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added bow wielding animations
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d876215012
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@ -62,7 +62,7 @@ impl Animation for CidleAnimation {
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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match Tool::Hammer {
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match Tool::Bow {
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//TODO: Inventory
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Tool::Sword => {
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next.l_hand.offset = Vec3::new(
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@ -187,27 +187,31 @@ impl Animation for CidleAnimation {
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}
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Tool::Bow => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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-4.0 + wave_ultra_slow_cos * 1.0,
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5.0 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.9)
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* Quaternion::rotation_z(0.85);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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2.0 + wave_ultra_slow_cos * 1.0,
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8.0 + wave_ultra_slow_cos * 0.5,
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-3.5 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(0.85);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
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4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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9.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
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10.0 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
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-3.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(0.85);
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next.weapon.scale = Vec3::one();
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}
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Tool::Daggers => {
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@ -41,7 +41,7 @@ impl Animation for WieldAnimation {
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* 0.1,
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);
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match Tool::Hammer {
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match Tool::Bow {
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//TODO: Inventory
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Tool::Sword => {
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next.l_hand.offset = Vec3::new(-6.0, 3.75, 0.25);
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@ -133,20 +133,32 @@ impl Animation for WieldAnimation {
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next.weapon.scale = Vec3::one();
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}
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Tool::Bow => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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next.l_hand.offset = Vec3::new(
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-4.0,
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5.0,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.l_hand.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.9)
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* Quaternion::rotation_z(0.85);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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2.0,
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8.0,
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-3.5,
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);
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next.r_hand.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(0.85);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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9.0 + skeleton_attr.weapon_x,
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10.0 + skeleton_attr.weapon_y,
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-3.0,
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);
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next.weapon.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(0.85+3.14);
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next.weapon.scale = Vec3::one();
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}
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Tool::Daggers => {
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@ -22,7 +22,7 @@ impl Animation for WieldAnimation {
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let wave = (anim_time as f32 * 12.0).sin();
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match Tool::Hammer {
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match Tool::Bow {
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//TODO: Inventory
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Tool::Sword => {
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next.l_hand.offset = Vec3::new(-6.0, 3.75, 0.25);
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@ -114,20 +114,24 @@ impl Animation for WieldAnimation {
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next.weapon.scale = Vec3::one();
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}
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Tool::Bow => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.offset = Vec3::new(-4.0, 5.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.9)
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* Quaternion::rotation_z(0.85);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.offset = Vec3::new(2.0, 8.0, -3.5);
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next.r_hand.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(0.85);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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9.0 + skeleton_attr.weapon_x,
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10.0 + skeleton_attr.weapon_y,
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-3.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(0.85);
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next.weapon.scale = Vec3::one();
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}
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Tool::Daggers => {
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