diff --git a/voxygen/anim/src/character/combomelee.rs b/voxygen/anim/src/character/combomelee.rs index 167b790734..d6e0c1b8f6 100644 --- a/voxygen/anim/src/character/combomelee.rs +++ b/voxygen/anim/src/character/combomelee.rs @@ -206,17 +206,15 @@ impl Animation for ComboAnimation { } }, Some("common.abilities.sword.offensive_advance") => { - let (move1, move2, move3, move2alt) = if strike == current_strike { + let (move1, move2, move3) = if strike == current_strike { match stage_section { - Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0), - Some(StageSection::Action) => { - (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)) - }, - Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0), - _ => (0.0, 0.0, 0.0, 0.0), + 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, 1.0) + (1.0, 1.0, 0.0) }; next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); @@ -312,6 +310,42 @@ impl Animation for ComboAnimation { _ => {}, } }, + Some("common.abilities.sword.crippling_gouge") => { + 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) + }; + + 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); + + next.chest.orientation = Quaternion::rotation_z(move1 * -1.5); + next.head.orientation = Quaternion::rotation_z(move1 * 1.1); + next.belt.orientation = Quaternion::rotation_z(move1 * 0.4); + next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0); + next.control.orientation.rotate_y(move1 * -1.9); + next.control.orientation.rotate_z(move1 * 0.7); + next.control.position += Vec3::new(move1 * 10.0, 0.0, move1 * 9.0); + + next.chest.orientation.rotate_z(move2 * 1.4); + next.head.orientation.rotate_z(move2 * -0.9); + next.belt.orientation.rotate_z(move2 * -0.4); + next.shorts.orientation.rotate_z(move2 * -0.9); + next.control.orientation.rotate_z(move2 * -1.4); + next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0); + }, _ => {}, } }