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Dual Cross Cut
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@ -729,7 +729,7 @@ impl Animation for MultiAction {
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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 + move2 * -0.8);
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next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.chest.position += Vec3::new(0.0, move1 * -1.0, 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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@ -790,21 +790,27 @@ impl Animation for MultiAction {
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next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control_r.orientation = Quaternion::rotation_x(-s_a.sc.3);
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next.control_l.position += Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
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next.control_l.position += Vec3::new(move1 * 1.0, move1 * 6.0, move1 * 13.0);
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next.control_l.orientation.rotate_x(move1 * 1.0);
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next.control_l.orientation.rotate_z(move1 * -0.5);
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next.control_l.orientation.rotate_y(move1 * -0.3);
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next.control_r.position += Vec3::new(move1 * -3.0, move1 * 4.0, move1 * 8.0);
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next.control_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, move1 * 13.0);
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next.control_r.orientation.rotate_x(move1 * -1.0);
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next.control_r.orientation.rotate_z(move1 * 0.5);
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next.control_r.orientation.rotate_y(move1 * 0.3);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.15 + move2 * -0.3);
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next.foot_r.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.control_l.orientation.rotate_x(move2 * -1.9);
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next.head.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
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next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
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next.control_l.orientation.rotate_x(move2 * -2.3);
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next.control_l.orientation.rotate_z(move2 * -0.4);
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next.control_l.position += Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0);
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next.control_r.orientation.rotate_x(move2 * -1.5);
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next.control_l.position += Vec3::new(move2 * 11.0, move2 * 2.0, move2 * -14.0);
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next.control_r.orientation.rotate_x(move2 * -1.6);
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next.control_r.orientation.rotate_z(move2 * 0.4);
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next.control_r.position += Vec3::new(move2 * -8.0, move2 * 2.0, move2 * -9.0);
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next.control_r.position += Vec3::new(move2 * -11.0, move2 * 2.0, move2 * -14.0);
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},
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Some("common.abilities.sword.crippling_bloody_gash") => {
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let move1 = move1base.powf(0.25) * multi_action_pullback;
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