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Animation for offensive combo
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a64895d8c5
commit
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@ -12,7 +12,7 @@ ComboMelee2(
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angle: 45.0,
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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swing_duration: 0.2,
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hit_timing: 0.5,
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recover_duration: 0.5,
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ori_modifier: 0.6,
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@ -29,7 +29,7 @@ ComboMelee2(
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angle: 45.0,
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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swing_duration: 0.2,
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hit_timing: 0.5,
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recover_duration: 0.3,
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ori_modifier: 0.6,
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@ -45,15 +45,15 @@ ComboMelee2(
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.2,
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swing_duration: 0.05,
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buildup_duration: 0.25,
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swing_duration: 0.3,
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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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is_stance: true,
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energy_cost_per_strike: 5,
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energy_cost_per_strike: 0,
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meta: (
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kind: Some(Sword(Offensive)),
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),
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@ -32,73 +32,178 @@ impl Animation for ComboAnimation {
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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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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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for strike in 0..=current_strike {
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let (move1, move2, move3, move2alt) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => {
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(1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25))
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},
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0, 1.0)
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};
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let pullback = 1.0 - move3;
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let move2 = move2 * pullback;
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let move2alt = move2alt * pullback;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(0.0);
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match ability_id {
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Some("common.abilities.sword.balanced_combo") => match strike {
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0 => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.chest.orientation =
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Quaternion::rotation_z(move1 * 0.3 + move2alt * -1.0);
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next.head.orientation =
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Quaternion::rotation_z(move1 * -0.15 + move2alt * 0.5);
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next.belt.orientation =
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Quaternion::rotation_z(move1 * -0.2 + move2alt * 0.5);
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next.shorts.orientation =
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Quaternion::rotation_z(move1 * -0.25 + move2alt * 0.7);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(
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s_a.sc.0 + move1 * -3.0 + move2 * 20.0,
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s_a.sc.1,
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s_a.sc.2 + move1 * 10.0 + move2alt * -10.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 2.3)
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* Quaternion::rotation_z(move2alt * -1.5);
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},
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1 => {
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next.chest
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.orientation
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.rotate_z(move1 * -0.2 + move2alt * 1.4);
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next.head
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.orientation
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.rotate_z(move1 * 0.1 + move2alt * -0.4);
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next.belt
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.orientation
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.rotate_z(move1 * 0.1 + move2alt * -0.4);
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next.shorts
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.orientation
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.rotate_z(move1 * 0.2 + move2alt * -0.8);
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next.control.position += Vec3::new(move2 * -25.0, 0.0, move2 * 10.0);
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next.control.orientation.rotate_x(move2alt * 0.4);
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next.control.orientation.rotate_y(move2 * -0.6);
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next.control.orientation.rotate_z(move2alt * 3.0);
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},
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_ => {},
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Some("common.abilities.sword.balanced_combo") => {
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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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let (move1, move2, move3, move2alt) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => {
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(1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25))
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},
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0, 1.0)
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};
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let pullback = 1.0 - move3;
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let move2 = move2 * pullback;
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let move2alt = move2alt * pullback;
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match strike {
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0 => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.chest.orientation =
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Quaternion::rotation_z(move1 * 0.3 + move2alt * -1.0);
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next.head.orientation =
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Quaternion::rotation_z(move1 * -0.15 + move2alt * 0.5);
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next.belt.orientation =
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Quaternion::rotation_z(move1 * -0.2 + move2alt * 0.5);
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next.shorts.orientation =
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Quaternion::rotation_z(move1 * -0.25 + move2alt * 0.7);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + move1 * -12.0,
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-4.0 + move1 * 3.0,
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-2.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(
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s_a.sc.0 + move1 * -3.0 + move2 * 20.0,
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s_a.sc.1,
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s_a.sc.2 + move1 * 10.0 + move2alt * -10.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 2.3)
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* Quaternion::rotation_z(move2alt * -1.5);
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},
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1 => {
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next.chest
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.orientation
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.rotate_z(move1 * -0.2 + move2alt * 1.4);
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next.head
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.orientation
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.rotate_z(move1 * 0.1 + move2alt * -0.4);
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next.belt
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.orientation
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.rotate_z(move1 * 0.1 + move2alt * -0.4);
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next.shorts
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.orientation
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.rotate_z(move1 * 0.2 + move2alt * -0.8);
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next.control.position += Vec3::new(move2 * -25.0, 0.0, move2 * 10.0);
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next.control.orientation.rotate_x(move2alt * 0.4);
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next.control.orientation.rotate_y(move2 * -0.6);
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next.control.orientation.rotate_z(move2alt * 3.0);
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},
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_ => {},
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}
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},
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Some("common.abilities.sword.offensive_combo") => {
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let (move1, move2, move3, move2alt) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => {
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(1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25))
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},
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0, 1.0)
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};
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if move2 > 0.0 {
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next.main_weapon_trail = true;
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} else {
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next.main_weapon_trail = false;
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}
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match strike {
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0 => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + move1 * -12.0,
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-4.0 + move1 * 3.0,
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-2.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(
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s_a.sc.0 + move1 * 13.0,
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s_a.sc.1 - move1 * 3.0,
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s_a.sc.2 + move1 * 9.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + move1 * 0.5)
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* Quaternion::rotation_y(move1 * 1.4)
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* Quaternion::rotation_z(0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.35);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.25);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.chest.orientation.rotate_z(move2 * 1.1);
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next.head.orientation.rotate_z(move2 * -0.75);
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next.belt.orientation.rotate_z(move2 * -0.6);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.control.orientation.rotate_z(move2 * 2.9);
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next.control.position += Vec3::new(
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move2 * -16.0,
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(1.0 - (move2 - 0.6)).abs() * 6.0,
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move2 * -6.0,
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);
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},
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1 => {
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next.chest.orientation.rotate_z(move1 * -0.15);
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next.head.orientation.rotate_z(move1 * 0.12);
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next.belt.orientation.rotate_z(move1 * 0.08);
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next.shorts.orientation.rotate_z(move1 * 0.12);
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next.control.orientation.rotate_z(move1 * 0.2);
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next.control.orientation.rotate_x(move1 * PI);
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next.control.orientation.rotate_y(move1 * 0.05);
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next.chest.orientation.rotate_z(move2 * -0.9);
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next.head.orientation.rotate_z(move2 * 0.65);
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next.belt.orientation.rotate_z(move2 * 0.45);
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next.shorts.orientation.rotate_z(move2 * 0.7);
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next.control.orientation.rotate_z(move2 * -3.0);
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next.control.orientation.rotate_y(move2 * -0.4);
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next.control.position += Vec3::new(move2 * 17.0, 0.0, move2 * 6.0);
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},
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2 => {
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next.chest.orientation.rotate_z(move1 * 0.5);
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next.chest.orientation.rotate_x(move1 * 0.2);
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next.head.orientation.rotate_z(move1 * -0.4);
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next.belt.orientation.rotate_z(move1 * -0.1);
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next.shorts.orientation.rotate_z(move1 * -0.45);
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next.control.orientation.rotate_z(move1 * -0.2);
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next.control.orientation.rotate_y(move1 * -1.4);
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next.control.orientation.rotate_z(move1 * 0.15);
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next.control.orientation.rotate_x(move1 * 0.5);
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next.control.position += Vec3::new(
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move1 * -8.0,
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(move1 - 0.5).max(0.0) * -10.0,
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move1.powi(3) * 16.0,
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);
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next.foot_l.position += Vec3::new(0.0, move1 * 3.0, move1 * 3.0);
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next.foot_l.orientation.rotate_x(move1 * 0.2);
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next.foot_l.orientation.rotate_x(move2 * -0.2);
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next.foot_l.position += Vec3::new(0.0, 0.0, move2 * -3.0);
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next.chest.orientation.rotate_x(move2 * -0.5);
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next.control.orientation.rotate_x(move2 * -2.3);
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next.control.position += Vec3::new(0.0, move2 * 16.0, move2 * -25.0);
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},
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_ => {},
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}
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},
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_ => {},
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}
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