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Keelhaul
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parent
188be17b95
commit
98f33f0633
@ -5,5 +5,5 @@ SelfBuff(
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buff_kind: Defiance,
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buff_strength: 0.4,
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buff_duration: Some(20.0),
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energy_cost: /*20*/0,
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energy_cost: 20,
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)
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@ -1,22 +1,27 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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FinisherMelee(
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energy_cost: 0,
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buildup_duration: 0.2,
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swing_duration: 0.1,
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recover_duration: 0.3,
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melee_constructor: (
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kind: Hook(
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damage: 10,
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poise: 10,
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pull: 5,
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),
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],
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energy_cost_per_strike: 0,
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scaled: Some(Hook(
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damage: 1,
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poise: 1,
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pull: 0.5,
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)),
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range: 3.0,
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angle: 30.0,
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),
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minimum_combo: 1,
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scaling: Some((
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target: Attack,
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kind: Linear,
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max_factor: 20,
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)),
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combo_consumption: Half,
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)
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@ -857,7 +857,7 @@ impl CombatEffect {
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strength,
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}) => CombatEffect::Knockback(Knockback {
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direction,
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strength: strength * stats.buff_strength,
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strength: strength * stats.effect_power,
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}),
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CombatEffect::EnergyReward(e) => CombatEffect::EnergyReward(e),
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CombatEffect::Lifesteal(l) => CombatEffect::Lifesteal(l * stats.effect_power),
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@ -227,6 +227,53 @@ impl MeleeConstructor {
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.with_effect(knockback)
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.with_combo(self.combo_gain)
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},
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Hook {
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damage,
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poise,
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pull,
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} => {
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let buff = CombatEffect::Buff(CombatBuff {
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kind: BuffKind::Bleeding,
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dur_secs: 5.0,
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strength: CombatBuffStrength::DamageFraction(0.2),
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chance: 0.1,
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})
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.adjusted_by_stats(tool_stats);
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let mut damage = AttackDamage::new(
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Damage {
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source: DamageSource::Melee,
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kind: DamageKind::Piercing,
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value: damage,
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},
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Some(GroupTarget::OutOfGroup),
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instance,
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)
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.with_effect(buff);
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if let Some(damage_effect) = self.damage_effect {
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damage = damage.with_effect(damage_effect);
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}
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let poise =
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AttackEffect::new(Some(GroupTarget::OutOfGroup), CombatEffect::Poise(poise))
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.with_requirement(CombatRequirement::AnyDamage);
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Knockback(Knockback {
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strength: pull,
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direction: KnockbackDir::Towards,
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})
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.adjusted_by_stats(tool_stats),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo(self.combo_gain)
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},
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NecroticVortex {
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damage,
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pull,
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@ -398,6 +445,22 @@ impl MeleeConstructor {
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pull: scale_values(a_pull, b_pull),
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lifesteal: scale_values(a_lifesteal, b_lifesteal),
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},
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(
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Hook {
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damage: a_damage,
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poise: a_poise,
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pull: a_pull,
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},
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Hook {
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damage: b_damage,
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poise: b_poise,
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pull: b_pull,
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},
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) => Hook {
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damage: scale_values(a_damage, b_damage),
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poise: scale_values(a_poise, b_poise),
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pull: scale_values(a_pull, b_pull),
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},
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(
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SonicWave {
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damage: a_damage,
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@ -469,6 +532,11 @@ pub enum MeleeConstructorKind {
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knockback: f32,
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energy_regen: f32,
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},
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Hook {
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damage: f32,
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poise: f32,
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pull: f32,
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},
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NecroticVortex {
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damage: f32,
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pull: f32,
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@ -513,6 +581,14 @@ impl MeleeConstructorKind {
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*damage *= stats.power;
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*poise *= stats.effect_power;
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},
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Hook {
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ref mut damage,
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ref mut poise,
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pull: _,
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} => {
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*damage *= stats.power;
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*poise *= stats.effect_power;
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},
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NecroticVortex {
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ref mut damage,
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pull: _,
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@ -293,6 +293,40 @@ impl Animation for FinisherMeleeAnimation {
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next.control.position += Vec3::new(move2 * 17.0, move2 * 3.0, 0.0);
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next.torso.orientation.rotate_z(move2_raw * -TAU)
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},
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Some("common.abilities.axe.keelhaul") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5);
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next.control.orientation.rotate_z(move1 * -3.3);
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next.control.orientation.rotate_x(move1 * 0.8);
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next.control.position +=
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Vec3::new(move1 * 4.0, move1 * 4.0 - move2 * 6.0, move1 * 10.0);
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next.chest.orientation.rotate_z(move2 * 1.2);
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next.head.orientation.rotate_z(move2 * -0.5);
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next.belt.orientation.rotate_z(move2 * -0.3);
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next.shorts.orientation.rotate_z(move2 * -0.9);
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next.control.orientation.rotate_z(move2 * -1.2);
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},
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_ => {},
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}
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