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Cleaving stance skill abilities.
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parent
070c6d94a5
commit
596fe715b8
@ -1,39 +1,28 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 5,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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DiveMelee(
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energy_cost: 25,
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vertical_speed: 5,
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movement_duration: 5,
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swing_duration: 0.1,
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recover_duration: 0.3,
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melee_constructor: (
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kind: Slash(
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damage: 0,
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poise: 0,
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knockback: 0,
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energy_regen: 10,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 7.5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.1,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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scaled: Some(Slash(
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damage: 10,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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)),
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range: 6.0,
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angle: 15.0,
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multi_target: Some(Normal),
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),
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max_scaling: 10.0,
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meta: (
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init_event: Some(EnterStance(Sword(Cleaving))),
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),
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)
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@ -1,39 +1,21 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 5,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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RapidMelee(
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buildup_duration: 0.2,
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swing_duration: 0.2,
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recover_duration: 0.4,
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melee_constructor: (
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kind: Slash(
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damage: 15,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 7.5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.1,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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range: 6.0,
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angle: 360.0,
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multi_target: Some(Normal),
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),
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energy_cost: 10,
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max_strikes: 2,
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meta: (
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init_event: Some(EnterStance(Sword(Cleaving))),
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),
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)
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@ -780,6 +780,7 @@ pub enum CharacterAbility {
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swing_duration: f32,
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recover_duration: f32,
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melee_constructor: MeleeConstructor,
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max_scaling: f32,
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#[serde(default)]
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meta: AbilityMeta,
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},
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@ -1421,6 +1422,7 @@ impl CharacterAbility {
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ref mut swing_duration,
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ref mut recover_duration,
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ref mut melee_constructor,
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max_scaling: _,
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meta: _,
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} => {
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*swing_duration /= stats.speed;
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@ -2733,6 +2735,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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melee_constructor,
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energy_cost: _,
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vertical_speed,
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max_scaling,
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meta: _,
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} => CharacterState::DiveMelee(dive_melee::Data {
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static_data: dive_melee::StaticData {
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@ -2741,6 +2744,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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recover_duration: Duration::from_secs_f32(*recover_duration),
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vertical_speed: *vertical_speed,
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melee_constructor: *melee_constructor,
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max_scaling: *max_scaling,
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ability_info,
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},
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timer: Duration::default(),
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@ -21,6 +21,8 @@ pub struct StaticData {
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pub vertical_speed: f32,
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/// Used to construct the Melee attack
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pub melee_constructor: MeleeConstructor,
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/// Caps the amount of scaling the attack will receive from vertical speed
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pub max_scaling: f32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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@ -75,8 +77,7 @@ impl CharacterBehavior for Data {
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let crit_data = get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
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let scaling = self.max_vertical_speed / self.static_data.vertical_speed;
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// TODO: Remove when server authoritative physics
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let scaling = scaling.max(2.0);
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let scaling = scaling.min(self.static_data.max_scaling);
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data.updater.insert(
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data.entity,
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@ -646,50 +646,6 @@ impl Animation for ComboAnimation {
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_ => {},
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}
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},
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Some("common.abilities.sword.cleaving_spin") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2)),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move2_no_pullback = move2;
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let move2_pre = move2.min(0.3) * 10.0 / 3.0;
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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let move2_pre = move2_pre * multi_strike_pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
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next.control.orientation.rotate_x(move1 * 0.2);
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next.foot_r
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.orientation
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.rotate_x(move1 * -0.4 + move2_pre * 0.4);
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next.foot_r.orientation.rotate_z(move1 * 1.4);
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next.control.orientation.rotate_y(move2_pre * -1.6);
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next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0);
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next.torso.orientation.rotate_z(move2_no_pullback * -6.0);
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next.chest.orientation.rotate_z(move2 * -2.0);
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next.head.orientation.rotate_z(move2 * 1.3);
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next.belt.orientation.rotate_z(move2 * 0.6);
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next.shorts.orientation.rotate_z(move2 * 1.5);
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next.foot_r.orientation.rotate_z(move2_pre * -1.7);
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next.control.orientation.rotate_z(move2 * -1.8);
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next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
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},
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Some("common.abilities.sword.defensive_combo") => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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@ -43,7 +43,7 @@ impl Animation for DiveMeleeAnimation {
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};
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match ability_id {
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Some("common.abilities.sword.cleaving_dive") => {
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Some("common.abilities.sword.cleaving_earth_splitter") => {
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let (move1, move2, move3, move4) = match stage_section {
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Some(StageSection::Movement) => (
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anim_time.min(1.0).powi(2),
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@ -39,6 +39,56 @@ impl Animation for RapidMeleeAnimation {
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next.off_weapon_trail = true;
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match ability_id {
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Some("common.abilities.sword.cleaving_whirlwind_slice") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move2_no_pullback = move2 + current_strike as f32;
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let move2 = if current_strike == 0 {
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move2
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} else {
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1.0
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};
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let move2_pre = move2.min(0.3) * 10.0 / 3.0;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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let move2_pre = move2_pre * pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
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next.control.orientation.rotate_x(move1 * 0.2);
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next.foot_r
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.orientation
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.rotate_x(move1 * -0.4 + move2_pre * 0.4);
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next.foot_r.orientation.rotate_z(move1 * 1.4);
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next.control.orientation.rotate_y(move2_pre * -1.6);
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next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0);
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next.torso.orientation.rotate_z(move2_no_pullback * -6.28);
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next.chest.orientation.rotate_z(move2 * -2.0);
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next.head.orientation.rotate_z(move2 * 1.3);
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next.belt.orientation.rotate_z(move2 * 0.6);
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next.shorts.orientation.rotate_z(move2 * 1.5);
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next.foot_r.orientation.rotate_z(move2_pre * -1.7);
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next.control.orientation.rotate_z(move2 * -1.8);
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next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
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},
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Some("common.abilities.sword.reaching_flurry") => {
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let (move1, move2, move3, move2alt) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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