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Skewer
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@ -628,20 +628,27 @@ 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 * 1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
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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);
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next.chest.position += Vec3::new(0.0, move1 * 3.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_x(move1 * -1.0);
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next.control.orientation.rotate_z(move1 * -1.2);
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next.control.position += Vec3::new(0.0, move1 * -6.0, 2.0);
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next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.4);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.head.orientation.rotate_z(move2 * 1.1);
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next.shorts.orientation.rotate_z(move2 * 0.8);
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next.belt.orientation.rotate_z(move2 * 0.3);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.control.orientation.rotate_z(move2 * 1.4);
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next.control.position += Vec3::new(0.0, move2 * 10.0, 0.0);
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next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
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},
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Some(
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"common.abilities.sword.basic_cascade"
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