Structs§
Enums§
- Combo
Consumption - Forced
Movement - Hand
Info - Movement
Direction - Scaling
Kind - Stage
Section - Determines what portion a state is in. Used in all attacks (eventually). Is used to control aspects of animation code, as well as logic within the character states.
Constants§
Functions§
- attempt_
crawl - Checks that player can
Crawl
and updatesCharacterState
if so - attempt_
dance - attempt_
glide_ wield - Checks that player can wield the glider and updates
CharacterState
if so - attempt_
input - attempt_
sit - Checks that player can
Sit
and updatesCharacterState
if so - attempt_
sneak - attempt_
swap_ equipped_ weapons - Checks that player can Swap Weapons and updates
Loadout
if so - attempt_
talk - attempt_
wield - If a tool is equipped, goes into Equipping state, otherwise goes to Idle
- basic_
move π - Updates components to move player as if theyre on ground or in air
- can_
perform_ pet - can_
reach_ πblock - Checks if a block can be reached from a position.
- checked_
tick_ attack - Checked
Duration
addition. Computestimer
+dt
, applying relevant stat attack modifiers and `otcompute_precision_multeturning None if overflow occurred. - end_
ability - end_
melee_ ability - fly_
move - Updates components to move entity as if itβs flying
- get_
hands - get_
tool_ stats - handle_
ability π - handle_
climb - Checks that player can
Climb
and updatesCharacterState
if so - handle_
forced_ movement - Handles forced movement
- handle_
glider_ input_ or - handle_
input - handle_
interrupts - Returns whether an interrupt occurred
- handle_
jump - Checks that player can jump and sends jump event if so
- handle_
manipulate_ loadout - Handles inventory manipulations that affect the loadout
- handle_
move - Handles updating
Components
to move player based on state ofJoinData
- handle_
orientation - handle_
skating - set footwear in idle data and potential state change to Skate
- handle_
walljump - handle_
wallrun - handle_
wield - Checks if an input related to an attack is held. If one is, moves entity into wielding state
- input_
is_ pressed - is_
strafing - leave_
stance - loadout_
change_ πhook - swim_
move π - Updates components to move player as if theyre swimming
- tick_
attack_ or_ default - Ticks
timer
bydt
, applying relevant stat attack modifiers andother_modifier
. ReturnsDuration::default()
if overflow occurs - unwrap_
tool_ data - Returns tool and components