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use sitting animation by default when sprite mounted
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192356f6c5
commit
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@ -50,7 +50,7 @@
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),
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custom_indices: {
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1: Air(ChairSingle, 4),
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1: Air(Helm),
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},
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),
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SailBoat: (
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@ -482,7 +482,7 @@ impl SpriteKind {
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#[inline]
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pub fn mount_offset(&self) -> Option<(Vec3<f32>, Vec3<f32>)> {
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match self {
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SpriteKind::ChairSingle | SpriteKind::ChairDouble => Some((
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SpriteKind::ChairSingle | SpriteKind::ChairDouble | SpriteKind::Bench => Some((
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Vec3 {
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x: 0.0,
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y: 0.0,
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@ -47,7 +47,7 @@ use common::{
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mounting::{Rider, VolumeRider},
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resources::{DeltaTime, Time},
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states::{equipping, idle, utils::StageSection, wielding},
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terrain::{Block, TerrainChunk, TerrainGrid},
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terrain::{Block, TerrainChunk, TerrainGrid, SpriteKind},
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uid::UidAllocator,
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util::Dir,
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vol::{ReadVol, RectRasterableVol},
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@ -2170,7 +2170,32 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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_ => target_base,
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_ => {
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if let Some(sprite) = is_volume_rider.and_then(|is_volume_rider| is_volume_rider.block.get_sprite()) {
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match sprite {
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SpriteKind::Helm => {
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anim::character::DanceAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, second_tool_kind, time),
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state.state_time,
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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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_ => {
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anim::character::SitAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, second_tool_kind, time),
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state.state_time,
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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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}
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} else {
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target_base
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}
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}
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};
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state.skeleton = Lerp::lerp(&state.skeleton, &target_bones, dt_lerp);
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