veloren_voxygen_anim/biped_large/
alpha.rs

1use super::{
2    super::{Animation, vek::*},
3    BipedLargeSkeleton, SkeletonAttr, biped_large_alpha_axe, biped_large_alpha_hammer,
4    biped_large_alpha_sword, init_biped_large_alpha, init_gigas_fire,
5};
6use common::{
7    comp::item::tool::{AbilitySpec, ToolKind},
8    states::utils::StageSection,
9};
10use core::f32::consts::PI;
11
12pub struct AlphaAnimation;
13
14impl Animation for AlphaAnimation {
15    type Dependency<'a> = (
16        Option<ToolKind>,
17        (Option<ToolKind>, Option<&'a AbilitySpec>),
18        Vec3<f32>,
19        f32,
20        Option<StageSection>,
21        f32,
22        f32,
23        Option<&'a str>,
24    );
25    type Skeleton = BipedLargeSkeleton;
26
27    #[cfg(feature = "use-dyn-lib")]
28    const UPDATE_FN: &'static [u8] = b"biped_large_alpha\0";
29
30    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_large_alpha"))]
31    fn update_skeleton_inner(
32        skeleton: &Self::Skeleton,
33        (
34            active_tool_kind,
35            _second_tool,
36            velocity,
37            global_time,
38            stage_section,
39            acc_vel,
40            timer,
41            ability_id,
42        ): Self::Dependency<'_>,
43        anim_time: f32,
44        rate: &mut f32,
45        s_a: &SkeletonAttr,
46    ) -> Self::Skeleton {
47        *rate = 1.0;
48        let mut next = (*skeleton).clone();
49
50        let (move1base, move2base, move3) = match stage_section {
51            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
52            Some(StageSection::Action) => (1.0, anim_time, 0.0),
53            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
54            _ => (0.0, 0.0, 0.0),
55        };
56        let pullback = 1.0 - move3;
57        let move1 = move1base * pullback;
58        let move2 = move2base * pullback;
59
60        let subtract = global_time - timer;
61        let check = subtract - subtract.trunc();
62        let mirror = (check - 0.5).signum();
63        let speed = Vec2::<f32>::from(velocity).magnitude();
64
65        let foothorir = init_biped_large_alpha(&mut next, s_a, speed, acc_vel, move1);
66
67        match active_tool_kind {
68            Some(ToolKind::Sword) => match ability_id {
69                Some("common.abilities.custom.gigas_fire.fast_slash") => {
70                    init_gigas_fire(&mut next);
71
72                    next.head.orientation.rotate_z(-PI / 9.0 * move1base);
73                    next.torso.orientation.rotate_z(PI / 5.0 * move1base);
74                    next.lower_torso.orientation.rotate_z(-PI / 9.0 * move1base);
75                    next.control.position += Vec3::new(-10.0, 4.0, 5.0) * move1base;
76                    next.control.orientation.rotate_x(PI / 4.0 * move1);
77                    next.shoulder_l.position += Vec3::new(3.0, 3.0, 0.0) * move1base;
78                    next.shoulder_l.orientation.rotate_z(-PI / 8.0 * move1base);
79                    next.shoulder_r.position += Vec3::new(-3.0, 3.0, 0.0) * move1base;
80                    next.shoulder_r.orientation.rotate_z(PI / 4.0 * move1base);
81                    next.control_l.orientation.rotate_x(-PI / 4.0 * move1);
82                    next.control_r.orientation.rotate_z(PI / 3.0 * move1);
83                    next.foot_l.position += Vec3::new(-2.0, -2.0, 0.0) * move1;
84                    next.foot_l.orientation.rotate_z(PI / 5.0 * move1);
85
86                    next.head
87                        .orientation
88                        .rotate_z(PI / 9.0 * move2base + PI / 9.0 * move2);
89                    next.torso
90                        .orientation
91                        .rotate_z(-PI / 5.0 * move2base - PI / 5.0 * move2);
92                    next.lower_torso
93                        .orientation
94                        .rotate_z(PI / 9.0 * move2base + PI / 9.0 * move2);
95                    next.control.position += Vec3::new(10.0, -4.0, -5.0) * move2base;
96                    next.control.orientation.rotate_x(-PI / 1.2 * move2);
97                    next.control.orientation.rotate_y(-PI / 4.0 * move2);
98                    next.control.orientation.rotate_z(PI / 8.0 * move2);
99                    next.shoulder_l.position += Vec3::new(-3.0, -3.0, 0.0) * move2base;
100                    next.shoulder_r.position += Vec3::new(3.0, -3.0, 0.0) * move2base;
101                    next.shoulder_r.orientation.rotate_z(-PI / 4.0 * move2base);
102                    next.control_l.orientation.rotate_x(PI / 3.0 * move2);
103                    next.control_l.orientation.rotate_y(PI / 6.0 * move2);
104                    next.control_l.orientation.rotate_z(-PI / 8.0 * move2);
105                    next.control_r.orientation.rotate_x(PI / 3.0 * move2);
106                    next.control_r.orientation.rotate_y(PI / 6.0 * move2);
107                    next.control_r.orientation.rotate_z(PI / 6.0 * move2);
108                    next.leg_l.position += Vec3::new(1.0, 1.0, 0.0) * move2;
109                    next.leg_l.orientation.rotate_x(PI / 8.0 * move2);
110                    next.foot_l.position += Vec3::new(4.0, 4.0, 0.0) * move2;
111                    next.foot_l.orientation.rotate_z(-PI / 5.0 * move2);
112                    next.foot_r.position += Vec3::new(2.0, -2.0, 0.0) * move2;
113                    next.foot_r.orientation.rotate_z(-PI / 5.0 * move2);
114                },
115                // Mirrored version of the fast slash
116                Some("common.abilities.custom.gigas_fire.slow_slash") => {
117                    init_gigas_fire(&mut next);
118
119                    next.head.orientation.rotate_z(PI / 9.0 * move1base);
120                    next.torso.orientation.rotate_z(-PI / 5.0 * move1base);
121                    next.lower_torso.orientation.rotate_z(PI / 9.0 * move1base);
122                    next.control.position += Vec3::new(10.0, 4.0, 5.0) * move1base;
123                    next.control.orientation.rotate_x(PI / 4.0 * move1);
124                    next.shoulder_l.position += Vec3::new(3.0, 3.0, 0.0) * move1base;
125                    next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move1base);
126                    next.shoulder_r.position += Vec3::new(-3.0, 3.0, 0.0) * move1base;
127                    next.shoulder_r.orientation.rotate_z(PI / 8.0 * move1base);
128                    next.control_l.orientation.rotate_z(-PI / 3.0 * move1);
129                    next.control_r.orientation.rotate_x(-PI / 4.0 * move1);
130                    next.foot_r.position += Vec3::new(2.0, -2.0, 0.0) * move1;
131                    next.foot_r.orientation.rotate_z(-PI / 5.0 * move1);
132
133                    next.head
134                        .orientation
135                        .rotate_z(-PI / 9.0 * move2base - PI / 9.0 * move2);
136                    next.torso
137                        .orientation
138                        .rotate_z(PI / 5.0 * move2base + PI / 5.0 * move2);
139                    next.lower_torso
140                        .orientation
141                        .rotate_z(-PI / 9.0 * move2base - PI / 9.0 * move2);
142                    next.control.position += Vec3::new(-10.0, -4.0, -5.0) * move2base;
143                    next.control.orientation.rotate_x(-PI / 1.2 * move2);
144                    next.control.orientation.rotate_y(PI / 4.0 * move2);
145                    next.control.orientation.rotate_z(-PI / 8.0 * move2);
146                    next.shoulder_l.position += Vec3::new(-3.0, -3.0, 0.0) * move2base;
147                    next.shoulder_l.orientation.rotate_z(PI / 4.0 * move2base);
148                    next.shoulder_r.position += Vec3::new(3.0, -3.0, 0.0) * move2base;
149                    next.control_l.orientation.rotate_x(PI / 3.0 * move2);
150                    next.control_l.orientation.rotate_y(-PI / 6.0 * move2);
151                    next.control_l.orientation.rotate_z(-PI / 6.0 * move2);
152                    next.control_r.orientation.rotate_x(PI / 3.0 * move2);
153                    next.control_r.orientation.rotate_y(-PI / 6.0 * move2);
154                    next.control_r.orientation.rotate_z(PI / 8.0 * move2);
155                    next.foot_l.position += Vec3::new(-2.0, -2.0, 0.0) * move2;
156                    next.foot_l.orientation.rotate_z(PI / 5.0 * move2);
157                    next.leg_r.position += Vec3::new(-1.0, 1.0, 0.0) * move2;
158                    next.leg_r.orientation.rotate_x(PI / 8.0 * move2);
159                    next.foot_r.position += Vec3::new(-4.0, 4.0, 0.0) * move2;
160                    next.foot_r.orientation.rotate_z(PI / 5.0 * move2);
161                },
162                Some("common.abilities.custom.gigas_fire.fast_thrust") => {
163                    init_gigas_fire(&mut next);
164
165                    next.foot_l.position += Vec3::new(-1.0, -1.0, 0.0) * move1;
166                    next.foot_l.orientation.rotate_z(PI / 5.0 * move1);
167                    next.leg_r.position += Vec3::new(1.0, 1.0, 0.0) * move1;
168                    next.leg_r.orientation.rotate_x(PI / 8.0 * move1);
169                    next.foot_r.position += Vec3::new(3.0, 3.0, 0.0) * move1;
170                    next.foot_r.orientation.rotate_z(-PI / 6.0 * move1);
171                    next.torso.orientation.rotate_z(PI / 2.0 * move1);
172                    next.lower_torso.orientation.rotate_z(-PI / 4.0 * move1);
173                    next.head.orientation.rotate_z(-PI / 4.0 * move1);
174                    next.control.orientation.rotate_y(PI / 2.0 * move1);
175                    next.control.orientation.rotate_x(-PI / 2.5 * move1);
176                    next.shoulder_l.position += Vec3::new(5.0, 5.0, 0.0) * move1;
177                    next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move1);
178                    next.control_l.orientation.rotate_x(PI / 3.0 * move1);
179                    next.control_l.orientation.rotate_y(-PI / 6.0 * move1);
180                    next.shoulder_r.position += Vec3::new(-2.0, 2.0, 0.0) * move1;
181                    next.shoulder_r.orientation.rotate_z(PI / 6.0 * move1);
182                    next.control_r.orientation.rotate_z(PI / 4.0 * move1);
183                    next.control_r.orientation.rotate_y(-PI / 4.0 * move1);
184
185                    next.leg_r.orientation.rotate_x(-PI / 8.0 * move2);
186                    next.foot_r.position += Vec3::new(-2.0, -2.0, 0.0) * move2;
187                    next.foot_r.orientation.rotate_z(PI / 5.0 * move2);
188                    next.foot_l.position += Vec3::new(-1.0, 2.0, 0.0) * move2;
189                    next.torso.orientation.rotate_z(-PI / 1.5 * move2);
190                    next.lower_torso.orientation.rotate_z(PI / 4.0 * move2);
191                    next.head.orientation.rotate_z(PI / 4.0 * move2);
192                    next.control.position += Vec3::new(-10.0, 5.0, -8.0) * move2;
193                    next.control
194                        .orientation
195                        .rotate_x(PI / 2.5 * (4.0 * move2).min(1.0));
196                    next.control.orientation.rotate_y(PI / 20.0 * move2);
197                    next.control.orientation.rotate_z(PI / 1.7 * move2);
198                    next.main.position += Vec3::new(-3.0, 0.0, -3.0) * move2;
199                    next.shoulder_l.position += Vec3::new(-2.0, -2.0, 0.0) * move2;
200                    next.shoulder_l.orientation.rotate_z(PI / 6.0 * move2);
201                    next.control_l.orientation.rotate_x(-PI / 8.0 * move2);
202                    next.control_l.orientation.rotate_y(PI / 6.0 * move2);
203                    next.control_l.orientation.rotate_z(-PI / 1.8 * move2);
204                    next.control_r.orientation.rotate_x(PI / 3.0 * move2);
205                    next.control_r.orientation.rotate_z(-PI / 4.0 * move2);
206                },
207                // Mirrored version of the fast thrust
208                Some("common.abilities.custom.gigas_fire.slow_thrust") => {
209                    init_gigas_fire(&mut next);
210
211                    next.leg_l.position += Vec3::new(-1.0, 1.0, 0.0) * move1;
212                    next.leg_l.orientation.rotate_x(PI / 8.0 * move1);
213                    next.foot_l.position += Vec3::new(-3.0, 3.0, 0.0) * move1;
214                    next.foot_l.orientation.rotate_z(PI / 6.0 * move1);
215                    next.foot_r.position += Vec3::new(1.0, -1.0, 0.0) * move1;
216                    next.foot_r.orientation.rotate_z(-PI / 5.0 * move1);
217                    next.torso.orientation.rotate_z(-PI / 2.0 * move1);
218                    next.lower_torso.orientation.rotate_z(PI / 4.0 * move1);
219                    next.head.orientation.rotate_z(PI / 4.0 * move1);
220                    next.control.orientation.rotate_y(-PI / 2.0 * move1);
221                    next.control.orientation.rotate_x(-PI / 2.5 * move1);
222                    next.shoulder_l.position += Vec3::new(2.0, 2.0, 0.0) * move1;
223                    next.shoulder_l.orientation.rotate_z(-PI / 6.0 * move1);
224                    next.control_l.orientation.rotate_z(-PI / 4.0 * move1);
225                    next.control_l.orientation.rotate_y(PI / 4.0 * move1);
226                    next.shoulder_r.position += Vec3::new(-5.0, 5.0, 0.0) * move1;
227                    next.shoulder_r.orientation.rotate_z(PI / 4.0 * move1);
228                    next.control_r.orientation.rotate_x(PI / 3.0 * move1);
229                    next.control_r.orientation.rotate_y(PI / 6.0 * move1);
230
231                    next.foot_r.position += Vec3::new(1.0, 2.0, 0.0) * move2;
232                    next.leg_l.orientation.rotate_x(-PI / 8.0 * move2);
233                    next.foot_l.position += Vec3::new(2.0, -2.0, 0.0) * move2;
234                    next.foot_l.orientation.rotate_z(-PI / 5.0 * move2);
235                    next.torso.orientation.rotate_z(PI / 1.5 * move2);
236                    next.lower_torso.orientation.rotate_z(-PI / 4.0 * move2);
237                    next.head.orientation.rotate_z(-PI / 4.0 * move2);
238                    next.control.position += Vec3::new(10.0, 5.0, -8.0) * move2;
239                    next.control
240                        .orientation
241                        .rotate_x(PI / 2.5 * (4.0 * move2).min(1.0));
242                    next.control.orientation.rotate_y(-PI / 20.0 * move2);
243                    next.control.orientation.rotate_z(-PI / 1.7 * move2);
244                    next.main.position += Vec3::new(3.0, 0.0, -3.0) * move2;
245                    next.control_l.orientation.rotate_x(PI / 3.0 * move2);
246                    next.control_l.orientation.rotate_z(PI / 3.0 * move2);
247                    next.shoulder_r.position += Vec3::new(2.0, -2.0, 0.0) * move2;
248                    next.shoulder_r.orientation.rotate_z(-PI / 6.0 * move2);
249                    next.control_r.orientation.rotate_x(-PI / 8.0 * move2);
250                    next.control_r.orientation.rotate_y(-PI / 6.0 * move2);
251                    next.control_r.orientation.rotate_z(PI / 1.8 * move2);
252                },
253                Some("common.abilities.custom.gigas_fire.whirlwind") => {
254                    let move1 = move1base * pullback;
255                    let move2 = move2base;
256
257                    init_gigas_fire(&mut next);
258
259                    next.head.orientation.rotate_z(-PI / 8.0 * move1);
260                    next.lower_torso.orientation.rotate_z(-PI / 6.0 * move1base);
261                    next.shoulder_r.position += Vec3::new(-4.0, 4.0, 0.0) * move1base;
262                    next.shoulder_r.orientation.rotate_z(PI / 5.0 * move1base);
263                    next.control_l.orientation.rotate_x(-PI / 4.0 * move1);
264                    next.control_r.orientation.rotate_z(PI / 4.0 * move1);
265                    next.control_r.orientation.rotate_y(PI / 4.0 * move1);
266                    next.control.position += Vec3::new(-5.0, -5.0, -5.0) * move1;
267                    next.control.orientation.rotate_y(-PI / 2.3 * move1);
268                    next.control.orientation.rotate_z(PI / 6.0 * move1 * move1);
269                    next.leg_r.position += Vec3::new(1.5, -4.0, 0.0) * move1base;
270                    next.leg_r.orientation.rotate_x(-PI / 8.0 * move1base);
271                    next.leg_r.orientation.rotate_y(-PI / 8.0 * move1base);
272                    next.leg_r.orientation.rotate_z(-PI / 8.0 * move1base);
273                    next.foot_r.position += Vec3::new(3.0, -8.0, 0.0) * move1base;
274                    next.foot_r.orientation.rotate_z(-PI / 4.0 * move1base);
275
276                    next.head.orientation.rotate_z(-PI / 8.0 * move2);
277                    next.torso.orientation.rotate_z(-2.0 * PI * move2);
278                    next.lower_torso.orientation.rotate_z(PI / 6.0 * move2base);
279                    next.shoulder_r.position += Vec3::new(4.0, -4.0, 0.0) * move2base;
280                    next.shoulder_r.orientation.rotate_z(-PI / 5.0 * move2base);
281                    next.shoulder_l.position += Vec3::new(4.0, 4.0, 0.0) * move2;
282                    next.shoulder_l.orientation.rotate_z(-PI / 7.0 * move2);
283                    next.control_l.orientation.rotate_x(PI / 2.0 * move2);
284                    next.control_l.orientation.rotate_z(PI / 3.0 * move2);
285                    next.control_r.orientation.rotate_z(PI / 2.4 * move2);
286                    next.control_r.orientation.rotate_y(PI / 2.8 * move2);
287                    next.control_r.orientation.rotate_x(PI / 2.8 * move2);
288                    next.control.position += Vec3::new(4.0, 0.0, 0.0) * move2;
289                    next.control.orientation.rotate_z(-PI / 1.2 * move2);
290                    next.control.orientation.rotate_x(-PI / 5.0 * move2);
291                    next.leg_r.position += Vec3::new(-1.5, 4.0, 0.0) * move2base.powi(2);
292                    next.leg_r
293                        .orientation
294                        .rotate_x(PI / 8.0 * move2base.powi(2));
295                    next.leg_r
296                        .orientation
297                        .rotate_y(PI / 8.0 * move2base.powi(2));
298                    next.leg_r
299                        .orientation
300                        .rotate_z(PI / 8.0 * move2base.powi(2));
301                    next.foot_r.position += Vec3::new(-3.0, 8.0, 0.0) * move2base.powi(2);
302                    next.foot_r
303                        .orientation
304                        .rotate_z(PI / 4.0 * move2base.powi(2));
305                    next.foot_r.orientation.rotate_z(-PI / 8.0 * move2.powi(2));
306                    next.leg_l.position += Vec3::new(0.0, 2.5, 0.0) * move2.powi(2);
307                    next.leg_l.orientation.rotate_x(PI / 6.0 * move2.powi(2));
308                    next.foot_l.position += Vec3::new(0.0, 5.0, 0.0) * move2.powi(2);
309                    if matches!(stage_section, Some(StageSection::Action)) {
310                        next.leg_l.position.z += 3.0 * (PI * move2).sin();
311                        next.foot_l.position.z += 3.0 * (PI * move2).sin();
312                    }
313                    next.foot_l.orientation.rotate_z(-PI / 8.0 * move2);
314                },
315                Some("common.abilities.custom.gigas_fire.vertical_strike") => {
316                    let pullback = (1.0 - move3).powi(3);
317                    let move1 = move1base * pullback;
318                    let move2 = move2base * pullback;
319
320                    init_gigas_fire(&mut next);
321
322                    next.control.position += Vec3::new(5.0, 0.0, -20.0) * move1;
323                    next.control.orientation.rotate_y(PI / 2.5 * move1);
324                    next.control.orientation.rotate_x(-PI / 3.0 * move1);
325                    next.control.orientation.rotate_z(-PI / 4.0 * move1);
326                    next.shoulder_l.position += Vec3::new(5.0, 5.0, 0.0) * move1;
327                    next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move1);
328                    next.torso.orientation.rotate_z(-PI / 3.0 * move1);
329                    next.lower_torso.orientation.rotate_z(PI / 8.0 * move1);
330                    next.leg_r.position += Vec3::new(2.0, -2.0, 0.0) * move1;
331                    next.leg_r.orientation.rotate_y(-PI / 8.0 * move1);
332                    next.leg_r.orientation.rotate_z(-PI / 8.0 * move1);
333                    next.foot_r.position += Vec3::new(4.0, -4.0, 0.0) * move1;
334                    next.foot_r.orientation.rotate_z(-PI / 7.0 * move1);
335                    next.leg_l.position += Vec3::new(2.0, 3.0, 0.0) * move1;
336                    next.leg_l.orientation.rotate_y(PI / 8.0 * move1);
337                    next.leg_l.orientation.rotate_z(-PI / 8.0 * move1);
338                    next.foot_l.position += Vec3::new(0.0, 4.0, 0.0) * move1;
339                    next.foot_l.orientation.rotate_z(PI / 8.0 * move1);
340
341                    next.control.position += Vec3::new(-8.0, -6.0, 40.0) * move2;
342                    next.control.orientation.rotate_y(1.3 * PI * move2);
343                    next.control
344                        .orientation
345                        .rotate_x(PI / 3.0 * (PI * move2).sin());
346                    next.control.orientation.rotate_z(-PI / 1.1 * move2);
347                    next.shoulder_l.position += Vec3::new(-5.0, -5.0, 0.0) * move2;
348                    next.shoulder_l.orientation.rotate_z(PI / 4.0 * move2);
349                    next.shoulder_l.orientation.rotate_x(PI / 2.5 * move2);
350                    next.shoulder_r.position += Vec3::new(-5.0, 5.0, 0.0) * move2;
351                    next.shoulder_r.orientation.rotate_z(PI / 4.0 * move2);
352                    next.shoulder_r.orientation.rotate_x(PI / 2.5 * move2);
353                    next.torso.orientation.rotate_z(PI / 2.0 * move2);
354                    next.lower_torso.orientation.rotate_z(-PI / 8.0 * move2);
355                    next.foot_r.position += Vec3::new(-2.0, 8.0, 0.0) * move2
356                        + Vec3::new(0.0, 0.0, 5.0) * move2.powi(2);
357                    next.leg_r.position += Vec3::new(-2.0, 4.0, 0.0) * move2
358                        + Vec3::new(0.0, 0.0, 5.0) * move2.powi(2);
359                    next.leg_r.orientation.rotate_z(PI / 4.0 * move2);
360                    next.foot_l.position += Vec3::new(0.0, -8.0, 0.0) * move2;
361                    next.foot_l.orientation.rotate_z(-PI / 5.0 * move2);
362                    next.leg_l.position += Vec3::new(0.0, -4.0, 0.0) * move2;
363                    next.leg_l.orientation.rotate_z(PI / 4.0 * move2);
364                },
365                Some("common.abilities.custom.gigas_fire.explosive_strike") => {
366                    let (move1base, move2base, move3) = match stage_section {
367                        Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
368                        Some(StageSection::Action) => (1.0, anim_time, 0.0),
369                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
370                        _ => (0.0, 0.0, 0.0),
371                    };
372
373                    let (pre_move1base, move1base) = if move1base < 0.2 {
374                        (5.0 * move1base, 0.0)
375                    } else {
376                        (1.0, 1.25 * (move1base - 0.2))
377                    };
378
379                    let pullback = 1.0 - move3;
380                    let pre_move1 = pre_move1base * pullback;
381                    let move2 = move2base * pullback;
382
383                    init_gigas_fire(&mut next);
384
385                    next.torso.orientation.rotate_z(PI / 8.0 * pre_move1base);
386                    next.lower_torso
387                        .orientation
388                        .rotate_z(-PI / 16.0 * pre_move1);
389                    next.shoulder_l
390                        .orientation
391                        .rotate_x(PI / 3.0 * pre_move1base);
392                    next.shoulder_r
393                        .orientation
394                        .rotate_x(PI / 3.0 * pre_move1base);
395                    next.shoulder_r.position += Vec3::new(-2.0, 8.0, 0.0) * pre_move1base;
396                    next.shoulder_r
397                        .orientation
398                        .rotate_z(PI / 5.0 * pre_move1base);
399                    next.control.position +=
400                        Vec3::new(-15.0 * pre_move1base, 0.0, 25.0 * pre_move1base);
401                    next.control.orientation.rotate_x(PI / 2.5 * pre_move1);
402                    next.leg_l.position += Vec3::new(0.0, -2.5, 0.0) * pre_move1base;
403                    next.leg_l.orientation.rotate_x(-PI / 8.0 * pre_move1base);
404                    next.foot_l.position += Vec3::new(0.0, -5.0, 0.0) * pre_move1base;
405                    next.foot_l.orientation.rotate_z(PI / 4.0 * pre_move1base);
406
407                    next.torso.orientation.rotate_z(-PI / 8.0 * move1base);
408                    next.control.orientation.rotate_z(2.0 * PI * move1base);
409                    next.leg_l.position += Vec3::new(0.0, 2.5, 0.0) * move1base;
410                    next.leg_l.orientation.rotate_x(PI / 8.0 * move1base);
411                    next.foot_l.position += Vec3::new(0.0, 5.0, 0.0) * move1base;
412
413                    next.torso.position += Vec3::new(0.0, -10.0, 0.0) * move2;
414                    next.torso.orientation.rotate_z(-PI / 8.0 * move2);
415                    next.torso.orientation.rotate_x(-PI / 8.0 * move2);
416                    next.lower_torso.orientation.rotate_z(PI / 8.0 * move2);
417                    next.lower_torso.orientation.rotate_x(PI / 8.0 * move2);
418                    next.torso.position += Vec3::new(0.0, 0.0, 1.5) * move2;
419                    next.shoulder_l.orientation.rotate_x(-PI / 3.0 * move2base);
420                    next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move2);
421                    next.shoulder_r.position += Vec3::new(2.0, -8.0, 0.0) * move2base;
422                    next.shoulder_r.orientation.rotate_z(-PI / 5.0 * move2base);
423                    next.shoulder_r.orientation.rotate_x(-PI / 3.0 * move2base);
424                    next.control.position +=
425                        Vec3::new(15.0 * move2base, 0.0, -25.0 * move2base - 20.0 * move2);
426                    next.control.orientation.rotate_x(-PI * move2);
427                    next.leg_l.position += Vec3::new(0.0, 1.0, 0.0) * move2;
428                    next.foot_l.position += Vec3::new(0.0, 2.5, 0.0) * move2;
429                    next.foot_l.orientation.rotate_z(-PI / 4.0 * move2base);
430                },
431                _ => {
432                    biped_large_alpha_sword(&mut next, s_a, move1, move2);
433                },
434            },
435            Some(ToolKind::Hammer) => {
436                biped_large_alpha_hammer(&mut next, s_a, move1, move2);
437            },
438            Some(ToolKind::Axe) => match ability_id {
439                Some("common.abilities.custom.gigas_frost.cleave") => {
440                    next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
441                    next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
442
443                    next.control.position = Vec3::new(
444                        4.0 + move1 * -12.0 + move2 * 28.0,
445                        (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
446                        (-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * -6.0,
447                    );
448                    next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
449                        * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
450                    next.upper_torso.orientation =
451                        Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
452                    next.lower_torso.orientation =
453                        Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
454
455                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
456                        * Quaternion::rotation_y(-0.0);
457                    next.control_r.orientation =
458                        Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
459                            * Quaternion::rotation_y(0.0)
460                            * Quaternion::rotation_z(0.0);
461
462                    next.control.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.5)
463                        * Quaternion::rotation_y(move1 * -0.9 + move2 * 2.0)
464                        * Quaternion::rotation_z(-0.3);
465                },
466                Some("common.abilities.custom.gigas_frost.wide_cleave") => {
467                    next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
468                    next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
469
470                    next.control.position = Vec3::new(
471                        4.0 + move1 * -12.0 + move2 * 28.0,
472                        (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
473                        (-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * 8.0,
474                    );
475                    next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
476                        * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
477                    next.upper_torso.orientation =
478                        Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
479                    next.lower_torso.orientation =
480                        Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
481
482                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
483                        * Quaternion::rotation_y(-0.0);
484                    next.control_r.orientation =
485                        Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
486                            * Quaternion::rotation_y(0.0)
487                            * Quaternion::rotation_z(0.0);
488
489                    next.control.orientation =
490                        Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
491                            * Quaternion::rotation_y(-1.8 + move1 * -0.4 + move2 * 3.5)
492                            * Quaternion::rotation_z(move1 * -1.0 + move2 * -1.5);
493                },
494                Some("common.abilities.custom.gigas_frost.bonk") => {
495                    next.head.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -1.2);
496                    next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
497                    next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
498                    next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
499                    next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
500                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
501                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
502                    next.weapon_l.position =
503                        Vec3::new(-12.0 + (move1 * 20.0).min(10.0), -1.0, -15.0);
504                    next.weapon_r.position =
505                        Vec3::new(12.0 + (move1 * -20.0).max(-10.0), -1.0, -15.0);
506
507                    next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
508                        * Quaternion::rotation_z(move1 * -1.0);
509                    next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
510                        * Quaternion::rotation_z(move1 * 1.0);
511
512                    next.shoulder_l.orientation =
513                        Quaternion::rotation_x(-0.3 + move1 * 2.0 + move2 * -1.0);
514
515                    next.shoulder_r.orientation =
516                        Quaternion::rotation_x(-0.3 + move1 * 2.0 + move2 * -1.0);
517
518                    next.control.orientation = Quaternion::rotation_x(move1 * 1.5 + move2 * -0.4);
519
520                    let twist = move1 * 0.6 + move3 * -0.6;
521                    next.upper_torso.position =
522                        Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
523                    next.upper_torso.orientation =
524                        Quaternion::rotation_x(move1 * 0.4 + move2 * -1.1)
525                            * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
526
527                    next.lower_torso.orientation =
528                        Quaternion::rotation_x(move1 * -0.4 + move2 * 1.1)
529                            * Quaternion::rotation_z(twist);
530
531                    next.foot_l.position = Vec3::new(
532                        -s_a.foot.0,
533                        s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
534                        s_a.foot.2,
535                    );
536                    next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
537                        * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
538
539                    next.foot_r.position = Vec3::new(
540                        s_a.foot.0,
541                        s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
542                        s_a.foot.2,
543                    );
544                    next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
545                        * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
546                    next.main.position = Vec3::new(-5.0 + (move1 * 20.0).min(10.0), 6.0, 4.0);
547                    next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -1.2);
548                },
549                _ => {
550                    biped_large_alpha_axe(&mut next, s_a, move1, move2);
551                },
552            },
553            Some(ToolKind::Natural) => match ability_id {
554                Some("common.abilities.custom.wendigomagic.singlestrike") => {
555                    next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
556                    next.upper_torso.orientation =
557                        Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
558                    next.lower_torso.orientation =
559                        Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
560
561                    next.control_l.position =
562                        Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
563                    next.control_r.position =
564                        Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
565
566                    next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
567                        * Quaternion::rotation_y(-0.15)
568                        * Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
569                    next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
570                        * Quaternion::rotation_y(0.15)
571                        * Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
572                    next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
573                },
574                Some("common.abilities.custom.minotaur.cripplingstrike") => {
575                    next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
576                    next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
577                    next.weapon_l.position = Vec3::new(
578                        -12.0 + move1 * -9.0 + move2 * 16.0,
579                        -6.0 + move2 * 8.0,
580                        -18.0 + move1 * 8.0 + move2 * -4.0,
581                    );
582                    next.weapon_r.position = Vec3::new(
583                        12.0 + move1 * 9.0 + move2 * -16.0,
584                        -6.0 + move2 * 8.0,
585                        -18.0 + move1 * 8.0 + move2 * -8.0,
586                    );
587
588                    next.weapon_l.orientation = Quaternion::rotation_x(-1.67)
589                        * Quaternion::rotation_y(move1 * -0.3 + move2 * 1.0)
590                        * Quaternion::rotation_z(move1 * 0.8 + move2 * -1.8);
591                    next.weapon_r.orientation = Quaternion::rotation_x(-1.67)
592                        * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.6)
593                        * Quaternion::rotation_z(move1 * -0.8 + move2 * 1.8);
594
595                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
596                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
597
598                    next.shoulder_l.orientation = Quaternion::rotation_x(-0.3)
599                        * Quaternion::rotation_y(move1 * 0.7 + move2 * -0.7);
600
601                    next.shoulder_r.orientation = Quaternion::rotation_x(-0.3)
602                        * Quaternion::rotation_y(move1 * -0.7 + move2 * 0.7);
603                    next.second.scale = Vec3::one() * 1.0;
604                    next.head.orientation = Quaternion::rotation_x(move1 * -0.6 + move2 * 0.4)
605                },
606                Some("common.abilities.custom.yeti.strike") => {
607                    next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
608                    next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
609
610                    next.control.position = Vec3::new(
611                        4.0 + move1 * -12.0 + move2 * 20.0,
612                        (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
613                        (-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 8.0,
614                    );
615                    next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
616                        * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
617                    next.upper_torso.orientation =
618                        Quaternion::rotation_z(move1 * 0.2 + move2 * -0.4);
619                    next.lower_torso.orientation =
620                        Quaternion::rotation_z(move1 * -0.2 + move2 * 0.2);
621
622                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
623                        * Quaternion::rotation_y(-0.0);
624                    next.control_r.orientation =
625                        Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
626                            * Quaternion::rotation_y(0.0)
627                            * Quaternion::rotation_z(0.0);
628
629                    next.control.orientation =
630                        Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
631                            * Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
632                            * Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
633                },
634                Some("common.abilities.custom.harvester.scythe") => {
635                    next.head.orientation = Quaternion::rotation_x(move1 * -0.25 + move2 * 0.25)
636                        * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.4);
637
638                    next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1 + move2 * -0.5);
639                    next.jaw.orientation = Quaternion::rotation_x(move2 * -0.15);
640
641                    next.upper_torso.orientation =
642                        Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
643                            * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0);
644
645                    next.shoulder_l.position = Vec3::new(
646                        -s_a.shoulder.0,
647                        s_a.shoulder.1,
648                        s_a.shoulder.2 - foothorir * 1.0,
649                    );
650                    next.shoulder_l.orientation =
651                        Quaternion::rotation_x(-0.4 + move1 * 1.0 + move2 * -1.0)
652                            * Quaternion::rotation_y(move1 * -0.2);
653                    next.shoulder_r.orientation =
654                        Quaternion::rotation_y(0.4 + move1 * -0.8 + move2 * 0.8)
655                            * Quaternion::rotation_x(0.4 + move1 * -0.4 + move2 * 0.8);
656
657                    if speed == 0.0 {
658                        next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.4 + move2 * -0.4);
659
660                        next.foot_l.position = Vec3::new(
661                            -s_a.foot.0,
662                            s_a.foot.1,
663                            s_a.foot.2 + move1 * 2.0 + move2 * -2.0,
664                        );
665                        next.foot_l.orientation =
666                            Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
667                    }
668
669                    next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
670                    next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
671
672                    next.control.position = Vec3::new(
673                        -7.0 + move1 * 26.0 - move2 * 32.0,
674                        0.0 + s_a.grip.0 / 1.0 - move1 * 4.0,
675                        -s_a.grip.0 / 0.8,
676                    );
677
678                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
679                        * Quaternion::rotation_y(-0.0)
680                        * Quaternion::rotation_z(PI);
681                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
682                        * Quaternion::rotation_y(-1.0 + move1 * 1.0)
683                        * Quaternion::rotation_z(0.0);
684
685                    next.control.orientation = Quaternion::rotation_x(-1.4 + move1 * -0.4)
686                        * Quaternion::rotation_y(-2.8 + move1 * 3.0 + move2 * -3.0)
687                        * Quaternion::rotation_z(move1 * -1.5);
688                },
689                Some(
690                    "common.abilities.custom.husk_brute.singlestrike"
691                    | "common.abilities.vampire.strigoi.singlestrike",
692                ) => {
693                    next.shoulder_l.position =
694                        Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
695                    next.shoulder_r.position =
696                        Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
697                    next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
698                    next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
699
700                    if mirror > 0.0 {
701                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
702                            * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
703
704                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * -0.6);
705
706                        next.upper_torso.orientation =
707                            Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
708                        next.lower_torso.orientation =
709                            Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
710
711                        next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
712                            * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
713
714                        next.hand_r.orientation = Quaternion::rotation_z(move1 * 1.0)
715                            * Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
716                    } else {
717                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
718                            * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
719
720                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
721
722                        next.upper_torso.orientation =
723                            Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
724                        next.lower_torso.orientation =
725                            Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
726
727                        next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
728                            * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
729
730                        next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
731                            * Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
732                    }
733                },
734                Some("common.abilities.custom.beastclaws.basic") => {
735                    next.shoulder_l.position =
736                        Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
737                    next.shoulder_r.position =
738                        Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
739                    next.hand_l.position =
740                        Vec3::new(-s_a.hand.0 - 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
741                    next.hand_r.position =
742                        Vec3::new(s_a.hand.0 + 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
743
744                    if mirror > 0.0 {
745                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
746                            * Quaternion::rotation_y(move1 * 0.5 + move2 * -1.0);
747
748                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
749
750                        next.upper_torso.orientation =
751                            Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
752                        next.lower_torso.orientation =
753                            Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
754
755                        next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
756                            * Quaternion::rotation_y(move1 * 0.2 + move2 * -0.5)
757                            * Quaternion::rotation_z(move1 * 2.0);
758
759                        next.hand_r.orientation = Quaternion::rotation_z(move1 * -2.0)
760                            * Quaternion::rotation_y(move1 * 0.8 + move2 * -0.6);
761                    } else {
762                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
763                            * Quaternion::rotation_y(move1 * -0.5 + move2 * 1.0);
764
765                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
766
767                        next.upper_torso.orientation =
768                            Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
769                        next.lower_torso.orientation =
770                            Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
771
772                        next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
773                            * Quaternion::rotation_y(move1 * -0.3 + move2 * 0.5)
774                            * Quaternion::rotation_z(move1 * -2.0);
775
776                        next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
777                            * Quaternion::rotation_y(move1 * -0.8 + move2 * 0.6);
778                    }
779                },
780                Some("common.abilities.custom.tursus.tursus_claws") => {
781                    next.shoulder_l.position =
782                        Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
783                    next.shoulder_r.position =
784                        Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
785                    next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
786                    next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
787
788                    if mirror > 0.0 {
789                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
790                            * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
791
792                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
793
794                        next.upper_torso.orientation =
795                            Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
796                        next.lower_torso.orientation =
797                            Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
798
799                        next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
800                            * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
801
802                        next.hand_r.orientation = Quaternion::rotation_z(move1 * -1.0)
803                            * Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
804                    } else {
805                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
806                            * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
807
808                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
809
810                        next.upper_torso.orientation =
811                            Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
812                        next.lower_torso.orientation =
813                            Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
814
815                        next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
816                            * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
817
818                        next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
819                            * Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
820                    }
821                },
822                _ => {},
823            },
824            Some(ToolKind::Spear) => match ability_id {
825                Some("common.abilities.custom.tidalwarrior.pincer") => {
826                    next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
827                    next.upper_torso.orientation =
828                        Quaternion::rotation_x(move1 * 0.2 + move2 * 0.4)
829                            * Quaternion::rotation_z(move1 * 1.0 + move2 * -1.3);
830                    next.lower_torso.orientation =
831                        Quaternion::rotation_x(move1 * 0.2 + move2 * -0.9)
832                            * Quaternion::rotation_y(move1 * 0.1 + move2 * -0.2)
833                            * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
834
835                    next.hand_r.position = Vec3::new(
836                        14.0 + move1 * 2.0 + move2 * 3.0,
837                        6.0 + move2 * 2.0,
838                        -6.0 - move2 * 3.0,
839                    );
840
841                    next.hand_r.orientation = Quaternion::rotation_y(move2 * -0.5);
842                    next.hand_l.position = Vec3::new(-14.0, 7.0, -9.0);
843
844                    next.hand_l.orientation =
845                        Quaternion::rotation_x(0.1 * move2) * Quaternion::rotation_z(-0.35);
846                    next.torso.position = Vec3::new(0.0, move2 * -10.35, move2 * -1.0);
847
848                    next.main.position = Vec3::new(-14.0, 0.0, -14.0);
849                    next.main.orientation = Quaternion::rotation_x(PI / -2.0 - 0.2 * move2)
850                        * Quaternion::rotation_y(0.4 + 0.4 * move2);
851                },
852                _ => {},
853            },
854            _ => {},
855        }
856
857        next
858    }
859}