Rework input buffer to match HDR closer (#79)
## Summary - Preserve distinct same-action bindings in rollback input frames. - Add independent command lifetimes with tap and state-scoped hold buffering. - Detect second shield bindings and consume shield commands for air dodge. - Fix duplicate keyboard mappings being overwritten. Reviewed-on: #79 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #79.
This commit is contained in:
@@ -45,6 +45,9 @@ impl FighterStateImpl for AirAttackState {
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context
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.input
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.consume_command(crate::input::FighterCommands::Attack);
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state_context.play_animation(self.attack_kind.get_animation(), false);
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let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
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state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
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@@ -1,13 +1,17 @@
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use crate::{
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fighter::{
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FighterInvulnerabilityState, animation::AnimKind, state::{
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FighterInvulnerabilityState,
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animation::AnimKind,
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state::{
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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
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UpdateContext,
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air::{self, AirborneStateCommon},
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fall::FallState,
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land::LandingType,
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},
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}, input, math::vec::FGVec2,
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},
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input,
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math::vec::FGVec2,
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};
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#[derive(Debug, Clone, Hash)]
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@@ -29,8 +33,13 @@ impl FighterStateImpl for AirDodgeState {
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start + state_context.fighter_attributes.air_dodge_intangible_duration;
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if state_context.animation_frame == state_context.fighter_attributes.air_dodge_intangible_start {
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let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start
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+ state_context
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.fighter_attributes
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.air_dodge_intangible_duration;
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if state_context.animation_frame
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== state_context.fighter_attributes.air_dodge_intangible_start
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{
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*state_context.vulnerability = FighterInvulnerabilityState::Intangible;
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} else if state_context.animation_frame >= airdodge_intangible_end {
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*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
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@@ -54,6 +63,13 @@ impl FighterStateImpl for AirDodgeState {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.play_animation(AnimKind::AirDodge, false);
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state_context
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.input
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.clear_command(input::FighterCommands::Shield);
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state_context
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.input
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.clear_command(input::FighterCommands::GuardHold);
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state_context.velocity.0 =
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self.direction * state_context.fighter_attributes.air_dodge_velocity;
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}
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@@ -65,11 +81,11 @@ impl FighterStateImpl for AirDodgeState {
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fn surface_policy(&self) -> super::SurfacePolicy {
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super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
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}
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fn on_exit(&mut self, state_context: &mut super::ExitContext) {
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*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
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}
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fn name(&self) -> String {
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Self::NAME.to_owned()
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}
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@@ -79,7 +95,14 @@ pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
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state_context
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.input
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.has_command(input::FighterCommands::Shield)
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.then(|| {
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.then_some(())
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.or_else(|| {
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state_context
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.input
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.has_command(input::FighterCommands::GuardHold)
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.then_some(())
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})
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.map(|_| {
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FighterState::AirDodge(AirDodgeState {
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direction: state_context
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.input
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@@ -42,6 +42,9 @@ impl FighterStateImpl for GroundAttackState {
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context
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.input
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.consume_command(crate::input::FighterCommands::Attack);
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state_context.play_animation(self.attack_kind.get_animation(), false);
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let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
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state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
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@@ -11,7 +11,7 @@ use crate::{
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ground,
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},
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},
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input::FighterCommands,
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input::{DigitalAction, FighterCommands},
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math::{int::FGi32, vec::FGVec2},
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};
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#[derive(Debug, Hash, Clone, Copy)]
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@@ -68,8 +68,18 @@ impl FighterStateImpl for JumpSquatState {
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direction: wavedash_dir.normalize_or_zero(),
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}))
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} else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration {
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info!("Jump {}", state_context.input.get_last_frame().jump);
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let jump_type = if state_context.input.get_last_frame().jump {
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info!(
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"Jump {}",
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state_context
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.input
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.get_last_frame()
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.is_held(DigitalAction::Jump)
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);
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let jump_type = if state_context
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.input
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.get_last_frame()
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.is_held(DigitalAction::Jump)
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{
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JumpType::LongJump
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} else {
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JumpType::ShortHop
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@@ -97,9 +107,14 @@ impl FighterStateImpl for JumpSquatState {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.play_animation(AnimKind::JumpSquat, false);
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state_context.input.enable_hold_all(10);
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state_context.input.clear_command(FighterCommands::Jump);
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}
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fn on_exit(&mut self, state_context: &mut crate::fighter::state::ExitContext) {
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state_context.input.disable_hold_all();
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}
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fn is_visually_grounded<'a>(&'a self) -> bool {
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true
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}
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@@ -18,7 +18,10 @@ use crate::fighter::state::hitstun::HitstunState;
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use crate::fighter::surface::EcbLockPolicy;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
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Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
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FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap,
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FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
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};
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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@@ -32,6 +35,7 @@ use crate::stage::line::StageCollision;
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use crate::stage::manifest::{StageManifest, StageManifestRegistry};
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pub mod air;
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pub mod air_attack;
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pub mod air_dodge;
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pub mod angel;
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pub mod crouch;
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@@ -47,7 +51,6 @@ pub mod run;
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pub mod turn;
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pub mod wait;
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pub mod walk;
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pub mod air_attack;
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
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pub enum SurfacePolicy {
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@@ -170,6 +173,7 @@ impl EnterContext<'_> {
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}
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pub struct ExitContext<'a> {
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pub input: &'a mut FighterInput,
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pub hitboxes: &'a mut FighterHitboxes,
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pub surface: &'a mut FighterSurfaceState,
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pub vulnerability: &'a mut FighterInvulnerabilityState,
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@@ -306,7 +310,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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animation,
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surface: &self.surface,
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stage_collision,
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attack_script_assets: attack_script_assets
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attack_script_assets: attack_script_assets,
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}
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}
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@@ -333,6 +337,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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fn exit_context(&mut self) -> ExitContext<'_> {
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ExitContext {
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input: &mut self.input,
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hitboxes: &mut self.hitboxes,
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surface: &mut self.surface,
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vulnerability: &mut self.vulnerability,
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@@ -540,7 +545,7 @@ pub fn state_interrupt_system(
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&baked_animations,
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&manifest.attributes,
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&stage_collision,
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attack_script_assets
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attack_script_assets,
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))
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};
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