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Adds SpriteSummon animation
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c162827f97
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@ -1,7 +1,7 @@
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SpriteSummon(
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buildup_duration: 0.3,
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cast_duration: 1.0,
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recover_duration: 0.2,
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buildup_duration: 0.6,
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cast_duration: 0.4,
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recover_duration: 0.3,
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sprite: EnsnaringVines,
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summon_distance: (0, 25),
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)
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@ -15,6 +15,7 @@ pub mod shockwave;
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pub mod shoot;
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pub mod spin;
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pub mod spinmelee;
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pub mod spritesummon;
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pub mod stunned;
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pub mod summon;
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pub mod wield;
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@ -26,7 +27,8 @@ pub use self::{
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equip::EquipAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
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run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
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shoot::ShootAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation,
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stunned::StunnedAnimation, summon::SummonAnimation, wield::WieldAnimation,
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spritesummon::SpriteSummonAnimation, stunned::StunnedAnimation, summon::SummonAnimation,
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wield::WieldAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Skeleton};
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144
voxygen/anim/src/biped_large/spritesummon.rs
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144
voxygen/anim/src/biped_large/spritesummon.rs
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@ -0,0 +1,144 @@
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use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{AbilitySpec, ToolKind},
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states::utils::StageSection,
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};
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use std::f32::consts::PI;
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pub struct SpriteSummonAnimation;
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type SpriteSummonAnimationDependency<'a> = (
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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f32,
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f32,
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Option<StageSection>,
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);
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impl Animation for SpriteSummonAnimation {
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type Dependency<'a> = SpriteSummonAnimationDependency<'a>;
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_sprite_summon\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_sprite_summon")]
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#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(
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(active_tool_kind, active_tool_spec),
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_second_tool_kind,
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_global_time,
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velocity,
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stage_section,
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): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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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.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
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next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
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Some(ToolKind::Natural) => {
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if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
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match spec.as_str() {
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"Harvester" => {
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let (move1, move1pow, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => {
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(anim_time, anim_time.powf(0.1), 0.0, 0.0)
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},
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Some(StageSection::Cast) => {
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(1.0, 1.0, (anim_time.powf(4.0) * 80.0).min(1.0), 0.0)
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},
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move1pow = move1pow * pullback;
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let move2 = move2 * pullback;
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next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
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let twist = move1 * 0.8 + move3 * -0.8;
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next.upper_torso.position = Vec3::new(
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0.0,
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s_a.upper_torso.0,
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s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
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);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
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* Quaternion::rotation_z(
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twist * -0.2 + move1 * -0.1 + move2 * 0.3,
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);
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next.lower_torso.orientation =
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Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
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* Quaternion::rotation_z(-twist + move1 * 0.4);
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next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
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next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
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next.control.position = Vec3::new(
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-7.0 + move1pow * 7.0,
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0.0 + s_a.grip.0 / 1.0 + move1pow * 12.0,
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-s_a.grip.0 / 0.8 + move1pow * 20.0 + move2 * -3.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
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* Quaternion::rotation_y(-1.0)
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* Quaternion::rotation_z(0.0);
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next.control.orientation =
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Quaternion::rotation_x(-1.4 + move1pow * 2.2 + move2 * -0.6)
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* Quaternion::rotation_y(-PI);
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next.shoulder_l.position =
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Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(-0.4 + move1pow * 1.6);
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next.shoulder_r.orientation = Quaternion::rotation_y(0.4)
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* Quaternion::rotation_x(0.4 + move1pow * 1.0);
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if speed == 0.0 {
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next.leg_l.orientation =
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Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1,
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s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
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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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_ => {},
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}
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next
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}
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}
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@ -4274,6 +4274,34 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::SpriteSummon(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Cast => {
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stage_time / s.static_data.cast_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::biped_large::SpriteSummonAnimation::update_skeleton(
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&target_base,
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(
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(active_tool_kind, active_tool_spec),
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(second_tool_kind, second_tool_spec),
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time,
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rel_vel.magnitude(),
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Some(s.stage_section),
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),
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stage_progress,
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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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// TODO!
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_ => target_base,
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};
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