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change adlet elder triplestrike swing order
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parent
72418e6804
commit
8cbfb28da5
@ -71,26 +71,6 @@ impl Animation for ComboAnimation {
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next.head.orientation = Quaternion::rotation_x(move1 * -0.2 + move2 * 0.4);
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match strike {
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0 => {
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next.weapon_l.position = Vec3::new(
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-10.0 + move1 * -12.0 + move2 * 14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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-9.0 + move1 * 4.0 + move2 * -2.0,
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);
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next.weapon_r.position = Vec3::new(
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10.0 + move1 * 12.0 + move2 * -14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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-9.0 + move1 * 4.0 + move2 * -2.0,
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);
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next.weapon_l.orientation = Quaternion::rotation_x(move2 * 0.5)
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* Quaternion::rotation_z(move1 * 1.5 + move2 * -2.0);
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next.weapon_r.orientation = Quaternion::rotation_x(move2 * 0.5)
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* Quaternion::rotation_z(move1 * -1.5 + move2 * 2.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
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},
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1 => {
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next.weapon_r.position = Vec3::new(
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10.0 + move1 * 12.0 + move2 * -14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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@ -102,7 +82,7 @@ impl Animation for ComboAnimation {
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next.shoulder_r.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
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},
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2 => {
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1 => {
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next.weapon_l.position = Vec3::new(
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-10.0 + move1 * -12.0 + move2 * 14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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@ -114,6 +94,26 @@ impl Animation for ComboAnimation {
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* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.8);
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},
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2 => {
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next.weapon_l.position = Vec3::new(
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-10.0 + move1 * -12.0 + move2 * 14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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-9.0 + move1 * 4.0 + move2 * -2.0,
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);
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next.weapon_r.position = Vec3::new(
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10.0 + move1 * 12.0 + move2 * -14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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-9.0 + move1 * 4.0 + move2 * -2.0,
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);
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next.weapon_l.orientation = Quaternion::rotation_x(move2 * 0.5)
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* Quaternion::rotation_z(move1 * 1.5 + move2 * -2.0);
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next.weapon_r.orientation = Quaternion::rotation_x(move2 * 0.5)
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* Quaternion::rotation_z(move1 * -1.5 + move2 * 2.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
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},
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_ => {},
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}
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},
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