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Animation for heavy finisher
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@ -4,13 +4,13 @@ FinisherMelee(
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swing_duration: 0.1,
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recover_duration: 0.4,
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melee_constructor: (
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kind: Slash(
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kind: Bash(
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damage: 20,
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poise: 30,
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knockback: 0,
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energy_regen: 10,
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),
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scaled: Some(Slash(
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scaled: Some(Bash(
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damage: 0,
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poise: 20,
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knockback: 0,
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@ -173,6 +173,43 @@ impl Animation for FinisherMeleeAnimation {
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next.control.orientation.rotate_x(move2.powf(0.25) * -2.8);
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next.control.position += Vec3::new(move2 * 12.0, 0.0, move2 * -10.0);
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},
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Some("common.abilities.sword.heavy_finisher") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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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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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 =
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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 = Vec3::new(
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-s_a.sc.0 + 6.0 + move1.powf(0.5) * -12.0,
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-4.0 + move1.powf(0.5) * 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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next.chest.orientation = Quaternion::rotation_z(move1 * 0.6);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_x(move1 * 1.5);
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next.control.position += Vec3::new(move1 * 1.0, move1 * 1.0, move1 * 10.0);
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next.hand_l.position += Vec3::new(0.0, 0.0, move1.powi(2) * 12.0);
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next.hand_r.position += Vec3::new(0.0, 0.0, move1 * 2.0);
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next.chest.orientation.rotate_z(move2 * -0.9);
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next.head.orientation.rotate_z(move2 * 0.5);
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next.shorts.orientation.rotate_z(move2 * 0.6);
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next.belt.orientation.rotate_z(move2 * 0.3);
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next.control.orientation.rotate_x(move2 * 0.5);
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next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
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next.control.orientation.rotate_z(move2 * -0.1);
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},
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_ => {},
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}
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