Checks that player can wield the glider and updates CharacterState
if so
Checks that player can Sit
and updates CharacterState
if so
Checks that player can Swap Weapons and updates Loadout
if so
If a tool is equipped, goes into Equipping state, otherwise goes to Idle
Updates components to move player as if theyre on ground or in air
Checks if a block can be reached from a position.
Checked Duration
addition. Computes timer
+ dt
, applying relevant stat
attack modifiers and `otcompute_precision_multeturning None if overflow
occurred.
Updates components to move entity as if it’s flying
Checks that player can Climb
and updates CharacterState
if so
Handles forced movement
Returns whether an interrupt occurred
Checks that player can jump and sends jump event if so
Handles inventory manipulations that affect the loadout
Handles updating Components
to move player based on state of JoinData
set footwear in idle data and potential state change to Skate
Checks if an input related to an attack is held. If one is, moves entity
into wielding state
Updates components to move player as if theyre swimming
Ticks timer
by dt
, applying relevant stat attack modifiers and
other_modifier
. Returns Duration::default()
if overflow occurs
Returns tool and components