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Animation for parrying combo
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@ -12,28 +12,11 @@ ComboMelee2(
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angle: 45.0,
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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swing_duration: 0.2,
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hit_timing: 0.5,
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recover_duration: 0.5,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 10,
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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: 0.3,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.3,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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@ -45,10 +28,10 @@ ComboMelee2(
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.2,
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buildup_duration: 0.25,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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recover_duration: 0.3,
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ori_modifier: 0.6,
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),
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],
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@ -623,6 +623,71 @@ impl Animation for ComboAnimation {
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.rotate_z(move1 * 0.3 + move2 * -1.5 + move3 * -0.4);
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next.control.position += Vec3::new(move2 * 12.0 + move3 * -12.0, 0.0, 0.0);
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},
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Some("common.abilities.sword.parrying_combo") => {
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let (move1, move2, move3) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.5), 0.0, 0.0),
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Some(StageSection::Action) => {
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(1.0, (anim_time.min(2.0 / 3.0) * 1.5).powi(2), 0.0)
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},
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0)
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};
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match strike {
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0 => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + move1 * -12.0,
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-4.0 + move1 * 3.0,
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-2.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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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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* Quaternion::rotation_z(move1 * PI / 4.0 + move2 * -PI / 2.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.8);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.control.orientation.rotate_z(move1 * -1.5);
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next.control.orientation.rotate_x(move1 * 0.5);
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next.control.orientation.rotate_y(move1 * 1.5);
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next.control.position += Vec3::new(0.0, move1 * 5.0, move1 * 12.0);
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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.belt.orientation.rotate_z(move2 * 0.5);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.control.orientation.rotate_y(move2 * -4.0);
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next.control.orientation.rotate_z(move2 * -1.0);
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next.control.position +=
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Vec3::new(move2 * 12.0, move2 * -6.0, move2 * -9.0);
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},
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1 => {
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next.control.position +=
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Vec3::new(move1 * -10.0, move1 * 3.0, move1 * 5.0);
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next.chest.orientation.rotate_z(move1 * 1.8);
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next.head.orientation.rotate_z(move1 * -1.3);
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next.belt.orientation.rotate_z(move1 * -0.7);
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next.shorts.orientation.rotate_z(move1 * -1.4);
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next.control.orientation.rotate_z(move1.powi(2) * -2.6);
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next.control.orientation.rotate_x(move1 * 0.3);
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next.control.orientation.rotate_y(move1 * -0.2);
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next.control.position +=
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Vec3::new(move2 * 12.0, move2 * 2.0, move2 * -1.0);
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},
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2 => {},
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_ => {},
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}
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},
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_ => {},
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}
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}
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