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Animation for mobility agility
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@ -94,6 +94,32 @@ impl Animation for SelfBuffAnimation {
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next.shorts.orientation.rotate_x(move2 * 0.2);
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next.shorts.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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},
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Some("common.abilities.sword.mobility_agility") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Movement) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 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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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.head.orientation = Quaternion::rotation_x(move1 * 0.3);
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next.head.position += Vec3::new(0.0, 0.0, move1 * -1.0);
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next.control.position += Vec3::new(move1 * 8.0, move1 * 5.0, 0.0);
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next.head.orientation.rotate_x(move2 * 0.2);
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next.head.position += Vec3::new(0.0, 0.0, move2 * -1.0);
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next.control.position += Vec3::new(0.0, move2 * -2.0, move2 * 12.0);
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next.control.orientation.rotate_x(move2 * 1.1);
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},
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_ => {},
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}
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