diff --git a/voxygen/anim/src/character/combomelee.rs b/voxygen/anim/src/character/combomelee.rs index d6e0c1b8f6..1fea81a053 100644 --- a/voxygen/anim/src/character/combomelee.rs +++ b/voxygen/anim/src/character/combomelee.rs @@ -346,6 +346,53 @@ impl Animation for ComboAnimation { 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_strike") => { + let (move1, move2, move3) = 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), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), + } + } else { + (1.0, 1.0, 0.0) + }; + + let move2alt = move2.min(0.5) * 2.0; + let move2 = (move2.max(0.5) - 0.5) * 2.0; + + 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, 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); + }, _ => {}, } }