use super::{
    super::{vek::*, Animation},
    CharacterSkeleton, SkeletonAttr,
};
use common::states::utils::{AbilityInfo, StageSection};
use core::f32::consts::{PI, TAU};

pub struct ComboAnimation;
impl Animation for ComboAnimation {
    type Dependency<'a> = (
        Option<&'a str>,
        Option<StageSection>,
        Option<AbilityInfo>,
        usize,
        Vec2<f32>,
    );
    type Skeleton = CharacterSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"character_combo\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_combo")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (ability_id, stage_section, _ability_info, current_strike, move_dir): Self::Dependency<'_>,
        anim_time: f32,
        rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        *rate = 1.0;
        let mut next = (*skeleton).clone();

        next.main.position = Vec3::new(0.0, 0.0, 0.0);
        next.main.orientation = Quaternion::rotation_z(0.0);
        next.second.position = Vec3::new(0.0, 0.0, 0.0);
        next.second.orientation = Quaternion::rotation_z(0.0);
        if matches!(stage_section, Some(StageSection::Action)) {
            next.main_weapon_trail = true;
            next.off_weapon_trail = true;
        }
        let multi_strike_pullback = 1.0
            - if matches!(stage_section, Some(StageSection::Recover)) {
                anim_time.powi(4)
            } else {
                0.0
            };

        for strike in 0..=current_strike {
            match ability_id {
                Some(
                    "common.abilities.sword.basic_double_slash"
                    | "common.abilities.sword.heavy_double_slash"
                    | "common.abilities.sword.agile_double_slash"
                    | "common.abilities.sword.defensive_double_slash"
                    | "common.abilities.sword.crippling_double_slash"
                    | "common.abilities.sword.cleaving_double_slash",
                ) => {
                    let (move1, move2, move2alt) = if strike == current_strike {
                        match stage_section {
                            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
                            Some(StageSection::Action) => {
                                (1.0, anim_time.powi(2), anim_time.powf(0.25))
                            },
                            Some(StageSection::Recover) => (1.0, 1.0, 1.0),
                            _ => (0.0, 0.0, 0.0),
                        }
                    } else {
                        (1.0, 1.0, 1.0)
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;
                    let move2alt = move2alt * multi_strike_pullback;

                    match strike {
                        0 => {
                            next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                            next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
                                * Quaternion::rotation_y(s_a.shl.4);
                            next.chest.orientation =
                                Quaternion::rotation_z(move1 * 0.3 + move2alt * -1.0);
                            next.head.orientation =
                                Quaternion::rotation_z(move1 * -0.15 + move2alt * 0.5);
                            next.belt.orientation =
                                Quaternion::rotation_z(move1 * -0.2 + move2alt * 0.5);
                            next.shorts.orientation =
                                Quaternion::rotation_z(move1 * -0.25 + move2alt * 0.7);
                            next.hand_r.position = Vec3::new(
                                -s_a.sc.0 + 6.0 + move1 * -12.0,
                                -4.0 + move1 * 3.0,
                                -2.0,
                            );
                            next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                            next.control.position = Vec3::new(
                                s_a.sc.0 + move1 * -3.0 + move2 * 20.0,
                                s_a.sc.1,
                                s_a.sc.2 + move1 * 10.0 + move2alt * -10.0,
                            );
                            next.control.orientation =
                                Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
                                    * Quaternion::rotation_y(move1 * -0.9 + move2 * 2.3)
                                    * Quaternion::rotation_z(move2alt * -1.5);
                        },
                        1 => {
                            next.control.orientation.rotate_x(move1 * 3.2);
                            next.control.orientation.rotate_z(move1 * 1.0);

                            next.chest.orientation.rotate_z(move2 * 1.4);
                            next.head.orientation.rotate_z(move2 * -0.6);
                            next.shorts.orientation.rotate_z(move2 * -0.8);
                            next.belt.orientation.rotate_z(move2 * -0.3);
                            next.control.orientation.rotate_z(move2 * 1.5);
                            next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
                        },
                        _ => {},
                    }
                },
                Some("common.abilities.sword.heavy_sweep") => {
                    let (move1, move2) = if strike == current_strike {
                        match stage_section {
                            Some(StageSection::Buildup) => (anim_time, 0.0),
                            Some(StageSection::Action) => (1.0, anim_time),
                            Some(StageSection::Recover) => (1.0, 1.0),
                            _ => (0.0, 0.0),
                        }
                    } else {
                        (1.0, 1.0)
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 0.2);
                    next.control.orientation.rotate_x(move1 * 1.3);
                    next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
                    next.control.orientation.rotate_y(move1 * -1.6);

                    next.chest.orientation.rotate_z(move2 * -0.3);
                    next.control.orientation.rotate_z(move2 * -3.5);
                    next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0);
                },
                Some("common.abilities.sword.heavy_pommel_strike") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.1);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
                    next.control.orientation.rotate_x(move1 * 2.1);
                    next.control.position += Vec3::new(0.0, 0.0, move1 * 11.0);
                    next.control.orientation.rotate_z(move1 * -0.3);

                    next.chest.orientation.rotate_z(move2 * -0.7);
                    next.head.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 0.5);
                    next.belt.orientation.rotate_z(move2 * 0.2);
                    next.control.position += Vec3::new(move2 * -1.0, move2 * 6.0, move2 * -2.0);
                    next.control.orientation.rotate_z(move2 * 0.4);
                },
                Some("common.abilities.sword.agile_quick_draw") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
                        * Quaternion::rotation_z(move2.signum() * -PI / 2.0);

                    next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.5);
                    next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
                    next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);

                    next.chest.orientation.rotate_z(move2 * -1.9);
                    next.head.orientation.rotate_z(move2 * 1.4);
                    next.belt.orientation.rotate_z(move2 * 0.6);
                    next.shorts.orientation.rotate_z(move2 * 1.2);
                    next.control.orientation.rotate_z(move2 * -3.5);
                    next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
                },
                Some("common.abilities.sword.agile_feint") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);

                    // Right feint if x < 0, else left
                    if move_dir.x < 0.0 {
                        next.chest.orientation = Quaternion::rotation_z(move1 * -0.5);
                        next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
                        next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
                        next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
                        next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
                        next.control.orientation.rotate_y(move1 * 1.5);

                        next.chest.orientation.rotate_z(move2 * -0.4);
                        next.head.orientation.rotate_z(move2 * 0.2);
                        next.belt.orientation.rotate_z(move2 * 0.1);
                        next.control.orientation.rotate_z(move2 * -0.4);
                        next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
                    } else {
                        next.chest.orientation = Quaternion::rotation_z(move1 * 0.5);
                        next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
                        next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
                        next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                        next.control.orientation.rotate_y(move1 * -1.5);

                        next.chest.orientation.rotate_z(move2 * 0.4);
                        next.head.orientation.rotate_z(move2 * -0.2);
                        next.belt.orientation.rotate_z(move2 * -0.1);
                        next.control.orientation.rotate_z(move2 * 0.4);
                        next.control.position += Vec3::new(move2 * -5.0, move2 * 2.0, 0.0);
                    }
                },
                Some("common.abilities.sword.defensive_disengage") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
                    next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);

                    next.chest.orientation.rotate_z(move2 * -1.5);
                    next.head.orientation.rotate_z(move2 * 0.9);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 1.0);
                    next.control.orientation.rotate_y(move2 * -1.6);
                    next.control
                        .orientation
                        .rotate_z(move1 * 0.3 + move2 * -1.5);
                    next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
                },
                Some("common.abilities.sword.crippling_gouge") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_z(move1 * -1.5);
                    next.head.orientation = Quaternion::rotation_z(move1 * 1.1);
                    next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
                    next.control.orientation.rotate_y(move1 * -1.9);
                    next.control.orientation.rotate_z(move1 * 0.7);
                    next.control.position += Vec3::new(move1 * 10.0, 0.0, move1 * 9.0);

                    next.chest.orientation.rotate_z(move2 * 1.4);
                    next.head.orientation.rotate_z(move2 * -0.9);
                    next.belt.orientation.rotate_z(move2 * -0.4);
                    next.shorts.orientation.rotate_z(move2 * -0.9);
                    next.control.orientation.rotate_z(move2 * -1.4);
                    next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
                },
                Some("common.abilities.sword.crippling_hamstring") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };

                    let move2alt = move2.min(0.5) * 2.0;
                    let move2 = (move2.max(0.5) - 0.5) * 2.0;

                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;
                    let move2alt = move2alt * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
                        * Quaternion::rotation_z((move2alt + move2) * -PI / 4.0);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
                        * Quaternion::rotation_x(move2alt * -0.3);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 1.0)
                        * Quaternion::rotation_x(move2alt * 0.1);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
                        * Quaternion::rotation_x(move2alt * 0.3);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
                        * Quaternion::rotation_x(move2alt * 0.5);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8);
                    next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
                    next.control.orientation.rotate_x(move1 * 0.4);

                    next.foot_r.position += Vec3::new(0.0, move2alt * 4.0, 0.0);
                    next.shorts.position +=
                        Vec3::new(move2alt * 1.0, move2alt * 2.0, move2alt * 0.0);
                    next.control
                        .orientation
                        .rotate_x(move2alt * -0.8 + move2 * -0.6);
                    next.chest.orientation.rotate_z(move2 * -1.7);
                    next.control.orientation.rotate_z(move2 * -1.1);
                    next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0);
                },
                Some("common.abilities.sword.offensive_combo") => {
                    let (move1, move2) = if strike == current_strike {
                        match stage_section {
                            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                            Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                            Some(StageSection::Recover) => (1.0, 1.0),
                            _ => (0.0, 0.0),
                        }
                    } else {
                        (1.0, 1.0)
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    match strike {
                        0 => {
                            next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                            next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
                                * Quaternion::rotation_y(s_a.shl.4);
                            next.hand_r.position = Vec3::new(
                                -s_a.sc.0 + 6.0 + move1 * -12.0,
                                -4.0 + move1 * 3.0,
                                -2.0,
                            );
                            next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                            next.control.position = Vec3::new(
                                s_a.sc.0 + move1 * 13.0,
                                s_a.sc.1 - move1 * 3.0,
                                s_a.sc.2 + move1 * 9.0,
                            );
                            next.control.orientation =
                                Quaternion::rotation_x(s_a.sc.3 + move1 * 0.5)
                                    * Quaternion::rotation_y(move1 * 1.4)
                                    * Quaternion::rotation_z(0.0);
                            next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
                            next.head.orientation = Quaternion::rotation_z(move1 * 0.35);
                            next.belt.orientation = Quaternion::rotation_z(move1 * 0.25);
                            next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);

                            next.chest.orientation.rotate_z(move2 * 1.1);
                            next.head.orientation.rotate_z(move2 * -0.75);
                            next.belt.orientation.rotate_z(move2 * -0.6);
                            next.shorts.orientation.rotate_z(move2 * -0.8);
                            next.control.orientation.rotate_z(move2 * 2.9);
                            next.control.position += Vec3::new(
                                move2 * -16.0,
                                (1.0 - (move2 - 0.6)).abs() * 6.0,
                                move2 * -6.0,
                            );
                        },
                        1 => {
                            next.chest.orientation.rotate_z(move1 * -0.15);
                            next.head.orientation.rotate_z(move1 * 0.12);
                            next.belt.orientation.rotate_z(move1 * 0.08);
                            next.shorts.orientation.rotate_z(move1 * 0.12);
                            next.control.orientation.rotate_z(move1 * 0.2);
                            next.control.orientation.rotate_x(move1 * PI);
                            next.control.orientation.rotate_y(move1 * 0.05);

                            next.chest.orientation.rotate_z(move2 * -0.9);
                            next.head.orientation.rotate_z(move2 * 0.65);
                            next.belt.orientation.rotate_z(move2 * 0.45);
                            next.shorts.orientation.rotate_z(move2 * 0.7);
                            next.control.orientation.rotate_z(move2 * -3.0);
                            next.control.orientation.rotate_y(move2 * -0.4);
                            next.control.position += Vec3::new(move2 * 17.0, 0.0, move2 * 6.0);
                        },
                        2 => {
                            next.chest.orientation.rotate_z(move1 * 0.5);
                            next.chest.orientation.rotate_x(move1 * 0.2);
                            next.head.orientation.rotate_z(move1 * -0.4);
                            next.belt.orientation.rotate_z(move1 * -0.1);
                            next.shorts.orientation.rotate_z(move1 * -0.45);
                            next.control.orientation.rotate_z(move1 * -0.2);
                            next.control.orientation.rotate_y(move1 * -1.4);
                            next.control.orientation.rotate_z(move1 * 0.15);
                            next.control.orientation.rotate_x(move1 * 0.5);
                            next.control.position += Vec3::new(
                                move1 * -8.0,
                                (move1 - 0.5).max(0.0) * -10.0,
                                move1.powi(3) * 16.0,
                            );
                            next.foot_l.position += Vec3::new(0.0, move1 * 3.0, move1 * 3.0);
                            next.foot_l.orientation.rotate_x(move1 * 0.2);

                            next.foot_l.orientation.rotate_x(move2 * -0.2);
                            next.foot_l.position += Vec3::new(0.0, 0.0, move2 * -3.0);
                            next.chest.orientation.rotate_x(move2 * -0.5);
                            next.control.orientation.rotate_x(move2 * -2.3);
                            next.control.position += Vec3::new(0.0, move2 * 16.0, move2 * -25.0);
                        },
                        _ => {},
                    }
                },
                Some(
                    "common.abilities.sword.basic_crescent_slash"
                    | "common.abilities.sword.heavy_crescent_slash"
                    | "common.abilities.sword.agile_crescent_slash"
                    | "common.abilities.sword.defensive_crescent_slash"
                    | "common.abilities.sword.crippling_crescent_slash"
                    | "common.abilities.sword.cleaving_crescent_slash",
                ) => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(
                        -s_a.sc.0 + 6.0 + move1 * -12.0,
                        -4.0 + move1 * 3.0,
                        -2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
                    );
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.control
                        .orientation
                        .rotate_y(move1 * -1.5 + move2 * -0.7);

                    next.chest.orientation.rotate_z(move2 * -1.4);
                    next.head.orientation.rotate_z(move2 * 0.9);
                    next.shorts.orientation.rotate_z(move2 * 0.8);
                    next.belt.orientation.rotate_z(move2 * 0.3);
                    next.control.orientation.rotate_x(move2 * 0.3);
                    next.control.orientation.rotate_z(move2 * -1.7);
                    next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, move2 * 4.0);
                    next.control.orientation.rotate_x(move2 * 0.7);
                },
                Some(
                    "common.abilities.sword.basic_fell_strike"
                    | "common.abilities.sword.heavy_fell_strike"
                    | "common.abilities.sword.agile_fell_strike"
                    | "common.abilities.sword.defensive_fell_strike"
                    | "common.abilities.sword.crippling_fell_strike"
                    | "common.abilities.sword.cleaving_fell_strike",
                ) => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 0.8);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
                    next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);

                    next.chest.orientation.rotate_z(move2 * -1.9);
                    next.head.orientation.rotate_z(move2 * 1.3);
                    next.belt.orientation.rotate_z(move2 * 0.7);
                    next.shorts.orientation.rotate_z(move2 * 1.5);
                    next.control.orientation.rotate_y(move2 * -1.6);
                    next.control.orientation.rotate_z(move2 * -1.1);
                    next.control.position += Vec3::new(move2 * 12.0, move2 * 5.0, move2 * -1.0);
                },
                Some(
                    "common.abilities.sword.basic_skewer"
                    | "common.abilities.sword.heavy_skewer"
                    | "common.abilities.sword.agile_skewer"
                    | "common.abilities.sword.defensive_skewer"
                    | "common.abilities.sword.crippling_skewer"
                    | "common.abilities.sword.cleaving_skewer",
                ) => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(
                        -s_a.sc.0 + 6.0 + move1 * -12.0,
                        -4.0 + move1 * 3.0,
                        -2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
                    );
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.control.orientation.rotate_x(move1 * -1.0);
                    next.control.orientation.rotate_z(move1 * -1.2);
                    next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0);

                    next.chest.orientation.rotate_z(move2 * -1.4);
                    next.head.orientation.rotate_z(move2 * 0.9);
                    next.shorts.orientation.rotate_z(move2 * 0.8);
                    next.belt.orientation.rotate_z(move2 * 0.3);
                    next.control.orientation.rotate_z(move2 * 1.4);
                    next.control.position += Vec3::new(0.0, move2 * 10.0, 0.0);
                },
                Some(
                    "common.abilities.sword.basic_cascade"
                    | "common.abilities.sword.heavy_cascade"
                    | "common.abilities.sword.agile_cascade"
                    | "common.abilities.sword.defensive_cascade"
                    | "common.abilities.sword.crippling_cascade"
                    | "common.abilities.sword.cleaving_cascade",
                ) => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(2)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(
                        -s_a.sc.0 + 6.0 + move1 * -12.0,
                        -4.0 + move1 * 3.0,
                        -2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
                    );
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 0.2);
                    next.control.orientation.rotate_x(move1 * 1.5);
                    next.control.position += Vec3::new(move1 * 1.0, move1 * 4.0, move1 * 11.0);

                    next.chest.orientation.rotate_z(move2 * -0.5);
                    next.control.orientation.rotate_z(move2 * -0.3);
                    next.control.orientation.rotate_x(move2 * -2.9);
                    next.control.position += Vec3::new(move2 * 7.0, move2 * -3.0, move2 * -15.0);
                },
                Some(
                    "common.abilities.sword.basic_cross_cut"
                    | "common.abilities.sword.heavy_cross_cut"
                    | "common.abilities.sword.agile_cross_cut"
                    | "common.abilities.sword.defensive_cross_cut"
                    | "common.abilities.sword.crippling_cross_cut"
                    | "common.abilities.sword.cleaving_cross_cut",
                ) => {
                    let (move1, move2) = if strike == current_strike {
                        match stage_section {
                            Some(StageSection::Buildup) => {
                                (((anim_time.max(0.4) - 0.4) * 1.5).powf(0.5), 0.0)
                            },
                            Some(StageSection::Action) => (1.0, (anim_time.min(0.4) * 2.5).powi(2)),
                            Some(StageSection::Recover) => (1.0, 1.0),
                            _ => (0.0, 0.0),
                        }
                    } else {
                        (1.0, 1.0)
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    match strike {
                        0 => {
                            let fast1 = move1.min(0.2) * 5.0;
                            next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                            next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
                                * Quaternion::rotation_y(s_a.shl.4);
                            next.hand_r.position = Vec3::new(
                                -s_a.sc.0 + 6.0 + fast1 * -12.0,
                                -4.0 + fast1 * 3.0,
                                -2.0,
                            );
                            next.hand_r.orientation = Quaternion::rotation_x(0.9 + fast1 * 0.5);
                            next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                            next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                            next.control.position +=
                                Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
                            next.control.orientation.rotate_x(move1 * 1.0);
                            next.control.orientation.rotate_z(move1 * -0.5);
                            next.control.orientation.rotate_y(move1 * -0.3);
                            next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
                            next.head.orientation = Quaternion::rotation_z(move1 * -0.25);
                            next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
                            next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);

                            next.chest.orientation.rotate_z(move2 * -0.8);
                            next.head.orientation.rotate_z(move2 * 0.5);
                            next.shorts.orientation.rotate_z(move2 * 0.4);
                            next.belt.orientation.rotate_z(move2 * 0.2);
                            next.control.orientation.rotate_x(move2 * -1.9);
                            next.control.orientation.rotate_z(move2 * -0.4);
                            next.control.position +=
                                Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0);
                        },
                        1 => {
                            next.control.position +=
                                Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 9.0);
                            next.control.orientation.rotate_x(move1 * 1.6);
                            next.control.orientation.rotate_z(move1 * 1.1);
                            next.control.orientation.rotate_y(move1 * 0.6);

                            next.chest.orientation.rotate_z(move2 * 1.1);
                            next.head.orientation.rotate_z(move2 * -0.6);
                            next.shorts.orientation.rotate_z(move2 * -0.8);
                            next.belt.orientation.rotate_z(move2 * -0.2);
                            next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -7.0);
                            next.control.orientation.rotate_x(move2 * -2.1);
                            next.control.orientation.rotate_z(move2 * 0.4);
                        },
                        _ => {},
                    }
                },
                Some(
                    "common.abilities.sword.basic_dual_cross_cut"
                    | "common.abilities.sword.heavy_dual_cross_cut"
                    | "common.abilities.sword.agile_dual_cross_cut"
                    | "common.abilities.sword.defensive_dual_cross_cut"
                    | "common.abilities.sword.crippling_dual_cross_cut"
                    | "common.abilities.sword.cleaving_dual_cross_cut",
                ) => {
                    let (move1, move2) = if strike == current_strike {
                        match stage_section {
                            Some(StageSection::Buildup) => {
                                (((anim_time.max(0.4) - 0.4) * 1.5).powf(0.5), 0.0)
                            },
                            Some(StageSection::Action) => (1.0, (anim_time.min(0.4) * 2.5).powi(2)),
                            Some(StageSection::Recover) => (1.0, 1.0),
                            _ => (0.0, 0.0),
                        }
                    } else {
                        (1.0, 1.0)
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(-s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_r.orientation = Quaternion::rotation_x(s_a.shl.3);
                    next.control_l.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3);
                    next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control_r.orientation = Quaternion::rotation_x(-s_a.sc.3);

                    next.control_l.position += Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
                    next.control_l.orientation.rotate_x(move1 * 1.0);
                    next.control_l.orientation.rotate_z(move1 * -0.5);
                    next.control_l.orientation.rotate_y(move1 * -0.3);
                    next.control_r.position += Vec3::new(move1 * -3.0, move1 * 4.0, move1 * 8.0);
                    next.control_r.orientation.rotate_x(move1 * -1.0);
                    next.control_r.orientation.rotate_z(move1 * 0.5);
                    next.control_r.orientation.rotate_y(move1 * 0.3);

                    next.control_l.orientation.rotate_x(move2 * -1.9);
                    next.control_l.orientation.rotate_z(move2 * -0.4);
                    next.control_l.position += Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0);
                    next.control_r.orientation.rotate_x(move2 * -1.5);
                    next.control_r.orientation.rotate_z(move2 * 0.4);
                    next.control_r.position += Vec3::new(move2 * -8.0, move2 * 2.0, move2 * -9.0);
                },
                Some("common.abilities.sword.crippling_bloody_gash") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation =
                        Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);

                    next.chest.orientation = Quaternion::rotation_z(move1 * -0.4);
                    next.head.orientation = Quaternion::rotation_z(move1 * 0.1);
                    next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
                    next.control.orientation.rotate_y(move1 * 2.1);
                    next.control.orientation.rotate_z(move1 * -0.4);
                    next.control.position += Vec3::new(move1 * 8.0, 0.0, move1 * 3.0);

                    next.chest.orientation.rotate_z(move2 * 1.1);
                    next.head.orientation.rotate_z(move2 * -0.6);
                    next.belt.orientation.rotate_z(move2 * -0.5);
                    next.control.orientation.rotate_y(move2 * -0.9);
                    next.control.orientation.rotate_z(move2 * 2.7);
                    next.control.position += Vec3::new(move2 * -7.0, 0.0, move2 * 6.0);
                },
                Some("common.abilities.sword.crippling_eviscerate") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation =
                        Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * 3.0);

                    next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_l.orientation = Quaternion::identity();
                    next.foot_r.orientation = Quaternion::identity();

                    next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
                    next.control.orientation.rotate_x(move1 * 0.4);
                    next.foot_r.position += Vec3::new(0.0, move1 * 2.0, 0.0);
                    next.foot_l.orientation.rotate_z(move1 * 0.6);
                    next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
                    next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
                    next.control.orientation.rotate_y(move1 * -1.4);
                    next.chest.orientation.rotate_y(move1 * -0.3);
                    next.belt.orientation.rotate_y(move1 * 0.3);
                    next.shorts.orientation.rotate_y(move1 * 0.35);
                    next.belt.position += Vec3::new(move1 * -1.0, 0., 0.0);
                    next.shorts.position += Vec3::new(move1 * -2.0, move1 * 0.0, 0.0);
                    next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);

                    next.chest.orientation.rotate_z(move2 * -2.3);
                    next.head.orientation.rotate_z(move2 * 1.5);
                    next.belt.orientation.rotate_z(move2 * 1.2);
                    next.shorts.orientation.rotate_z(move2 * 2.2);
                    next.shorts.orientation.rotate_x(move2 * 0.5);
                    next.belt.orientation.rotate_y(move2 * -0.3);
                    next.belt.orientation.rotate_x(move2 * 0.3);
                    next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
                    next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
                    next.control.orientation.rotate_z(move2 * -1.8);
                    next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
                },
                Some("common.abilities.sword.cleaving_sky_splitter") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation =
                        Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);

                    next.chest.orientation = Quaternion::rotation_x(move1 * -0.6);
                    next.control.orientation = Quaternion::rotation_x(move1 * -1.1);
                    next.control.position += Vec3::new(move1 * 6.0, move1 * 4.0, move1 * 3.0);

                    next.chest.orientation.rotate_x(move2 * 1.1);
                    next.control.orientation.rotate_x(move2 * 2.7);
                    next.control.position += Vec3::new(0.0, move2 * -9.0, move2 * 17.0);
                },
                Some("common.abilities.axe.triple_chop") => {
                    let (move1, move2) = if strike == current_strike {
                        match stage_section {
                            Some(StageSection::Buildup) => (anim_time, 0.0),
                            Some(StageSection::Action) => (1.0, anim_time),
                            Some(StageSection::Recover) => (1.0, 1.0),
                            _ => (0.0, 0.0),
                        }
                    } else {
                        (1.0, 1.0)
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    match strike {
                        0 => {
                            next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                            next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
                                * Quaternion::rotation_y(s_a.ahl.4);
                            next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                            next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
                                * Quaternion::rotation_z(s_a.ahr.5);

                            next.control.position = Vec3::new(
                                s_a.ac.0 + move1 * -1.0,
                                s_a.ac.1 + move1 * -4.0,
                                s_a.ac.2,
                            );
                            next.control.orientation =
                                Quaternion::rotation_x(s_a.ac.3 + move1 * -1.5)
                                    * Quaternion::rotation_y(s_a.ac.4)
                                    * Quaternion::rotation_z(s_a.ac.5 + move1 * (0.4 - PI));

                            next.chest.orientation.rotate_z(move1 * 0.4);
                            next.head.orientation.rotate_z(move1 * -0.2);
                            next.belt.orientation.rotate_z(move1 * -0.1);
                            next.shorts.orientation.rotate_z(move1 * -0.2);

                            next.chest.orientation.rotate_z(move2 * -0.6);
                            next.head.orientation.rotate_z(move2 * 0.3);
                            next.belt.orientation.rotate_z(move2 * 0.1);
                            next.shorts.orientation.rotate_z(move2 * 0.2);
                            next.control.orientation = next.control.orientation
                                * Quaternion::rotation_z(move2 * -0.5)
                                * Quaternion::rotation_x(move2 * 2.0);
                            next.control.orientation.rotate_y(move2 * -0.7);
                            next.control.position += Vec3::new(move2 * 15.0, 0.0, move2 * -4.0);
                        },
                        1 => {
                            next.chest.orientation.rotate_z(move1 * -0.2);
                            next.head.orientation.rotate_z(move1 * 0.1);
                            next.shorts.orientation.rotate_z(move1 * 0.1);
                            next.control.orientation.rotate_y(move1 * 0.9);
                            next.control.orientation.rotate_x(move1 * 1.5);
                            next.control.orientation.rotate_z(move1 * -0.4);
                            next.control.position += Vec3::new(move1 * 4.0, 0.0, move1 * 4.0);

                            next.chest.orientation.rotate_z(move2 * 0.6);
                            next.head.orientation.rotate_z(move2 * -0.3);
                            next.belt.orientation.rotate_z(move2 * -0.1);
                            next.shorts.orientation.rotate_z(move2 * -0.2);
                            next.control.orientation = next.control.orientation
                                * Quaternion::rotation_z(move2 * 0.5)
                                * Quaternion::rotation_x(move2 * 2.0);
                            next.control.orientation.rotate_y(move2 * 0.7);
                            next.control.position += Vec3::new(move2 * -15.0, 0.0, move2 * -4.0);
                        },
                        2 => {
                            next.control.orientation.rotate_z(move1 * -0.4);
                            next.control.orientation.rotate_x(move1 * 2.5);
                            next.control.orientation.rotate_z(move1 * -1.0);
                            next.control.position += Vec3::new(move1 * -3.0, 0.0, move1 * 4.0);

                            next.chest.orientation.rotate_z(move2 * -0.3);
                            next.head.orientation.rotate_z(move2 * 0.1);
                            next.shorts.orientation.rotate_z(move2 * 0.1);
                            next.control.orientation.rotate_x(move2 * -2.5);
                            next.control.orientation.rotate_z(move2 * -0.8);
                            next.control.position += Vec3::new(move2 * 5.0, 0.0, move2 * -6.0);
                        },
                        _ => {},
                    }
                },
                Some("common.abilities.axe.brutal_swing") => {
                    let (move1, move2_raw) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time, 0.0),
                        Some(StageSection::Action) => (1.0, anim_time),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2_raw * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position =
                        Vec3::new(s_a.ac.0 + move1 * -1.0, s_a.ac.1 + move1 * -4.0, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -0.4)
                        * Quaternion::rotation_y(s_a.ac.4 + move1 * -0.5)
                        * Quaternion::rotation_z(s_a.ac.5 + move1 * (1.5 - PI));

                    next.control.orientation.rotate_z(move2 * -3.5);
                    next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, 0.0);
                    next.torso.orientation.rotate_z(move2_raw * -TAU);
                },
                Some("common.abilities.axe.rising_tide") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time, 0.0),
                        Some(StageSection::Action) => (1.0, anim_time),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position =
                        Vec3::new(s_a.ac.0 + move1 * -1.0, s_a.ac.1 + move1 * -4.0, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * 0.6)
                        * Quaternion::rotation_y(s_a.ac.4 + move1 * -0.5)
                        * Quaternion::rotation_z(s_a.ac.5 + move1 * (3.0 - PI));

                    next.chest.orientation = Quaternion::rotation_z(move1 * 0.6);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.1);

                    next.chest.orientation.rotate_z(move2 * -1.4);
                    next.head.orientation.rotate_z(move2 * 0.5);
                    next.belt.orientation.rotate_z(move2 * 0.7);
                    next.shorts.orientation.rotate_z(move2 * 0.3);
                    next.control.orientation.rotate_z(move2 * -2.0);
                    next.control.position += Vec3::new(move2 * 17.0, 0.0, move2 * 13.0);
                    next.control.orientation.rotate_x(move2 * 2.0);
                    next.control.orientation.rotate_y(move2 * -0.8);
                    next.control.orientation.rotate_z(move2 * -1.0);
                },
                Some("common.abilities.axe.rake") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time, 0.0),
                        Some(StageSection::Action) => (1.0, anim_time),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position = Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3 - move1 * 2.5)
                        * Quaternion::rotation_y(s_a.ac.4)
                        * Quaternion::rotation_z(s_a.ac.5 + move1 * (0.7 - PI));

                    next.chest.orientation.rotate_z(move1 * -0.5);
                    next.head.orientation.rotate_z(move1 * 0.3);
                    next.belt.orientation.rotate_z(move1 * 0.2);

                    next.control.orientation.rotate_x(move2 * -1.2);
                    next.chest.orientation.rotate_z(move2 * 1.2);
                    next.head.orientation.rotate_z(move2 * -0.7);
                    next.belt.orientation.rotate_z(move2 * -0.6);
                    next.control.position += Vec3::new(move2 * -6.0, move2 * -20.0, move2 * -4.0);
                },
                Some("common.abilities.axe.skull_bash") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time, 0.0),
                        Some(StageSection::Action) => (1.0, anim_time),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
                        * Quaternion::rotation_y(s_a.ac.4)
                        * Quaternion::rotation_z(s_a.ac.5 - move1 * PI * 0.75);

                    next.control.orientation.rotate_x(move1 * -2.0);
                    next.chest.orientation.rotate_z(move1 * 0.8);
                    next.head.orientation.rotate_z(move1 * -0.3);
                    next.shorts.orientation.rotate_z(move1 * -0.5);
                    next.belt.orientation.rotate_z(move1 * -0.1);
                    next.control.orientation.rotate_y(move1 * -0.6);
                    next.control.position += Vec3::new(move1 * 6.0, move1 * -2.0, 0.0);

                    next.chest.orientation.rotate_z(move2 * -1.7);
                    next.head.orientation.rotate_z(move2 * 0.9);
                    next.shorts.orientation.rotate_z(move2 * 1.1);
                    next.belt.orientation.rotate_z(move2 * 0.5);
                    next.control.orientation.rotate_x(move2 * -1.8);
                    next.control.position += Vec3::new(move2 * 9.0, move2 * 2.0, move2 * -5.0);
                },
                Some("common.abilities.axe.plunder") => {
                    let (move1, move2) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time, 0.0),
                        Some(StageSection::Action) => (1.0, anim_time),
                        Some(StageSection::Recover) => (1.0, 1.0),
                        _ => (0.0, 0.0),
                    };
                    let move1 = move1 * multi_strike_pullback;
                    let move2 = move2 * multi_strike_pullback;

                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
                        * Quaternion::rotation_y(s_a.ac.4)
                        * Quaternion::rotation_z(s_a.ac.5 + move2 * PI * 0.0);

                    next.chest.orientation.rotate_z(move1 * 0.9);
                    next.head.orientation.rotate_z(move1 * -0.3);
                    next.belt.orientation.rotate_z(move1 * -0.2);
                    next.shorts.orientation.rotate_z(move1 * -0.6);

                    next.chest.orientation.rotate_z(move2 * -2.0);
                    next.head.orientation.rotate_z(move2 * 0.7);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 1.2);
                    next.control.orientation.rotate_y(move2 * 2.5);
                    next.control.orientation.rotate_x(move2 * -1.2);
                    next.control.position += Vec3::new(move2 * 8.0, 0.0, 0.0);
                },
                _ => {},
            }
        }
        next
    }
}
