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This is incredibly simple behavior, and navimesh generation is currently manually done. But it's progress! See #38
35 lines
722 B
Rust
35 lines
722 B
Rust
mod zone;
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pub use zone::Zone;
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mod chat_handler;
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pub use chat_handler::ChatHandler;
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mod connection;
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pub use connection::{ExtraLuaState, ObsfucationData, PlayerData, ZoneConnection};
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mod database;
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pub use database::{CharacterData, WorldDatabase};
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mod lua;
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pub use lua::{EffectsBuilder, LuaPlayer, LuaZone, load_init_script};
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mod event;
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pub use event::Event;
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mod actor;
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pub use actor::Actor;
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mod status_effects;
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pub use status_effects::StatusEffects;
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mod server;
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pub use server::server_main_loop;
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mod custom_ipc_handler;
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pub use custom_ipc_handler::handle_custom_ipc;
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mod common;
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pub use common::{ClientHandle, ClientId, FromServer, ServerHandle, ToServer};
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mod navmesh;
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pub use navmesh::{Navmesh, NavmeshParams};
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