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Remove redundant code, fix riding
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@ -90,8 +90,9 @@ impl Animation for MountAnimation {
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* Quaternion::rotation_x((0.35 + head_look.y + tilt.abs() * 1.2).abs());
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(-0.4 + tilt.abs() * -1.5 - bob * 0.2)
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* Quaternion::rotation_y(tilt * 2.0);
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next.chest.orientation =
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Quaternion::rotation_x(-0.4 + tilt.abs() * -1.5 - bob * speed * 0.0)
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* Quaternion::rotation_y(tilt * 2.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1 + 0.5);
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next.belt.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(tilt * -0.5);
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@ -54,27 +54,17 @@ impl Animation for WieldAnimation {
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(global_time + anim_time / 3.0).floor().mul(1337.0).sin() * 0.1,
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);
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let foothoril = (anim_time * 16.0 * lab + PI * 1.45).sin();
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let beltstatic = (anim_time * 10.0 * lab + PI / 2.0).sin();
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let footvertlstatic = (anim_time * 10.0 * lab).sin();
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let footvertrstatic = (anim_time * 10.0 * lab + PI).sin();
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let footrotl =
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((1.0 / (0.5 + (0.5) * ((anim_time * 16.0 * lab + PI * 1.4).sin()).powi(2))).sqrt())
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* ((anim_time * 16.0 * lab + PI * 1.4).sin());
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let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
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let slowalt = (anim_time * 9.0 + PI).cos();
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let u_slow = (anim_time * 4.5 + PI).sin();
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let slow = (anim_time * 7.0 + PI).sin();
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let u_slowalt = (anim_time * 5.0 + PI).cos();
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let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 16.0).sin()).powi(2))).sqrt())
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* ((anim_time * lab * 16.0 + PI * 0.5).sin());
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let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
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let side = velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x;
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let strafe = -((1.0 / (direction).abs() - 1.0).min(1.0)).copysign(side);
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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