# system.ludic - the body as a system: reset, a tick from the input port, and nothing saved (where a # body stands is the game's to write, with the rest of the player) export function char_reset(character_st: mut CharacterState) -> void { char_teleport(character_st, 0.0, 0.0, 0.0) character_st.chr_time = 0.0 character_st.chr_phase = 0.0 character_st.chr_breath = CHAR_BREATH_MAX character_st.chr_can_run = true character_st.chr_sit_t = 0.0 character_st.chr_steep = 0.0 character_st.chr_land = 0.0 character_st.chr_edge_said = 0.0 character_st.chr_fps = false q_clear(char_facts(character_st)) } function chr_sys_tick(character_st: mut CharacterState, t: Tick) -> void { char_tick(character_st, t.dt) } export function char_system() -> System { let s = system_new("character", PH_INPUT) s.reset = fn char_reset s.tick = fn chr_sys_tick return s }