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Fmt and clippy from toolchain rebase.
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@ -233,7 +233,6 @@ impl Animation for AlphaAnimation {
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Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, move2 * -2.2, move2 * -1.0);
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} else {
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next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
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next.upper_torso.orientation =
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@ -263,8 +262,8 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_z(-0.35);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, move2 * -2.2, move2 * -1.0);
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};
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next.torso.position = Vec3::new(0.0, move2 * -2.2, move2 * -1.0);
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},
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"Minotaur" => {
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next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
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@ -11,6 +11,7 @@ use std::f32::consts::PI;
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pub struct BeamAnimation;
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impl Animation for BeamAnimation {
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#[allow(clippy::type_complexity)]
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type Dependency<'a> = (
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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@ -213,9 +213,11 @@ impl Animation for StunnedAnimation {
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Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(0.15);
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},
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"Tidal Warrior" => {
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next.head.orientation = Quaternion::rotation_x(move1 * -2.0);
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next.upper_torso.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.lower_torso.orientation = Quaternion::rotation_z(move1 * -1.0);
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next.head.orientation = Quaternion::rotation_x(movement1 * -2.0);
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next.upper_torso.orientation =
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Quaternion::rotation_z(movement1 * 1.0);
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next.lower_torso.orientation =
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Quaternion::rotation_z(movement1 * -1.0);
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next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
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next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
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@ -11,6 +11,7 @@ use std::f32::consts::PI;
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pub struct SummonAnimation;
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impl Animation for SummonAnimation {
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#[allow(clippy::type_complexity)]
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type Dependency<'a> = (
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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(Option<ToolKind>, Option<&'a AbilitySpec>),
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