mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
c7831a8ca9
change drum to wildskin_drum, add map icons, yeti attacks buff
349 lines
16 KiB
Rust
349 lines
16 KiB
Rust
use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::AbilityInfo,
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};
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use std::{f32::consts::PI, ops::Mul};
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pub struct MusicAnimation;
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type MusicAnimationDependency<'a> = (
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(Option<Hands>, Option<Hands>),
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(Option<AbilityInfo>, f32),
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Vec3<f32>,
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Option<&'a str>,
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);
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impl Animation for MusicAnimation {
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type Dependency<'a> = MusicAnimationDependency<'a>;
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_music\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_music")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_hands, (ability_info, global_time), rel_vel, ability_id): Self::Dependency<'_>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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*rate = 2.0;
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let lab: f32 = 1.0;
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let short = ((5.0 / (3.0 + 2.0 * ((anim_time * lab * 6.0).sin()).powi(2))).sqrt())
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* ((anim_time * lab * 6.0).sin());
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let noisea = (anim_time * 11.0 + PI / 6.0).sin();
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let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
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let shorte = (anim_time * lab * 6.0).sin();
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let shortealt = (anim_time * lab * 6.0 + PI / 2.0).sin();
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let foot = ((0.1 / (1.0 + (4.0) * ((anim_time * lab * 8.0).sin()).powi(2))).sqrt())
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* ((anim_time * lab * 8.0).sin());
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// common animations
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortealt * 1.5);
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next.chest.orientation = Quaternion::rotation_z(short * 0.35)
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* Quaternion::rotation_y(shorte * 0.08)
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* Quaternion::rotation_x(foot * 0.07);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_z(shorte * 0.25);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.orientation =
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Quaternion::rotation_x(-0.25 + shorte * 0.1 + noisea * 0.1 + noiseb * 0.1);
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_z(foot * 0.35);
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// don't override run animation when instruments are played moving
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if rel_vel.magnitude() < 0.1 {
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 + foot * 0.8,
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1.5 + -s_a.foot.1 + foot * -4.0,
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s_a.foot.2,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(foot * -0.3) * Quaternion::rotation_z(short * -0.15);
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next.foot_r.position = Vec3::new(
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s_a.foot.0 + foot * 0.8,
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1.5 + -s_a.foot.1 + foot * 4.0,
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s_a.foot.2,
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);
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next.foot_r.orientation =
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Quaternion::rotation_x(foot * 0.3) * Quaternion::rotation_z(short * 0.15);
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};
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(shorte * 0.15);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(shorte * -0.15);
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next.lantern.orientation =
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Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
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next.torso.position = Vec3::new(0.0, -3.3, 0.0);
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next.torso.orientation = Quaternion::rotation_z(short * -0.2);
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let head_look = Vec2::new(
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(global_time + anim_time / 6.0).floor().mul(7331.0).sin() * 0.3,
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(global_time + anim_time / 6.0).floor().mul(1337.0).sin() * 0.15,
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);
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Instrument) => {
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// instrument specific head_bop
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let head_bop = match ability_id {
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Some("common.abilities.music.flute")
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| Some("common.abilities.music.glass_flute")
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| Some("common.abilities.music.melodica") => 0.2,
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Some("common.abilities.music.guitar")
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| Some("common.abilities.music.dark_guitar")
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| Some("common.abilities.music.lute")
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| Some("common.abilities.music.sitar") => 0.5,
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Some("common.abilities.music.lyre")
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| Some("common.abilities.music.icy_talharpa")
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| Some("common.abilities.music.kalimba") => 0.3,
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_ => 1.0,
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};
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z((short * head_bop) * -0.6)
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* Quaternion::rotation_x(
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0.2 + head_look.y.max(0.0) + (shorte * head_bop).abs() * -0.2,
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);
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// instrument specific hand and instrument animations
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match ability_id {
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Some("common.abilities.music.double_bass") => {
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next.hand_l.position = Vec3::new(
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3.5 - s_a.hand.0,
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7.0 + s_a.hand.1 + shortealt * -3.0,
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8.0 + s_a.hand.2 + shortealt * -0.75,
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);
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next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
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* Quaternion::rotation_y(-0.5);
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next.hand_r.position = Vec3::new(
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-2.0 + s_a.hand.0,
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4.0 + s_a.hand.1 + shortealt * 6.0,
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4.0 + s_a.hand.2 + shortealt * 0.75,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
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* Quaternion::rotation_y(0.4);
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next.main.position = Vec3::new(-4.0, 6.0, 16.0);
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next.main.orientation = Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(3.0)
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* Quaternion::rotation_z(PI / -3.0);
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},
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Some("common.abilities.music.flute")
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| Some("common.abilities.music.glass_flute") => {
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next.hand_l.position = Vec3::new(
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4.0 - s_a.hand.0,
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6.0 + s_a.hand.1 + shortealt * -0.5,
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4.0 + s_a.hand.2 + shortealt * -0.75,
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);
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next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
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* Quaternion::rotation_y(-0.9);
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next.hand_r.position = Vec3::new(
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-4.5 + s_a.hand.0,
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4.0 + s_a.hand.1 + shortealt * 2.0,
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2.0 + s_a.hand.2 + shortealt * 0.75,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
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* Quaternion::rotation_y(0.6);
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next.main.position = Vec3::new(-2.5, 10.0, -11.0);
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next.main.orientation = Quaternion::rotation_x(3.5)
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* Quaternion::rotation_y(PI)
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* Quaternion::rotation_z(0.05);
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},
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Some("common.abilities.music.guitar")
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| Some("common.abilities.music.dark_guitar") => {
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next.hand_l.position = Vec3::new(
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1.0 - s_a.hand.0,
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6.0 + s_a.hand.1 + shortealt * -1.0,
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2.0 + s_a.hand.2 + shortealt * -1.5,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(0.8);
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next.hand_r.position = Vec3::new(
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-2.0 + s_a.hand.0 - shortealt * 1.25,
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6.0 + s_a.hand.1 + shortealt * 2.0,
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3.0 + s_a.hand.2 + shortealt * 0.25,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
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* Quaternion::rotation_y(0.6);
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next.main.position = Vec3::new(-14.0, 6.0, 5.0);
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next.main.orientation = Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(2.0)
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* Quaternion::rotation_z(PI / -3.0);
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},
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Some("common.abilities.music.lyre")
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| Some("common.abilities.music.wildskin_drum")
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| Some("common.abilities.music.icy_talharpa") => {
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next.hand_l.position = Vec3::new(
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3.0 - s_a.hand.0,
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4.0 + s_a.hand.1 + shortealt * -0.1,
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1.0 + s_a.hand.2 + shortealt * -0.2,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
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* Quaternion::rotation_y(-0.6);
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next.hand_r.position = Vec3::new(
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-4.0 + s_a.hand.0 + shortealt * 2.0,
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5.0 + s_a.hand.1 - shortealt * 3.0,
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2.0 + s_a.hand.2 + shortealt * 0.75,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
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* Quaternion::rotation_y(0.9);
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next.main.position = Vec3::new(8.0, 14.0, -6.0);
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next.main.orientation = Quaternion::rotation_x(0.2)
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* Quaternion::rotation_y(-0.75)
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* Quaternion::rotation_z(0.20);
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},
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Some("common.abilities.music.kalimba") => {
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next.hand_l.position = Vec3::new(
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3.0 - s_a.hand.0,
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4.0 + s_a.hand.1 + shortealt * -0.1,
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1.0 + s_a.hand.2 + shortealt * -0.2,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
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* Quaternion::rotation_y(-0.6);
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next.hand_r.position = Vec3::new(
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-2.0 + s_a.hand.0 + shortealt * 2.0,
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5.0 + s_a.hand.1 - shortealt * 3.0,
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2.0 + s_a.hand.2 + shortealt * 0.75,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
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* Quaternion::rotation_y(0.9);
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next.main.position = Vec3::new(8.0, 12.0, -8.0);
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next.main.orientation = Quaternion::rotation_x(0.2)
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* Quaternion::rotation_y(-0.75)
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* Quaternion::rotation_z(PI - 0.2);
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},
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Some("common.abilities.music.lute") => {
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next.hand_l.position = Vec3::new(
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2.0 - s_a.hand.0,
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5.0 + s_a.hand.1 + shortealt * -1.0,
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2.0 + s_a.hand.2 + shortealt * -1.5,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(0.8);
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next.hand_r.position = Vec3::new(
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-1.0 + s_a.hand.0 - shortealt * 1.25,
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6.0 + s_a.hand.1 + shortealt * 2.0,
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2.0 + s_a.hand.2 + shortealt * 0.25,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
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* Quaternion::rotation_y(0.6);
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next.main.position = Vec3::new(-14.0, 6.0, 4.0);
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next.main.orientation = Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(2.0)
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* Quaternion::rotation_z(PI / -3.0);
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},
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Some("common.abilities.music.melodica") => {
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next.hand_l.position = Vec3::new(
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4.0 - s_a.hand.0,
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6.0 + s_a.hand.1 + shortealt * -0.5,
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4.0 + s_a.hand.2 + shortealt * -0.75,
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);
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next.hand_l.orientation = Quaternion::rotation_x(2.4 + foot * 0.15)
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* Quaternion::rotation_y(-0.9);
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next.hand_r.position = Vec3::new(
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-3.5 + s_a.hand.0,
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4.0 + s_a.hand.1 + shortealt * 2.0,
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2.0 + s_a.hand.2 + shortealt * 0.75,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
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* Quaternion::rotation_y(0.6);
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next.main.position = Vec3::new(-1.0, 2.0, 16.0);
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next.main.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(PI)
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* Quaternion::rotation_z(PI / -2.0);
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},
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Some("common.abilities.music.washboard") => {
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next.hand_l.position = Vec3::new(
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3.0 - s_a.hand.0,
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4.0 + s_a.hand.1 + shortealt * -0.1,
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1.0 + s_a.hand.2 + shortealt * -0.2,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.4 + foot * 0.15)
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* Quaternion::rotation_y(-0.6);
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next.hand_r.position = Vec3::new(
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-4.0 + s_a.hand.0 + shortealt * 2.0,
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5.0 + s_a.hand.1 - shortealt * 3.0,
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2.0 + s_a.hand.2 + shortealt * 0.75,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.4 + foot * -0.15)
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* Quaternion::rotation_y(0.9);
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next.main.position = Vec3::new(8.0, 14.0, -6.0);
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next.main.orientation = Quaternion::rotation_x(0.2)
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* Quaternion::rotation_y(-0.75)
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* Quaternion::rotation_z(0.20);
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},
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Some("common.abilities.music.sitar") => {
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next.hand_l.position = Vec3::new(
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2.0 - s_a.hand.0,
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6.0 + s_a.hand.1 + shortealt * -1.0,
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1.0 + s_a.hand.2 + shortealt * -1.5,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.8 + foot * 0.15)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(0.8);
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next.hand_r.position = Vec3::new(
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-2.0 + s_a.hand.0 - shortealt * 1.25,
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6.0 + s_a.hand.1 + shortealt * 2.0,
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2.0 + s_a.hand.2 + shortealt * 0.25,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.0 + foot * -0.15)
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* Quaternion::rotation_y(0.6);
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next.main.position = Vec3::new(-15.0, 6.0, 4.0);
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next.main.orientation = Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(2.0)
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* Quaternion::rotation_z(PI / -3.0);
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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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if skeleton.holding_lantern {
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
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next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
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next.lantern.position = Vec3::new(-0.5, -0.5, 5.5);
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next.lantern.orientation = next.hand_r.orientation.inverse();
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}
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next
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}
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}
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