use new spawn api
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@@ -64,37 +64,33 @@ fn spawn(
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let gravity = Vector::NEG_Y * 40.0;
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let collider = Collider::capsule(0.9, 1.2);
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commands
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.spawn((
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Name::from("player"),
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Player,
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ActiveHead(0),
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ActiveHeads::new([
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Some(HeadState::new(0, heads_db.as_ref())),
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Some(HeadState::new(3, heads_db.as_ref())),
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Some(HeadState::new(6, heads_db.as_ref())),
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Some(HeadState::new(10, heads_db.as_ref())),
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Some(HeadState::new(9, heads_db.as_ref())),
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]),
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Hitpoints::new(100),
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CameraTarget,
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transform,
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commands.spawn((
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Name::from("player"),
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Player,
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ActiveHead(0),
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ActiveHeads::new([
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Some(HeadState::new(0, heads_db.as_ref())),
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Some(HeadState::new(3, heads_db.as_ref())),
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Some(HeadState::new(6, heads_db.as_ref())),
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Some(HeadState::new(10, heads_db.as_ref())),
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Some(HeadState::new(9, heads_db.as_ref())),
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]),
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Hitpoints::new(100),
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CameraTarget,
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transform,
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Visibility::default(),
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// LockedAxes::ROTATION_LOCKED, todo
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CollisionLayers::new(LayerMask(GameLayer::Player.to_bits()), LayerMask::ALL),
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CharacterControllerBundle::new(collider, gravity),
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children![(
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Name::new("player-rig"),
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Transform::default(),
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Visibility::default(),
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// LockedAxes::ROTATION_LOCKED, todo
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CollisionLayers::new(LayerMask(GameLayer::Player.to_bits()), LayerMask::ALL),
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CharacterControllerBundle::new(collider, gravity),
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))
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.with_children(|parent| {
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parent
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.spawn((
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Name::new("player-rig"),
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Transform::default(),
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Visibility::default(),
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PlayerBodyMesh,
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CameraArmRotation,
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))
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.with_child(AnimatedCharacter(0));
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});
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PlayerBodyMesh,
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CameraArmRotation,
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children![AnimatedCharacter(0)]
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)],
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));
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commands.spawn((
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AudioPlayer::new(asset_server.load("sfx/heads/angry demonstrator.ogg")),
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