2020-10-03 05:43:34 +00:00
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use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::StageSection,
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};
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use std::f32::consts::PI;
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pub struct ChargeswingAnimation;
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impl Animation for ChargeswingAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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f64,
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Option<StageSection>,
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);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_chargeswing\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_chargeswing")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let lab = 1.0;
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let short = (((5.0)
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2020-10-03 06:19:43 +00:00
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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2020-10-03 05:43:34 +00:00
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0).sin());
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// end spin stuff
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2020-10-03 06:19:43 +00:00
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let movement = anim_time as f32 * 1.0;
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2020-10-03 05:43:34 +00:00
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let fire = (anim_time as f32 * 18.0 * lab as f32).sin();
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let foothoril = (anim_time as f32 * 8.0 * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 8.0 * lab as f32 + PI * (0.45)).sin();
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let footvertl = (anim_time as f32 * 8.0 * lab as f32).sin();
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let footvertr = (anim_time as f32 * 8.0 * lab as f32 + PI).sin();
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let footrotl = (((1.0)
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/ (0.5
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+ (0.5)
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2020-10-03 06:19:43 +00:00
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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2020-10-03 05:43:34 +00:00
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.sqrt())
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin());
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let footrotr = (((1.0)
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/ (0.5
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+ (0.5)
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2020-10-03 06:19:43 +00:00
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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2020-10-03 06:19:43 +00:00
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin());
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2020-10-03 05:43:34 +00:00
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if let Some(ToolKind::Hammer(_)) = active_tool_kind {
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2020-10-16 04:17:20 +00:00
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next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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next.hand_r.position = Vec3::new(2.0, 0.0, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
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next.control.position = Vec3::new(6.0, 7.0, 1.0);
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next.control.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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2020-10-03 05:43:34 +00:00
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Charge => {
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next.control.position = Vec3::new(
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6.0 + (movement * -4.0).max(-8.0),
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7.0 + (movement * 2.0).min(2.0),
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1.0,
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);
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next.control.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(
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0.0 + (movement * 0.7).min(0.7)
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+ fire * 0.1 * (anim_time as f32).min(2.0),
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)
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* Quaternion::rotation_z(0.0 + (movement * 0.2).min(0.5));
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next.chest.position =
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Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.orientation =
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Quaternion::rotation_z((movement * 2.0).min(PI / 2.0));
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next.belt.orientation =
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Quaternion::rotation_z((short * 0.08 + movement * -1.0).max(-PI / 5.0));
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next.shorts.orientation =
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Quaternion::rotation_z((short * 0.15 + movement * -1.0).max(-PI / 4.0));
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next.head.position = Vec3::new(
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0.0,
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skeleton_attr.head.0 - 2.0 + (movement * 2.0).min(2.0),
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skeleton_attr.head.1,
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);
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next.head.orientation =
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Quaternion::rotation_z((movement * -1.8).max(PI / -2.0));
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next.belt.orientation = Quaternion::rotation_z(short * 0.05);
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next.shorts.orientation = Quaternion::rotation_z(short * 0.15);
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if speed > 0.5 {
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next.foot_l.position = Vec3::new(
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2020-10-03 06:19:43 +00:00
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * -2.5 - 3.5,
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skeleton_attr.foot.2 + ((footvertl * -1.2).max(-1.0)),
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);
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothorir * -2.5 + 6.0,
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skeleton_attr.foot.2 + ((footvertr * -1.2).max(-1.0)),
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.4 + footrotl * -0.2)
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* Quaternion::rotation_z((movement * 0.5).min(0.5));
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next.foot_r.orientation =
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Quaternion::rotation_x(-0.4 + footrotr * -0.2)
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* Quaternion::rotation_z((movement * 0.5).min(0.5));
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} else {
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 5.0,
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skeleton_attr.foot.2,
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);
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 7.0,
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skeleton_attr.foot.2,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(0.5);
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2020-10-16 04:17:20 +00:00
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next.foot_r.orientation =
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Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.5);
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};
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2020-10-03 05:43:34 +00:00
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},
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StageSection::Swing => {
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2020-10-03 06:19:43 +00:00
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next.chest.orientation = Quaternion::rotation_z(-0.5);
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next.control.position = Vec3::new(6.0, 7.0, 1.0 + 3.0);
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next.control.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-1.6)
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2020-10-03 21:54:40 +00:00
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* Quaternion::rotation_z(0.3 - movement * 2.5);
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next.head.orientation = Quaternion::rotation_z(0.8);
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next.hand_l.position = Vec3::new(-3.0, 0.0, 0.0);
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},
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StageSection::Recover => {
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next.chest.orientation = Quaternion::rotation_z(-0.5 + movement * 0.5);
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next.control.position = Vec3::new(6.0, 7.0, 1.0 + 3.0 + movement * -3.0);
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next.control.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-1.6 + movement * 1.6)
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2020-10-03 21:54:40 +00:00
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* Quaternion::rotation_z(-2.2 + movement * 2.2);
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next.head.orientation = Quaternion::rotation_z(0.8 + movement * -0.8);
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2020-10-16 04:17:20 +00:00
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next.hand_l.position = Vec3::new(-3.0 + movement * -9.0, 0.0, 0.0);
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2020-10-03 05:43:34 +00:00
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},
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_ => {},
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}
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}
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}
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next.second.scale = match (
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active_tool_kind.map(|tk| tk.hands()),
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second_tool_kind.map(|tk| tk.hands()),
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) {
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(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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next
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}
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}
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