mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'slipped-shoulders' into 'master'
shoulder improvement See merge request veloren/veloren!446
This commit is contained in:
commit
910e0aed2a
@ -9,8 +9,8 @@ use vek::*;
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const HUMANOID_ACCEL: f32 = 70.0;
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const HUMANOID_SPEED: f32 = 120.0;
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const WIELD_ACCEL: f32 = 60.0;
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const WIELD_SPEED: f32 = 100.0;
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const WIELD_ACCEL: f32 = 70.0;
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const WIELD_SPEED: f32 = 120.0;
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const HUMANOID_AIR_ACCEL: f32 = 10.0;
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const HUMANOID_AIR_SPEED: f32 = 100.0;
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const HUMANOID_JUMP_ACCEL: f32 = 18.0;
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@ -95,13 +95,13 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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@ -239,13 +239,13 @@ impl Animation for CidleAnimation {
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next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.015);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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@ -182,13 +182,13 @@ impl Animation for CjumpAnimation {
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next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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@ -24,9 +24,7 @@ impl Animation for CrunAnimation {
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let wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_diff = (anim_time as f32 * 12.0 + PI / 2.0).sin();
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let wave_dub = (anim_time as f32 * 16.0).sin();
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let wave_cos_dub = (anim_time as f32 * 16.0).cos();
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let wave_cos_foot = (anim_time as f32 * 14.0).cos();
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let wave_cos_dub = (anim_time as f32 * 24.0).cos();
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let wave_stop = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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@ -52,11 +50,11 @@ impl Animation for CrunAnimation {
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.15);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.18);
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next.belt.ori = Quaternion::rotation_z(wave * 0.25);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
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@ -189,21 +187,21 @@ impl Animation for CrunAnimation {
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next.weapon.scale = Vec3::one();
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}
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}
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 7.2 - wave_dub * 0.25);
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next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos_foot * 0.6);
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 7.2 - wave_cos_dub * 0.25);
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next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos_foot * 0.6);
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next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
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next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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@ -95,13 +95,13 @@ impl Animation for GlidingAnimation {
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next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, -13.0 + wave_very_slow * 0.10, 6.0);
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next.draw.ori = Quaternion::rotation_x(1.0)//0.95 - wave_very_slow * 0.08)
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@ -91,13 +91,13 @@ impl Animation for IdleAnimation {
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next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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@ -75,13 +75,13 @@ impl Animation for JumpAnimation {
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next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_stop_alt * 0.3);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(-wave_stop_alt * 0.3);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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@ -82,13 +82,13 @@ impl Animation for RollAnimation {
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* Quaternion::rotation_x(0.0);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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@ -49,11 +49,11 @@ impl Animation for RunAnimation {
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.25);
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next.belt.ori = Quaternion::rotation_z(wave * 0.35);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
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@ -93,20 +93,19 @@ impl Animation for RunAnimation {
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_cos * 0.25);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(wave_cos * 0.15);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(wave * 0.15);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset =
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Vec3::new(0.0, -0.2 + wave * -0.08, 0.4 + wave_cos_dub * 0.07) * skeleton_attr.scaler;
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next.torso.offset = Vec3::new(0.0, -0.2 + wave * -0.08, 0.4) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_x(wave_stop * velocity * -0.06 + wave_diff * velocity * -0.005);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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@ -309,7 +309,7 @@ impl FigureModelCache {
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humanoid::Shoulder::None => "figure.empty",
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humanoid::Shoulder::Brown1 => "armor.shoulder.shoulder_l_brown",
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},
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Vec3::new(2.5, -0.5, 0.0),
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Vec3::new(-2.5, -3.5, -1.5),
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)
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}
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@ -319,7 +319,7 @@ impl FigureModelCache {
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humanoid::Shoulder::None => "figure.empty",
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humanoid::Shoulder::Brown1 => "armor.shoulder.shoulder_r_brown",
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},
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Vec3::new(2.5, -0.5, 0.0),
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Vec3::new(-2.5, -3.5, -1.5),
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)
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}
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