,8 +318,8 @@ impl StyleModifiers{
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return control_dir
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return control_dir
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}
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}
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fn get_jump_power(&self)->Planar64Vec3{
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fn get_jump_power(&self)->Planar64{
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Planar64Vec3::int(0,715588,0)/(2*1000000/100)
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Planar64::int(715588)/(2*1000000/100)
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}
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}
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}
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}
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@ -712,18 +744,12 @@ impl PhysicsState {
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}
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}
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fn jump(&mut self){
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fn jump(&mut self){
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match &self.move_state{
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match &self.move_state{
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MoveState::Air=>(),
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
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MoveState::Walk(walk_state)=>{
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let mut v=self.body.velocity+walk_state.normal*self.style.get_jump_power();
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let mut v=self.body.velocity+self.style.get_jump_power();
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self.touching.constrain_velocity(&self.models,&mut v);
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self.body.velocity=v;
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},
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MoveState::Water=>(),
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MoveState::Ladder(walk_state)=>{
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let mut v=self.body.velocity+self.style.get_jump_power();
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self.touching.constrain_velocity(&self.models,&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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self.body.velocity=v;
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self.body.velocity=v;
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},
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},
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MoveState::Air|MoveState::Water=>(),
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}
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}
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}
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}
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@ -769,13 +795,12 @@ impl PhysicsState {
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fn refresh_walk_target(&mut self){
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fn refresh_walk_target(&mut self){
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//calculate acceleration yada yada
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//calculate acceleration yada yada
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match &mut self.move_state{
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match &mut self.move_state{
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MoveState::Air=>(),
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
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MoveState::Walk(walk_state)=>{
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let mut v=walk_state.target_velocity;
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let mut v=walk_state.target_velocity;
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self.touching.constrain_velocity(&self.models,&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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let mut target_diff=v-self.body.velocity;
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let mut target_diff=v-self.body.velocity;
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//remove normal component
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//remove normal component
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target_diff-=Planar64Vec3::Y*target_diff.y();
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target_diff-=walk_state.normal*(walk_state.normal.dot(target_diff)/walk_state.normal.dot(walk_state.normal));
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if target_diff==Planar64Vec3::ZERO{
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if target_diff==Planar64Vec3::ZERO{
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let mut a=Planar64Vec3::ZERO;
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let mut a=Planar64Vec3::ZERO;
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.touching.constrain_acceleration(&self.models,&mut a);
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@ -792,10 +817,7 @@ impl PhysicsState {
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walk_state.state=WalkEnum::Transient;
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walk_state.state=WalkEnum::Transient;
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}
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}
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},
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},
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MoveState::Water=>(),
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MoveState::Air|MoveState::Water=>(),
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MoveState::Ladder(walk_state)=>{
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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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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
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@ -1148,7 +1170,9 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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None=>match &c.face {
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None=>match &c.face {
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TreyMeshFace::Top => {
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TreyMeshFace::Top => {
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//ground
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//ground
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self.move_state=MoveState::Walk(WalkState::new())
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let (walk_state,a)=WalkState::ground(&self,self.get_walk_target());
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self.move_state=MoveState::Walk(walk_state);
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self.body.acceleration=a;
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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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@ -1331,17 +1355,18 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
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let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
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let control_dir=camera_mat*self.style.get_control_dir(self.controls);
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let control_dir=camera_mat*self.style.get_control_dir(self.controls);
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walk_state.target_velocity=control_dir*self.style.walkspeed;
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walk_state.target_velocity=control_dir*self.style.walkspeed;
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self.refresh_walk_target();
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},
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},
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MoveState::Ladder(walk_state)=>{
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MoveState::Ladder(walk_state)=>{
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// let camera_mat=self.camera.simulate_move_rotation(self.camera.mouse.lerp(&self.next_mouse,self.time));
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let camera_mat=self.camera.simulate_move_rotation(self.camera.mouse.lerp(&self.next_mouse,self.time));
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// let control_dir=camera_mat*self.style.get_control_dir(self.controls);
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let control_dir=camera_mat*self.style.get_control_dir(self.controls);
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// walk_state.target_velocity=control_dir*self.style.walkspeed;
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walk_state.target_velocity=control_dir*self.style.walkspeed;
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self.refresh_walk_target();
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},
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},
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MoveState::Water=>(),
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MoveState::Water=>(),
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MoveState::Air=>(),
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MoveState::Air=>(),
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}
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}
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}
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}
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self.refresh_walk_target();
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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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