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https://gitlab.com/veloren/veloren.git
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climbing tweaks, fix triple strike overflow, fix Last<CharacterState>
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6ba158b7e1
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3889ec7292
@ -113,6 +113,11 @@ impl Client {
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// Initialize `State`
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let mut state = State::default();
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// Client-only components
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state
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.ecs_mut()
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.register::<comp::Last<comp::CharacterState>>();
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let entity = state.ecs_mut().apply_entity_package(entity_package);
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*state.ecs_mut().write_resource() = time_of_day;
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@ -182,7 +182,7 @@ impl From<&CharacterAbility> for CharacterState {
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CharacterAbility::TripleStrike { base_damage } => {
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CharacterState::TripleStrike(triple_strike::Data {
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base_damage: *base_damage,
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stage: 0,
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stage: triple_strike::Stage::First,
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stage_exhausted: false,
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stage_time_active: Duration::default(),
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should_transition: true,
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@ -46,19 +46,7 @@ impl CharacterBehavior for Data {
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// Expend energy if climbing
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let energy_use = match data.inputs.climb {
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Some(Climb::Up) | Some(Climb::Down) => 8,
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Some(Climb::Hold) => data
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.physics
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.on_wall
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.map(|wall_dir| {
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// Calculate velocity perpendicular to the wall
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let vel = update.vel.0;
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let perp_vel =
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vel - wall_dir * vel.dot(wall_dir) / wall_dir.magnitude_squared();
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// Enegry cost based on magnitude of this velocity
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(perp_vel.magnitude() * 8.0) as i32
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})
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// Note: this is currently unreachable
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.unwrap_or(0),
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Some(Climb::Hold) => 1,
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// Note: this is currently unreachable
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None => 0,
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};
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@ -98,7 +86,8 @@ impl CharacterBehavior for Data {
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update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.25).min(CLIMB_SPEED);
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},
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Climb::Hold => {
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update.vel.0.z = update.vel.0.z + data.dt.0 * GRAVITY * 1.5;
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// Antigrav
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update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.5).min(CLIMB_SPEED);
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update.vel.0 = Lerp::lerp(
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update.vel.0,
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Vec3::zero(),
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@ -11,6 +11,14 @@ const STAGE_DURATION: u64 = 600;
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const INITIAL_ACCEL: f32 = 200.0;
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const BASE_SPEED: f32 = 25.0;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub enum Stage {
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First,
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Second,
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Third,
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}
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/// ### A sequence of 3 incrementally increasing attacks.
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///
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/// While holding down the `primary` button, perform a series of 3 attacks,
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@ -21,8 +29,8 @@ const BASE_SPEED: f32 = 25.0;
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pub struct Data {
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/// The tool this state will read to handle damage, etc.
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pub base_damage: u32,
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/// `int` denoting what stage (of 3) the attack is in.
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pub stage: i8,
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/// What stage (of 3) the attack is in.
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pub stage: Stage,
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/// How long current stage has been active
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pub stage_time_active: Duration,
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/// Whether current stage has exhausted its attack
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@ -42,22 +50,17 @@ impl CharacterBehavior for Data {
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or(Duration::default());
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let mut should_transition = self.should_transition;
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let mut initialized = self.initialized;
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// If player stops holding input, don't go to the next stage
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let should_transition = data.inputs.primary.is_pressed() && self.should_transition;
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// If player stops holding input,
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if !data.inputs.primary.is_pressed() {
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should_transition = false;
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}
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if !initialized {
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if !self.initialized {
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update.ori.0 = data.inputs.look_dir.normalized();
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update.vel.0 = Vec3::zero();
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initialized = true;
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}
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let initialized = true;
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// Handling movement
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if self.stage == 0 {
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if let Stage::First = self.stage {
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if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
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let adjusted_accel = if data.physics.touch_entity.is_none() {
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INITIAL_ACCEL
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@ -65,7 +68,7 @@ impl CharacterBehavior for Data {
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0.0
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};
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// Move player forward while in first third of each stage
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// Move player forward while in first third of first stage
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if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
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update.vel.0 =
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update.vel.0 + Vec2::broadcast(data.dt.0) * data.ori.0 * adjusted_accel;
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@ -82,11 +85,13 @@ impl CharacterBehavior for Data {
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}
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// Handling attacking
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if stage_time_active > Duration::from_millis(STAGE_DURATION / 2) && !self.stage_exhausted {
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update.character = if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
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&& !self.stage_exhausted
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{
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let dmg = match self.stage {
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1 => self.base_damage,
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2 => (self.base_damage as f32 * 1.5) as u32,
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_ => self.base_damage / 2,
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Stage::First => self.base_damage / 2,
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Stage::Second => self.base_damage,
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Stage::Third => (self.base_damage as f32 * 1.5) as u32,
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};
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// Try to deal damage in second half of stage
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@ -98,40 +103,44 @@ impl CharacterBehavior for Data {
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hit_count: 0,
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});
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update.character = CharacterState::TripleStrike(Data {
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CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage,
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stage_time_active,
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stage_exhausted: true,
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should_transition,
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initialized,
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});
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})
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} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
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if should_transition {
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update.character = CharacterState::TripleStrike(Data {
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CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage + 1,
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stage: match self.stage {
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Stage::First => Stage::Second,
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Stage::Second => Stage::Third,
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Stage::Third => Stage::First,
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},
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stage_time_active: Duration::default(),
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stage_exhausted: false,
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should_transition,
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initialized,
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});
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})
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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// Done
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CharacterState::Wielding
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}
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} else {
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update.character = CharacterState::TripleStrike(Data {
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CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage,
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stage_time_active,
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stage_exhausted: self.stage_exhausted,
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should_transition,
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initialized,
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});
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}
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})
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};
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// Grant energy on successful hit
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if let Some(attack) = data.attacking {
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@ -83,7 +83,6 @@ impl Server {
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pub fn new(settings: ServerSettings) -> Result<Self, Error> {
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let mut state = State::default();
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state.ecs_mut().insert(EventBus::<ServerEvent>::default());
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// TODO: anything but this
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state
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.ecs_mut()
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.insert(AuthProvider::new(settings.auth_server_address.clone()));
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@ -24,6 +24,7 @@ use common::{
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Body, CharacterState, ItemKind, Last, Loadout, Ori, PhysicsState, Pos, Scale, Stats, Vel,
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},
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state::State,
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states::triple_strike,
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terrain::TerrainChunk,
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vol::RectRasterableVol,
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};
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@ -507,27 +508,33 @@ impl FigureMgr {
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)
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},
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CharacterState::TripleStrike(s) => match s.stage {
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0 => anim::character::AttackAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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1 => anim::character::SpinAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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_ => anim::character::AttackAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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triple_strike::Stage::First => {
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anim::character::AttackAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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triple_strike::Stage::Second => {
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anim::character::SpinAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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triple_strike::Stage::Third => {
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anim::character::AttackAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, vel.0.magnitude(), time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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},
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CharacterState::TimedCombo(s) => match s.stage {
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0 | 2 => anim::character::AttackAnimation::update_skeleton(
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