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https://gitlab.com/veloren/veloren.git
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Fierce raze
This commit is contained in:
parent
4b398fb1cf
commit
1548db3760
@ -161,7 +161,13 @@
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),
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),
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Simple(Axe(Rake), "common.abilities.axe.rake"),
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Simple(Axe(Rake), "common.abilities.axe.rake"),
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Simple(Axe(Bloodfeast), "common.abilities.axe.bloodfeast"),
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Simple(Axe(Bloodfeast), "common.abilities.axe.bloodfeast"),
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Simple(Axe(FierceRaze), "common.abilities.axe.fierce_raze"),
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Contextualized(
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pseudo_id: "common.abilities.axe.fierce_raze",
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abilities: [
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([DualWieldingSameKind], (Axe(FierceRaze), "common.abilities.axe.dual_fierce_raze")),
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([], (Axe(FierceRaze), "common.abilities.axe.fierce_raze")),
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],
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),
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Simple(Axe(Furor), "common.abilities.axe.furor"),
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Simple(Axe(Furor), "common.abilities.axe.furor"),
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Simple(Axe(Fracture), "common.abilities.axe.fracture"),
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Simple(Axe(Fracture), "common.abilities.axe.fracture"),
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Simple(Axe(Lacerate), "common.abilities.axe.lacerate"),
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Simple(Axe(Lacerate), "common.abilities.axe.lacerate"),
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20
assets/common/abilities/axe/dual_fierce_raze.ron
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20
assets/common/abilities/axe/dual_fierce_raze.ron
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@ -0,0 +1,20 @@
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RapidMelee(
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buildup_duration: 0.1,
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swing_duration: 0.1,
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recover_duration: 0.1,
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melee_constructor: (
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kind: Slash(
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damage: 8,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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),
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range: 6.0,
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angle: 10.0,
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simultaneous_hits: 2,
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),
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energy_cost: 5,
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max_strikes: Some(5),
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move_modifier: 0.35,
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ori_modifier: 0.25,
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)
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@ -1,22 +1,19 @@
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ComboMelee2(
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RapidMelee(
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strikes: [
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buildup_duration: 0.1,
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(
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swing_duration: 0.1,
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melee_constructor: (
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recover_duration: 0.1,
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kind: Slash(
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melee_constructor: (
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damage: 4,
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kind: Slash(
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poise: 5,
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damage: 8,
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knockback: 0,
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poise: 5,
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energy_regen: 5,
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knockback: 0,
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),
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energy_regen: 0,
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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),
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],
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range: 6.0,
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energy_cost_per_strike: 0,
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angle: 10.0,
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)
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),
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energy_cost: 3,
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max_strikes: Some(5),
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move_modifier: 0.35,
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ori_modifier: 0.25,
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)
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@ -1049,7 +1049,7 @@ impl Animation for ComboAnimation {
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next.control.position = Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2);
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next.control.position = Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3 - move1 * 2.5)
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3 - move1 * 2.5)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5 + move1 * 0.7);
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* Quaternion::rotation_z(s_a.ac.5 + move1 * (0.7 - PI));
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next.chest.orientation.rotate_z(move1 * -0.5);
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next.chest.orientation.rotate_z(move1 * -0.5);
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next.head.orientation.rotate_z(move1 * 0.3);
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next.head.orientation.rotate_z(move1 * 0.3);
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@ -239,7 +239,6 @@ impl Animation for RapidMeleeAnimation {
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next.control.orientation.rotate_z(move2d * -2.7);
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next.control.orientation.rotate_z(move2d * -2.7);
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next.control.position += Vec3::new(move2d * 12.0, 0.0, move2a * -6.0);
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next.control.position += Vec3::new(move2d * 12.0, 0.0, move2a * -6.0);
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},
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},
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Some("common.abilities.sword.crippling_mutilate") => {
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Some("common.abilities.sword.crippling_mutilate") => {
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let (move1, move2, move3) = match stage_section {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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@ -283,6 +282,101 @@ impl Animation for RapidMeleeAnimation {
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next.control.orientation.rotate_z(move2 * 1.2);
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next.control.orientation.rotate_z(move2 * 1.2);
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next.control.position += Vec3::new(0.0, move2 * 14.0, move2 * 12.0);
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next.control.position += Vec3::new(0.0, move2 * 14.0, move2 * 12.0);
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},
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},
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Some("common.abilities.axe.fierce_raze") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (
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1.0,
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anim_time.min(0.5).mul(2.0) - anim_time.max(0.5).sub(0.5).mul(2.0),
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0.0,
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),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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if anim_time > 0.5 {
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next.main_weapon_trail = false;
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next.off_weapon_trail = false;
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}
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5 + move1 * -PI);
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next.chest.orientation.rotate_z(move1 * 0.7);
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next.head.orientation.rotate_z(move1 * -0.3);
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next.belt.orientation.rotate_z(move1 * -0.2);
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next.shorts.orientation.rotate_z(move1 * -0.4);
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next.control.orientation.rotate_x(move1 * -2.1);
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next.control.orientation.rotate_z(move1 * -0.5);
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next.control.position += Vec3::new(move1 * 6.0, move1 * -3.0, 0.0);
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next.control.orientation.rotate_y(move1 * -0.3);
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next.chest.orientation.rotate_z(move2 * -1.8);
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next.head.orientation.rotate_z(move2 * 0.8);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.control.orientation.rotate_x(move2 * -2.7);
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next.control.position += Vec3::new(move2 * 4.0, 0.0, move2 * -7.0);
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},
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Some("common.abilities.axe.dual_fierce_raze") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (
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1.0,
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anim_time.min(0.5).mul(2.0) - anim_time.max(0.5).sub(0.5).mul(2.0),
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0.0,
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),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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if anim_time > 0.5 {
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next.main_weapon_trail = false;
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next.off_weapon_trail = false;
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}
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2 + -4.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5);
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next.control_r.position += Vec3::new(8.0, 0.0, 0.0);
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next.chest.orientation.rotate_z(move1 * 0.7);
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next.head.orientation.rotate_z(move1 * -0.3);
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next.belt.orientation.rotate_z(move1 * -0.2);
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next.shorts.orientation.rotate_z(move1 * -0.4);
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next.control.orientation.rotate_x(move1 * -2.1);
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next.control.orientation.rotate_z(move1 * -0.5);
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next.control.position += Vec3::new(move1 * 6.0, move1 * -3.0, 0.0);
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next.control.orientation.rotate_y(move1 * -0.3);
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next.chest.orientation.rotate_z(move2 * -1.8);
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next.head.orientation.rotate_z(move2 * 0.8);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.control.orientation.rotate_x(move2 * -2.7);
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next.control.position += Vec3::new(move2 * 4.0, 0.0, move2 * -7.0);
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},
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_ => {},
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_ => {},
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}
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}
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