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https://gitlab.com/veloren/veloren.git
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Merge branch 'timo-no-ckback' into 'master'
no-ckback See merge request veloren/veloren!391
This commit is contained in:
commit
66a8ed58db
@ -1,4 +1,4 @@
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use crate::comp::{Agent, Controller, Pos};
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use crate::comp::{Agent, Controller, Pos, Stats};
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use rand::{seq::SliceRandom, thread_rng};
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use specs::{Entities, Join, ReadStorage, System, WriteStorage};
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use vek::*;
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@ -8,14 +8,15 @@ pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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WriteStorage<'a, Agent>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, Stats>,
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WriteStorage<'a, Agent>,
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WriteStorage<'a, Controller>,
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);
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fn run(&mut self, (entities, mut agents, positions, mut controllers): Self::SystemData) {
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for (entity, agent, pos, controller) in
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(&entities, &mut agents, &positions, &mut controllers).join()
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fn run(&mut self, (entities, positions, stats, mut agents, mut controllers): Self::SystemData) {
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for (entity, pos, agent, controller) in
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(&entities, &positions, &mut agents, &mut controllers).join()
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{
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match agent {
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Agent::Wanderer(bearing) => {
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@ -60,52 +61,58 @@ impl<'a> System<'a> for Sys {
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}
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Agent::Enemy { bearing, target } => {
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const SIGHT_DIST: f32 = 30.0;
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let mut choose_new = false;
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let choose_new = match target.map(|tgt| positions.get(tgt)).flatten() {
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Some(tgt_pos) => {
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let dist = Vec2::<f32>::from(tgt_pos.0 - pos.0).magnitude();
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if dist < 2.0 {
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controller.move_dir = Vec2::zero();
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if let Some((Some(target_pos), Some(target_stats))) =
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target.map(|target| (positions.get(target), stats.get(target)))
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{
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let dist = Vec2::<f32>::from(target_pos.0 - pos.0).magnitude();
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if target_stats.is_dead {
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choose_new = true;
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} else if dist < 1.5 {
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// Get more distance
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controller.move_dir =
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Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * -0.96;
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} else if dist < 4.0 {
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// Fight and slowly move closer
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controller.move_dir =
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Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.1;
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if rand::random::<f32>() < 0.05 {
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controller.attack = true;
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} else {
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controller.attack = false;
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}
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false
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} else if dist < SIGHT_DIST {
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controller.move_dir =
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Vec2::<f32>::from(tgt_pos.0 - pos.0).normalized();
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false
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if rand::random::<f32>() < 0.1 {
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controller.attack = true;
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} else {
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true
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controller.attack = false;
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}
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} else if dist < SIGHT_DIST {
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controller.move_dir =
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Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.96;
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} else {
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choose_new = true;
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}
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None => {
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*bearing +=
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Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
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* 0.1
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- *bearing * 0.005;
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} else {
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*bearing +=
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Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
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* 0.1
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- *bearing * 0.005;
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controller.move_dir = if bearing.magnitude_squared() > 0.1 {
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bearing.normalized()
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} else {
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Vec2::zero()
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};
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true
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}
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};
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controller.move_dir = if bearing.magnitude_squared() > 0.1 {
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bearing.normalized()
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} else {
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Vec2::zero()
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};
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choose_new = true;
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}
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if choose_new && rand::random::<f32>() < 0.1 {
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let entities = (&entities, &positions)
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let entities = (&entities, &positions, &stats)
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.join()
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.filter(|(e, e_pos)| {
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.filter(|(e, e_pos, e_stats)| {
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Vec2::<f32>::from(e_pos.0 - pos.0).magnitude() < SIGHT_DIST
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&& *e != entity
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&& !e_stats.is_dead
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})
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.map(|(e, _)| e)
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.map(|(e, _, _)| e)
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.collect::<Vec<_>>();
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let mut rng = thread_rng();
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@ -48,14 +48,13 @@ impl<'a> System<'a> for Sys {
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if entity != b
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&& !stat_b.is_dead
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&& pos.0.distance_squared(pos_b.0) < 50.0
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&& ori.0.angle_between(pos_b.0 - pos.0).to_degrees() < 70.0
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&& ori.0.angle_between(pos_b.0 - pos.0).to_degrees() < 90.0
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{
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// Deal damage
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stat_b
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.health
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.change_by(-10, HealthSource::Attack { by: *uid }); // TODO: variable damage and weapon
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vel_b.0 += (pos_b.0 - pos.0).normalized() * 10.0;
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vel_b.0.z = 15.0;
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vel_b.0.z = 4.0;
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let _ = force_updates.insert(b, ForceUpdate);
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}
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}
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@ -126,7 +126,7 @@ impl<'a> System<'a> for Sys {
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}
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// Set direction based on velocity when on the ground
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if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
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if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.0001 {
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ori.0 = Lerp::lerp(
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ori.0,
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vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
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@ -767,24 +767,30 @@ impl FigureMgr {
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};
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let target_skeleton = match animation_info.animation {
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comp::Animation::Run => anim::quadruped::RunAnimation::update_skeleton(
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state.skeleton_mut(),
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(vel.0.magnitude(), time),
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animation_info.time,
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skeleton_attr,
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),
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comp::Animation::Idle => anim::quadruped::IdleAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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animation_info.time,
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skeleton_attr,
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),
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comp::Animation::Jump => anim::quadruped::JumpAnimation::update_skeleton(
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state.skeleton_mut(),
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(vel.0.magnitude(), time),
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animation_info.time,
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skeleton_attr,
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),
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comp::Animation::Run | comp::Animation::Crun => {
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anim::quadruped::RunAnimation::update_skeleton(
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state.skeleton_mut(),
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(vel.0.magnitude(), time),
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animation_info.time,
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skeleton_attr,
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)
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}
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comp::Animation::Idle | comp::Animation::Cidle => {
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anim::quadruped::IdleAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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animation_info.time,
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skeleton_attr,
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)
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}
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comp::Animation::Jump | comp::Animation::Cjump => {
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anim::quadruped::JumpAnimation::update_skeleton(
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state.skeleton_mut(),
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(vel.0.magnitude(), time),
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animation_info.time,
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skeleton_attr,
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)
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}
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// TODO!
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_ => state.skeleton_mut().clone(),
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@ -807,7 +813,7 @@ impl FigureMgr {
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};
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let target_skeleton = match animation_info.animation {
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comp::Animation::Run => {
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comp::Animation::Run | comp::Animation::Crun => {
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anim::quadrupedmedium::RunAnimation::update_skeleton(
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state.skeleton_mut(),
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(vel.0.magnitude(), time),
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@ -815,7 +821,7 @@ impl FigureMgr {
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skeleton_attr,
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)
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}
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comp::Animation::Idle => {
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comp::Animation::Idle | comp::Animation::Cidle => {
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anim::quadrupedmedium::IdleAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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@ -823,7 +829,7 @@ impl FigureMgr {
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skeleton_attr,
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)
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}
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comp::Animation::Jump => {
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comp::Animation::Jump | comp::Animation::Cjump => {
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anim::quadrupedmedium::JumpAnimation::update_skeleton(
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state.skeleton_mut(),
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(vel.0.magnitude(), time),
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