From 8cbfb28da52457aa3d6df4be3a6536fbc547bb19 Mon Sep 17 00:00:00 2001 From: flo666 Date: Wed, 5 Apr 2023 14:28:18 +0200 Subject: [PATCH] change adlet elder triplestrike swing order --- voxygen/anim/src/biped_large/combomelee.rs | 42 +++++++++++----------- 1 file changed, 21 insertions(+), 21 deletions(-) diff --git a/voxygen/anim/src/biped_large/combomelee.rs b/voxygen/anim/src/biped_large/combomelee.rs index fa2ccab577..962aa27650 100644 --- a/voxygen/anim/src/biped_large/combomelee.rs +++ b/voxygen/anim/src/biped_large/combomelee.rs @@ -71,26 +71,6 @@ impl Animation for ComboAnimation { next.head.orientation = Quaternion::rotation_x(move1 * -0.2 + move2 * 0.4); match strike { 0 => { - next.weapon_l.position = Vec3::new( - -10.0 + move1 * -12.0 + move2 * 14.0, - 15.0 + move1 * -6.0 + move2 * 6.0, - -9.0 + move1 * 4.0 + move2 * -2.0, - ); - next.weapon_r.position = Vec3::new( - 10.0 + move1 * 12.0 + move2 * -14.0, - 15.0 + move1 * -6.0 + move2 * 6.0, - -9.0 + move1 * 4.0 + move2 * -2.0, - ); - next.weapon_l.orientation = Quaternion::rotation_x(move2 * 0.5) - * Quaternion::rotation_z(move1 * 1.5 + move2 * -2.0); - next.weapon_r.orientation = Quaternion::rotation_x(move2 * 0.5) - * Quaternion::rotation_z(move1 * -1.5 + move2 * 2.0); - next.shoulder_l.orientation = Quaternion::rotation_x(0.8) - * Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7); - next.shoulder_r.orientation = Quaternion::rotation_x(0.8) - * Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7); - }, - 1 => { next.weapon_r.position = Vec3::new( 10.0 + move1 * 12.0 + move2 * -14.0, 15.0 + move1 * -6.0 + move2 * 6.0, @@ -102,7 +82,7 @@ impl Animation for ComboAnimation { next.shoulder_r.orientation = Quaternion::rotation_x(0.8) * Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7); }, - 2 => { + 1 => { next.weapon_l.position = Vec3::new( -10.0 + move1 * -12.0 + move2 * 14.0, 15.0 + move1 * -6.0 + move2 * 6.0, @@ -114,6 +94,26 @@ impl Animation for ComboAnimation { * Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7); next.shoulder_r.orientation = Quaternion::rotation_x(0.8); }, + 2 => { + next.weapon_l.position = Vec3::new( + -10.0 + move1 * -12.0 + move2 * 14.0, + 15.0 + move1 * -6.0 + move2 * 6.0, + -9.0 + move1 * 4.0 + move2 * -2.0, + ); + next.weapon_r.position = Vec3::new( + 10.0 + move1 * 12.0 + move2 * -14.0, + 15.0 + move1 * -6.0 + move2 * 6.0, + -9.0 + move1 * 4.0 + move2 * -2.0, + ); + next.weapon_l.orientation = Quaternion::rotation_x(move2 * 0.5) + * Quaternion::rotation_z(move1 * 1.5 + move2 * -2.0); + next.weapon_r.orientation = Quaternion::rotation_x(move2 * 0.5) + * Quaternion::rotation_z(move1 * -1.5 + move2 * 2.0); + next.shoulder_l.orientation = Quaternion::rotation_x(0.8) + * Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7); + next.shoulder_r.orientation = Quaternion::rotation_x(0.8) + * Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7); + }, _ => {}, } },