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Add triple_strike anims for axe and hammer
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@ -81,28 +81,28 @@ impl ToolData {
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base_damage: 10,
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},
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],
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Axe(_) => vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(700),
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recover_duration: Duration::from_millis(100),
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base_healthchange: -8,
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range: 3.5,
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max_angle: 30.0,
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}],
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Hammer(_) => vec![
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(700),
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recover_duration: Duration::from_millis(300),
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base_healthchange: -10,
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range: 3.5,
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max_angle: 60.0,
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},
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Axe(_) => vec![
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TripleStrike {
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base_damage: 7,
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needs_timing: true,
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},
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(700),
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recover_duration: Duration::from_millis(100),
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base_healthchange: -8,
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range: 3.5,
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max_angle: 30.0,
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},
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],
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Hammer(_) => vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(700),
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recover_duration: Duration::from_millis(300),
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base_healthchange: -10,
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range: 3.5,
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max_angle: 60.0,
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}],
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Bow(_) => vec![BasicRanged {
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energy_cost: 0,
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holdable: true,
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@ -39,7 +39,7 @@ impl Animation for BetaAnimation {
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward,
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@ -36,7 +36,7 @@ impl Animation for SpinAnimation {
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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