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Disengage
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@ -263,7 +263,7 @@ impl Animation for MultiAction {
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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// Right feint if x < 0, else left
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if move_dir.x < 0.0 {
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if d.move_dir.x < 0.0 {
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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@ -320,21 +320,23 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2);
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next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.5);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.chest.orientation.rotate_z(move2 * -1.4);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 1.0);
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next.shorts.orientation.rotate_z(move2 * 0.8);
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next.control.orientation.rotate_y(move2 * -1.6);
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next.control
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.orientation
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.rotate_z(move1 * 0.3 + move2 * -1.5);
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next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
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next.control.orientation.rotate_z(move2 * -1.9);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
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},
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Some("common.abilities.sword.crippling_gouge") => {
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let move1 = move1base.powf(0.25) * multi_action_pullback;
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@ -362,7 +364,7 @@ impl Animation for MultiAction {
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next.belt.orientation.rotate_z(move2 * -0.4);
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next.shorts.orientation.rotate_z(move2 * -0.9);
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next.control.orientation.rotate_z(move2 * -1.4);
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next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 3.0, 0.0);
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},
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Some("common.abilities.sword.crippling_hamstring") => {
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let move1 = move1base.powf(0.25) * multi_action_pullback;
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