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Gouge
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@ -347,24 +347,37 @@ impl Animation for MultiAction {
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.hand_r.orientation = Quaternion::rotation_x(move1 * 0.5);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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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.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.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * -1.5);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.head.orientation = Quaternion::rotation_z(move1 * 1.1);
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next.chest.orientation =
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Quaternion::rotation_x(move1 * 0.05)
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* Quaternion::rotation_y(move1 * 0.05)
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* Quaternion::rotation_z(move1 * -1.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * -0.05)
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* Quaternion::rotation_y(move1 * -0.05)
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* Quaternion::rotation_z(move1 * 1.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.control.orientation.rotate_y(move1 * -1.9);
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next.control.orientation.rotate_y(move1 * -1.7);
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next.control.orientation.rotate_z(move1 * 0.7);
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next.control.orientation.rotate_z(move1 * 0.5);
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next.control.position += Vec3::new(move1 * 10.0, 0.0, move1 * 9.0);
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next.control.position += Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0);
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next.chest.orientation.rotate_z(move2 * 1.4);
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next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.head.orientation.rotate_z(move2 * -0.9);
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next.chest.orientation.rotate_z(move2 * 0.9);
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next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
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next.head.orientation.rotate_x(move2 * -0.2);
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next.head.orientation.rotate_y(move2 * -0.2);
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next.head.orientation.rotate_z(move2 * -1.0);
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next.belt.orientation.rotate_z(move2 * -0.4);
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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.shorts.orientation.rotate_z(move2 * -0.8);
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next.control.orientation.rotate_z(move2 * -1.4);
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next.control.orientation.rotate_z(move2 * -1.5);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 3.0, 0.0);
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next.control.position += Vec3::new(move2 * -6.0, move2 * 14.0, 0.0);
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},
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},
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Some("common.abilities.sword.crippling_hamstring") => {
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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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let move1 = move1base.powf(0.25) * multi_action_pullback;
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