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use super::{
    super::{vek::*, Animation},
    dual_wield_start, hammer_start, twist_back, twist_forward, CharacterSkeleton, SkeletonAttr,
};
use common::{
    states::utils::{AbilityInfo, HandInfo, StageSection},
    util::Dir,
};
use core::f32::consts::{PI, TAU};
use std::ops::{Mul, Sub};

pub struct MultiAction;

pub struct MultiActionDependency<'a> {
    pub ability_id: Option<&'a str>,
    pub stage_section: Option<StageSection>,
    pub ability_info: Option<AbilityInfo>,
    pub current_action: u32,
    pub max_actions: Option<u32>,
    pub move_dir: Vec2<f32>,
    pub orientation: Vec3<f32>,
    pub look_dir: Dir,
    pub velocity: Vec3<f32>,
}

impl Animation for MultiAction {
    type Dependency<'a> = MultiActionDependency<'a>;
    type Skeleton = CharacterSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"character_multi\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_multi")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        d: Self::Dependency<'_>,
        anim_time: f32,
        rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        *rate = 1.0;
        let mut next = (*skeleton).clone();

        next.main.position = Vec3::new(0.0, 0.0, 0.0);
        next.main.orientation = Quaternion::rotation_z(0.0);
        next.second.position = Vec3::new(0.0, 0.0, 0.0);
        next.second.orientation = Quaternion::rotation_z(0.0);
        if matches!(d.stage_section, Some(StageSection::Action)) {
            next.main_weapon_trail = true;
            next.off_weapon_trail = true;
        }
        let multi_action_pullback = 1.0
            - if matches!(d.stage_section, Some(StageSection::Recover)) {
                anim_time.powi(4)
            } else {
                0.0
            };

        for action in 0..=d.current_action {
            let (move1base, move2base, move3base) = if action == d.current_action {
                match d.stage_section {
                    Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
                    Some(StageSection::Action) => (1.0, anim_time, 0.0),
                    Some(StageSection::Recover) => (1.0, 1.0, anim_time),
                    _ => (0.0, 0.0, 0.0),
                }
            } else {
                (1.0, 1.0, 1.0)
            };
            let move1 = move1base * multi_action_pullback;
            let move2 = move2base * multi_action_pullback;

            match d.ability_id {
                // ==================================
                //               SWORD
                // ==================================
                Some(
                    "common.abilities.sword.basic_double_slash"
                    | "common.abilities.sword.heavy_double_slash"
                    | "common.abilities.sword.agile_double_slash"
                    | "common.abilities.sword.defensive_double_slash"
                    | "common.abilities.sword.crippling_double_slash"
                    | "common.abilities.sword.cleaving_double_slash",
                ) => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;
                    let move2alt = move2base.powf(0.25) * multi_action_pullback;

                    match action {
                        0 => {
                            next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                            next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
                                * Quaternion::rotation_y(s_a.shl.4);
                            next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
                            next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
                            next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
                            next.chest.orientation =
                                Quaternion::rotation_y(move1 * 0.1 + move2alt * -0.15)
                                    * Quaternion::rotation_z(move1 * 1.2 + move2alt * -2.0);
                            next.head.orientation =
                                Quaternion::rotation_x(move1 * 0.2 + move2alt * -0.24)
                                    * Quaternion::rotation_y(move1 * 0.3 + move2alt * -0.36)
                                    * Quaternion::rotation_z(move1 * -0.3 + move2alt * 0.72);
                            next.belt.orientation =
                                Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0);
                            next.shorts.orientation =
                                Quaternion::rotation_z(move1 * -1.0 + move2alt * 1.4);
                            next.hand_r.position = Vec3::new(
                                -s_a.sc.0 + 6.0 + move1 * -12.0,
                                -4.0 + move1 * 3.0,
                                -2.0,
                            );
                            next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
                            next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                            next.control.position = Vec3::new(
                                s_a.sc.0 + move1 * -3.0 + move2 * 20.0,
                                s_a.sc.1,
                                s_a.sc.2 + move1 * 10.0 + move2alt * -10.0,
                            );
                            next.control.orientation =
                                Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
                                    * Quaternion::rotation_y(move1 * -1.2 + move2 * 2.3)
                                    * Quaternion::rotation_z(move2alt * -1.5);
                            next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
                            next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
                            next.foot_r.position += Vec3::new(0.0, move2 * 0.5, 0.0);
                        },
                        1 => {
                            next.control.orientation.rotate_x(move1 * 3.2);
                            next.control.orientation.rotate_z(move1 * 1.0);

                            next.chest.position += Vec3::new(0.0, move2 * 1.0, 0.0);
                            next.chest.orientation.rotate_z(move2 * 1.4);
                            next.head.orientation.rotate_z(move2 * -0.4);
                            next.shorts.orientation.rotate_z(move2 * -0.8);
                            next.belt.orientation.rotate_z(move2 * -0.3);
                            next.control.orientation.rotate_z(move2 * 2.7);
                            next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
                        },
                        _ => {},
                    }
                },
                Some("common.abilities.sword.heavy_sweep") => {
                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
                        * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
                        * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
                        * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
                    next.control.orientation.rotate_x(move1 * 1.2);
                    next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
                    next.control.orientation.rotate_y(move1 * -1.6);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);

                    next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move2 * 0.5, 0.0);
                    next.chest.position += Vec3::new(0.0, move2 * 3.0, 0.0);
                    next.chest.orientation.rotate_z(move2 * -0.6);
                    next.control.orientation.rotate_z(move2 * -3.8);
                    next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0);
                },
                Some("common.abilities.sword.heavy_pommel_strike") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
                    next.chest.orientation = Quaternion::rotation_x(move1 * 0.15)
                        * Quaternion::rotation_y(move1 * 0.15)
                        * Quaternion::rotation_z(move1 * 0.3);
                    next.head.orientation = Quaternion::rotation_y(move1 * -0.15)
                        * Quaternion::rotation_z(move1 * -0.3);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
                    next.control.orientation.rotate_x(move1 * 2.2);
                    next.control.position += Vec3::new(move1 * -2.0, move1 * -8.0, move1 * 10.0);
                    next.control.orientation.rotate_z(move1 * -0.3);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);

                    next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
                    next.chest.orientation.rotate_x(move2 * -0.2);
                    next.chest.orientation.rotate_y(move2 * -0.1);
                    next.chest.orientation.rotate_z(move2 * -0.6);
                    next.foot_l.position += Vec3::new(0.0, move2 * 5.0, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0);
                    next.head.orientation.rotate_x(move2 * -0.3);
                    next.head.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 0.5);
                    next.belt.orientation.rotate_z(move2 * 0.2);
                    next.control.position += Vec3::new(move2 * -8.0, move2 * 24.0, move2 * -1.5);
                    next.control.orientation.rotate_x(move2 * -0.2);
                    next.control.orientation.rotate_z(move2 * 0.6);
                },
                Some("common.abilities.sword.agile_quick_draw") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -1.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
                        * Quaternion::rotation_z(move2.signum() * -PI / 2.0);

                    next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.2);
                    next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
                    next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
                    next.head.orientation = Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
                        * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36)
                        * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
                    next.control.position += Vec3::new(move1 * -8.0, 0.0, move1 * 5.0);

                    next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
                    next.chest.orientation.rotate_z(move2 * -2.4);
                    next.belt.orientation.rotate_z(move2 * 0.8);
                    next.shorts.orientation.rotate_z(move2 * 1.5);
                    next.control.orientation.rotate_z(move2 * -3.8);
                    next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
                },
                Some("common.abilities.sword.agile_feint") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
                    next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);

                    next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);

                    // Right feint if x < 0, else left
                    if d.move_dir.x < 0.0 {
                        next.chest.orientation =
                            Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
                                * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
                        next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
                        next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
                            * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
                            * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
                        next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
                        next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
                        next.control.position += Vec3::new(move1 * 12.0, 6.0, 0.0);
                        next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
                            * Quaternion::rotation_y(move1 * -1.7)
                            * Quaternion::rotation_z(move1 * 0.7);

                        next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
                        next.belt.orientation.rotate_z(move2 * 0.1);
                        next.control.orientation.rotate_z(move2 * -1.9);
                        next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
                    } else {
                        next.chest.orientation =
                            Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
                                * Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
                        next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
                        next.head.orientation = Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
                            * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.36)
                            * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.72);
                        next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
                        next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                        next.control.position += Vec3::new(move1 * -6.0, 6.0, 0.0);
                        next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
                            * Quaternion::rotation_y(move1 * 1.7)
                            * Quaternion::rotation_z(move1 * -0.7);

                        next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
                        next.belt.orientation.rotate_z(move2 * -0.1);
                        next.control.orientation.rotate_z(move2 * 1.9);
                        next.control.position += Vec3::new(move2 * -5.0, move2 * 2.0, 0.0);
                    }
                },
                Some("common.abilities.sword.defensive_disengage") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
                        * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.5);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
                        * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
                        * Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2);
                    next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);

                    next.chest.orientation.rotate_z(move2 * -1.4);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 0.8);
                    next.control.orientation.rotate_y(move2 * -1.6);
                    next.control.orientation.rotate_z(move2 * -1.9);
                    next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
                },
                Some("common.abilities.sword.crippling_gouge") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 4.0 + move1 * -12.0, -2.0 + move1 * 3.0, 0.0);
                    next.hand_r.orientation = Quaternion::rotation_x(move1 * 0.5);
                    next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
                    next.chest.orientation = Quaternion::rotation_x(move1 * 0.05)
                        * Quaternion::rotation_y(move1 * 0.05)
                        * Quaternion::rotation_z(move1 * -1.0);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.05)
                        * Quaternion::rotation_y(move1 * 0.05)
                        * Quaternion::rotation_z(move1 * 0.8);
                    next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
                    next.control.orientation.rotate_y(move1 * -1.7);
                    next.control.orientation.rotate_z(move1 * 0.5);
                    next.control.position +=
                        Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);

                    next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                    next.chest.orientation.rotate_z(move2 * 0.9);
                    next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
                    next.head.position += Vec3::new(0.0, move2 * 2.0, 0.0);
                    next.head.orientation.rotate_x(move2 * -0.15);
                    next.head.orientation.rotate_y(move2 * -0.25);
                    next.head.orientation.rotate_z(move2 * -0.8);
                    next.belt.orientation.rotate_z(move2 * -0.4);
                    next.shorts.orientation.rotate_z(move2 * -0.8);
                    next.control.orientation.rotate_z(move2 * -1.5);
                    next.control.position += Vec3::new(move2 * -6.0, move2 * 15.0, 0.0);
                },
                Some("common.abilities.sword.crippling_hamstring") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = (move2base.powi(2).max(0.5) - 0.5) * 2.0 * multi_action_pullback;
                    let move2alt = move2base.powi(2).min(0.5) * 2.0 * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
                        * Quaternion::rotation_z((move2alt + move2) * -PI / 4.0);

                    next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
                        * Quaternion::rotation_x(move2alt * -0.3);
                    next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
                        * Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18)
                        * Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
                        * Quaternion::rotation_x(move2alt * 0.3);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
                        * Quaternion::rotation_x(move2alt * 0.5);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8);
                    next.foot_l.position += Vec3::new(0.0, move1 * -2.0, 0.0);
                    next.control.orientation.rotate_x(move1 * 0.4);

                    next.foot_r.position += Vec3::new(0.0, move2alt * 3.0, 0.0);
                    next.shorts.position +=
                        Vec3::new(move2alt * 1.0, move2alt * 2.0, move2alt * 0.0);
                    next.control
                        .orientation
                        .rotate_x(move2alt * -0.8 + move2 * -0.6);
                    next.chest.orientation.rotate_z(move2 * -1.7);
                    next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                    next.control.orientation.rotate_z(move2 * -1.6);
                    next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0);
                },
                Some("common.abilities.sword.offensive_combo") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    match action {
                        0 => {
                            next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                            next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
                                * Quaternion::rotation_y(s_a.shl.4);
                            next.hand_r.position = Vec3::new(
                                -s_a.sc.0 + 6.0 + move1 * -12.0,
                                -4.0 + move1 * 3.0,
                                -2.0,
                            );
                            next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                            next.control.position = Vec3::new(
                                s_a.sc.0 + move1 * 13.0,
                                s_a.sc.1 - move1 * 3.0,
                                s_a.sc.2 + move1 * 9.0,
                            );
                            next.control.orientation =
                                Quaternion::rotation_x(s_a.sc.3 + move1 * 0.5)
                                    * Quaternion::rotation_y(move1 * 1.4)
                                    * Quaternion::rotation_z(0.0);
                            next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
                            next.head.orientation = Quaternion::rotation_z(move1 * 0.35);
                            next.belt.orientation = Quaternion::rotation_z(move1 * 0.25);
                            next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);

                            next.chest.orientation.rotate_z(move2 * 1.1);
                            next.head.orientation.rotate_z(move2 * -0.75);
                            next.belt.orientation.rotate_z(move2 * -0.6);
                            next.shorts.orientation.rotate_z(move2 * -0.8);
                            next.control.orientation.rotate_z(move2 * 2.9);
                            next.control.position += Vec3::new(
                                move2 * -16.0,
                                (1.0 - (move2 - 0.6)).abs() * 6.0,
                                move2 * -6.0,
                            );
                        },
                        1 => {
                            next.chest.orientation.rotate_z(move1 * -0.15);
                            next.head.orientation.rotate_z(move1 * 0.12);
                            next.belt.orientation.rotate_z(move1 * 0.08);
                            next.shorts.orientation.rotate_z(move1 * 0.12);
                            next.control.orientation.rotate_z(move1 * 0.2);
                            next.control.orientation.rotate_x(move1 * PI);
                            next.control.orientation.rotate_y(move1 * 0.05);

                            next.chest.orientation.rotate_z(move2 * -0.9);
                            next.head.orientation.rotate_z(move2 * 0.65);
                            next.belt.orientation.rotate_z(move2 * 0.45);
                            next.shorts.orientation.rotate_z(move2 * 0.7);
                            next.control.orientation.rotate_z(move2 * -3.0);
                            next.control.orientation.rotate_y(move2 * -0.4);
                            next.control.position += Vec3::new(move2 * 17.0, 0.0, move2 * 6.0);
                        },
                        2 => {
                            next.chest.orientation.rotate_z(move1 * 0.5);
                            next.chest.orientation.rotate_x(move1 * 0.2);
                            next.head.orientation.rotate_z(move1 * -0.4);
                            next.belt.orientation.rotate_z(move1 * -0.1);
                            next.shorts.orientation.rotate_z(move1 * -0.45);
                            next.control.orientation.rotate_z(move1 * -0.2);
                            next.control.orientation.rotate_y(move1 * -1.4);
                            next.control.orientation.rotate_z(move1 * 0.15);
                            next.control.orientation.rotate_x(move1 * 0.5);
                            next.control.position += Vec3::new(
                                move1 * -8.0,
                                (move1 - 0.5).max(0.0) * -10.0,
                                move1.powi(3) * 16.0,
                            );
                            next.foot_l.position += Vec3::new(0.0, move1 * 3.0, move1 * 3.0);
                            next.foot_l.orientation.rotate_x(move1 * 0.2);

                            next.foot_l.orientation.rotate_x(move2 * -0.2);
                            next.foot_l.position += Vec3::new(0.0, 0.0, move2 * -3.0);
                            next.chest.orientation.rotate_x(move2 * -0.5);
                            next.control.orientation.rotate_x(move2 * -2.3);
                            next.control.position += Vec3::new(0.0, move2 * 16.0, move2 * -25.0);
                        },
                        _ => {},
                    }
                },
                Some(
                    "common.abilities.sword.basic_crescent_slash"
                    | "common.abilities.sword.heavy_crescent_slash"
                    | "common.abilities.sword.agile_crescent_slash"
                    | "common.abilities.sword.defensive_crescent_slash"
                    | "common.abilities.sword.crippling_crescent_slash"
                    | "common.abilities.sword.cleaving_crescent_slash",
                ) => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(
                        -s_a.sc.0 + 6.0 + move1 * -12.0,
                        -4.0 + move1 * 3.0,
                        -2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
                    );
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
                        * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
                    next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
                        * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
                        * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.control
                        .orientation
                        .rotate_y(move1 * -1.5 + move2 * -0.7);
                    next.control.position += Vec3::new(0.0, move1 * -2.0, move1 * -2.0);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);

                    next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
                    next.chest.orientation.rotate_z(move2 * -1.4);
                    next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                    next.head.orientation.rotate_y(move2 * -0.1);
                    next.head.orientation.rotate_z(move2 * 1.4);
                    next.shorts.orientation.rotate_z(move2 * 0.8);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.control.orientation.rotate_x(move2 * 0.3);
                    next.control.orientation.rotate_z(move2 * -1.5);
                    next.control.position += Vec3::new(move2 * 12.0, move2 * 12.0, move2 * 18.0);
                    next.control.orientation.rotate_x(move2 * 0.7);
                },
                Some(
                    "common.abilities.sword.basic_fell_strike"
                    | "common.abilities.sword.heavy_fell_strike"
                    | "common.abilities.sword.agile_fell_strike"
                    | "common.abilities.sword.defensive_fell_strike"
                    | "common.abilities.sword.crippling_fell_strike"
                    | "common.abilities.sword.cleaving_fell_strike",
                ) => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powf(0.5) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
                        * Quaternion::rotation_z(move1 * 1.4 + move2 * -1.4);
                    next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
                        * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
                        * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
                    next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);

                    next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
                    next.chest.orientation.rotate_z(move2 * -1.4);
                    next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                    next.head.orientation.rotate_z(move2 * 1.4);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 0.8);
                    next.control.orientation.rotate_y(move2 * -1.6);
                    next.control.orientation.rotate_z(move2 * -1.1);
                    next.control.position += Vec3::new(move2 * 12.0, move2 * 8.0, move2 * -1.0);
                },
                Some(
                    "common.abilities.sword.basic_skewer"
                    | "common.abilities.sword.heavy_skewer"
                    | "common.abilities.sword.agile_skewer"
                    | "common.abilities.sword.defensive_skewer"
                    | "common.abilities.sword.crippling_skewer"
                    | "common.abilities.sword.cleaving_skewer",
                ) => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(
                        -s_a.sc.0 + 6.0 + move1 * -12.0,
                        -4.0 + move1 * 3.0,
                        -2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
                    );
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
                        * Quaternion::rotation_z(move1 * 1.2);
                    next.chest.position += Vec3::new(0.0, move1 * 3.0, 0.0);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
                        * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
                        * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.control.orientation.rotate_x(move1 * -1.0);
                    next.control.orientation.rotate_z(move1 * -1.2);
                    next.control.position += Vec3::new(0.0, move1 * -6.0, 2.0);
                    next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0);

                    next.chest.orientation.rotate_z(move2 * -1.4);
                    next.head.orientation.rotate_z(move2 * 1.1);
                    next.shorts.orientation.rotate_z(move2 * 0.8);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.control.orientation.rotate_z(move2 * 1.4);
                    next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
                },
                Some(
                    "common.abilities.sword.basic_cascade"
                    | "common.abilities.sword.heavy_cascade"
                    | "common.abilities.sword.agile_cascade"
                    | "common.abilities.sword.defensive_cascade"
                    | "common.abilities.sword.crippling_cascade"
                    | "common.abilities.sword.cleaving_cascade",
                ) => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(
                        -s_a.sc.0 + 6.0 + move1 * -12.0,
                        -4.0 + move1 * 3.0,
                        -2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
                    );
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
                        * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.5);
                    next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.24)
                        * Quaternion::rotation_y(move1 * -0.2 + move2 * 0.36)
                        * Quaternion::rotation_z(move1 * -0.1 + move2 * -0.96);
                    next.control.orientation.rotate_x(move1 * 1.7);
                    next.control.position += Vec3::new(0.0, move1 * 6.0, move1 * 16.0);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);

                    next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
                    next.chest.orientation.rotate_z(move2 * -0.5);
                    next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                    next.head.orientation.rotate_z(move2 * 1.4);
                    next.control.orientation.rotate_z(move2 * -0.3);
                    next.control.orientation.rotate_x(move2 * -3.4);
                    next.control.position += Vec3::new(move2 * 6.0, move2 * -7.0, move2 * -18.0);
                },
                Some(
                    "common.abilities.sword.basic_cross_cut"
                    | "common.abilities.sword.heavy_cross_cut"
                    | "common.abilities.sword.agile_cross_cut"
                    | "common.abilities.sword.defensive_cross_cut"
                    | "common.abilities.sword.crippling_cross_cut"
                    | "common.abilities.sword.cleaving_cross_cut",
                ) => {
                    let move1 =
                        ((move1base.max(0.4) - 0.4) * 1.5).powf(0.5) * multi_action_pullback;
                    let move2 = (move2base.min(0.4) * 2.5).powi(2) * multi_action_pullback;

                    match action {
                        0 => {
                            let fast1 = move1.min(0.2) * 5.0;
                            next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                            next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
                                * Quaternion::rotation_y(s_a.shl.4);
                            next.hand_r.position = Vec3::new(
                                -s_a.sc.0 + 6.0 + fast1 * -12.0,
                                -4.0 + fast1 * 3.0,
                                -2.0,
                            );
                            next.hand_r.orientation = Quaternion::rotation_x(0.9 + fast1 * 0.5);
                            next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                            next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                            next.control.position +=
                                Vec3::new(move1 * 5.0, move1 * 4.0, move1 * 10.0);
                            next.control.orientation.rotate_x(move1 * 1.0);
                            next.control.orientation.rotate_z(move1 * -0.5);
                            next.control.orientation.rotate_y(move1 * -0.3);
                            next.chest.orientation =
                                Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
                                    * Quaternion::rotation_z(move1 * 1.2 + move2 * -0.8);
                            next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
                            next.head.orientation =
                                Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
                                    * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
                                    * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
                            next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
                            next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);

                            next.foot_l.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                            next.foot_r.position += Vec3::new(0.0, move2 * 1.5, 0.0);
                            next.chest.orientation.rotate_z(move2 * -0.6);
                            next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                            next.head.orientation.rotate_z(move2 * 0.8);
                            next.shorts.orientation.rotate_z(move2 * 0.8);
                            next.belt.orientation.rotate_z(move2 * 0.4);
                            next.control.orientation.rotate_x(move2 * -2.0);
                            next.control.orientation.rotate_z(move2 * -0.5);
                            next.control.position +=
                                Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -12.0);
                        },
                        1 => {
                            next.control.position +=
                                Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 10.0);
                            next.control.orientation.rotate_x(move1 * 1.6);
                            next.control.orientation.rotate_z(move1 * 1.1);
                            next.control.orientation.rotate_y(move1 * 0.6);

                            next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0);
                            next.chest.orientation.rotate_z(move2 * 1.1);
                            next.head.orientation.rotate_z(move2 * -0.3);
                            next.shorts.orientation.rotate_z(move2 * -0.8);
                            next.belt.orientation.rotate_z(move2 * -0.4);
                            next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -5.0);
                            next.control.orientation.rotate_x(move2 * -2.0);
                            next.control.orientation.rotate_z(move2 * 0.5);
                        },
                        _ => {},
                    }
                },
                Some(
                    "common.abilities.sword.basic_dual_cross_cut"
                    | "common.abilities.sword.heavy_dual_cross_cut"
                    | "common.abilities.sword.agile_dual_cross_cut"
                    | "common.abilities.sword.defensive_dual_cross_cut"
                    | "common.abilities.sword.crippling_dual_cross_cut"
                    | "common.abilities.sword.cleaving_dual_cross_cut",
                ) => {
                    let move1 =
                        ((move1base.max(0.4) - 0.4) * 1.5).powf(0.5) * multi_action_pullback;
                    let move2 = (move2base.min(0.4) * 2.5).powi(2) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(-s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_r.orientation = Quaternion::rotation_x(s_a.shl.3);
                    next.control_l.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3);
                    next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control_r.orientation = Quaternion::rotation_x(-s_a.sc.3);

                    next.control_l.position += Vec3::new(move1 * 1.0, move1 * 6.0, move1 * 13.0);
                    next.control_l.orientation.rotate_x(move1 * 1.0);
                    next.control_l.orientation.rotate_z(move1 * -0.5);
                    next.control_l.orientation.rotate_y(move1 * -0.3);
                    next.control_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, move1 * 13.0);
                    next.control_r.orientation.rotate_x(move1 * -1.0);
                    next.control_r.orientation.rotate_z(move1 * 0.5);
                    next.control_r.orientation.rotate_y(move1 * 0.3);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.15 + move2 * -0.3);
                    next.foot_r.position += Vec3::new(0.0, move1 * -1.0, 0.0);
                    next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);

                    next.head.position += Vec3::new(0.0, move2 * 1.0, 0.0);
                    next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
                    next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
                    next.control_l.orientation.rotate_x(move2 * -2.3);
                    next.control_l.orientation.rotate_z(move2 * -0.4);
                    next.control_l.position += Vec3::new(move2 * 11.0, move2 * 2.0, move2 * -14.0);
                    next.control_r.orientation.rotate_x(move2 * -1.6);
                    next.control_r.orientation.rotate_z(move2 * 0.4);
                    next.control_r.position += Vec3::new(move2 * -11.0, move2 * 2.0, move2 * -14.0);
                },
                Some("common.abilities.sword.crippling_bloody_gash") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powf(0.5) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation =
                        Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);

                    next.chest.orientation = Quaternion::rotation_y(move1 * 0.05 + move2 * -0.1)
                        * Quaternion::rotation_z(move1 * -0.4 + move2 * 0.8);
                    next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
                    next.head.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.36)
                        * Quaternion::rotation_z(move1 * -0.1 + move2 * -0.24);
                    next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
                    next.control.orientation.rotate_y(move1 * 2.1);
                    next.control.orientation.rotate_z(move1 * -0.4);
                    next.control.position += Vec3::new(move1 * 8.0, 0.0, move1 * 3.0);
                    next.foot_l.position += Vec3::new(0.0, move1 * -1.0, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move1 * -3.0, 0.0);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);

                    next.foot_l.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move2 * 3.0, 0.0);
                    next.chest.orientation.rotate_z(move2 * 0.7);
                    next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
                    next.head.orientation.rotate_z(move2 * 0.1);
                    next.head.position += Vec3::new(0.0, move2 * 1.0, 0.0);
                    next.shorts.orientation.rotate_z(move2 * -1.4);
                    next.belt.orientation.rotate_z(move2 * -0.7);
                    next.control.orientation.rotate_y(move2 * -0.9);
                    next.control.orientation.rotate_z(move2 * 2.5);
                    next.control.position += Vec3::new(move2 * -7.0, move2 * 8.0, move2 * 6.0);
                },
                Some("common.abilities.sword.crippling_eviscerate") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powf(0.5) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation =
                        Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * 3.0);

                    next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
                    next.foot_l.orientation = Quaternion::identity();
                    next.foot_r.orientation = Quaternion::identity();

                    next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
                    next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
                        * Quaternion::rotation_y(move1 * 0.2 + move2 * -0.36)
                        * Quaternion::rotation_z(move1 * -0.72 + move2 * -0.1);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
                    next.control.orientation.rotate_x(move1 * 0.4);
                    next.foot_r.position += Vec3::new(0.0, move1 * 2.0, 0.0);
                    next.foot_l.orientation.rotate_z(move1 * 0.6);
                    next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
                    next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
                    next.control.orientation.rotate_y(move1 * -1.4);
                    next.chest.orientation.rotate_y(move1 * -0.3);
                    next.belt.orientation.rotate_y(move1 * 0.3);
                    next.shorts.orientation.rotate_y(move1 * 0.35);
                    next.belt.position += Vec3::new(move1 * -1.0, 0., 0.0);
                    next.shorts.position += Vec3::new(move1 * -2.0, move1 * 0.0, 0.0);
                    next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);

                    next.chest.orientation.rotate_z(move2 * -2.3);
                    next.chest.position += Vec3::new(0.0, move2 * 1.0, 0.0);
                    next.head.orientation.rotate_z(move2 * 1.4);
                    next.belt.orientation.rotate_z(move2 * 1.2);
                    next.shorts.orientation.rotate_z(move2 * 2.2);
                    next.shorts.orientation.rotate_x(move2 * 0.5);
                    next.belt.orientation.rotate_y(move2 * -0.3);
                    next.belt.orientation.rotate_x(move2 * 0.3);
                    next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
                    next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
                    next.control.orientation.rotate_z(move2 * -2.2);
                    next.control.position += Vec3::new(move2 * 14.0, move2 * 6.0, 0.0);
                },
                Some("common.abilities.sword.cleaving_sky_splitter") => {
                    let move1 = move1base.powf(0.25) * multi_action_pullback;
                    let move2 = move2base.powf(0.5) * multi_action_pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.chest.position += Vec3::new(0.0, move1 * 1.0, 0.0);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation =
                        Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);
                    next.foot_r.position += Vec3::new(0.0, move1 * 1.0, 0.0);

                    next.foot_l.position += Vec3::new(0.0, move2 * -1.0, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move2 * -1.0, 0.0);
                    next.chest.orientation = Quaternion::rotation_x(move1 * -0.7);
                    next.chest.position += Vec3::new(0.0, move2 * -1.0, 0.0);
                    next.control.orientation = Quaternion::rotation_x(move1 * -0.9);
                    next.control.position += Vec3::new(move1 * 6.0, move1 * 8.0, move1 * 3.0);

                    next.chest.orientation.rotate_x(move2 * 1.2);
                    next.control.orientation.rotate_x(move2 * 2.7);
                    next.control.position += Vec3::new(0.0, move2 * -11.0, move2 * 22.0);
                },
                Some(
                    "common.abilities.sword.cleaving_whirlwind_slice"
                    | "common.abilities.sword.cleaving_bladestorm"
                    | "common.abilities.sword.cleaving_dual_whirlwind_slice"
                    | "common.abilities.sword.cleaving_dual_bladestorm",
                ) => {
                    let pullback = 1.0 - move3base.powi(4);
                    let move2_no_pullback = move2base + d.current_action as f32;
                    let move2base = if d.current_action == 0 {
                        move2base
                    } else {
                        1.0
                    };
                    let move2_pre = move2base.min(0.3) * 10.0 / 3.0 * pullback;
                    let move2 = move2base * pullback;

                    if action == 0 {
                        let move1 = move1base * pullback;

                        next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                        next.hand_l.orientation =
                            Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                        next.hand_r.position = Vec3::new(-s_a.sc.0 + -6.0, -1.0, -2.0);
                        next.hand_r.orientation = Quaternion::rotation_x(1.4);
                        next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                        next.control.orientation =
                            Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * PI);

                        next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
                        next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
                        next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
                        next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
                        next.control.orientation.rotate_x(move1 * 0.2);
                        next.foot_r
                            .orientation
                            .rotate_x(move1 * -0.4 + move2_pre * 0.4);
                        next.foot_r.orientation.rotate_z(move1 * 1.2);
                    }

                    next.control.orientation.rotate_y(move2_pre * -1.6);
                    next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0);
                    next.torso.orientation.rotate_z(move2_no_pullback * TAU);
                    next.chest.orientation.rotate_x(move2 * -0.1);
                    next.chest.orientation.rotate_y(move2 * -0.2);
                    next.chest.orientation.rotate_z(move2 * -1.8);
                    next.head.orientation.rotate_y(move2 * -0.1);
                    next.head.orientation.rotate_z(move2 * 1.1);
                    next.belt.orientation.rotate_z(move2 * 0.6);
                    next.shorts.orientation.rotate_z(move2 * 1.1);
                    next.foot_r.position += Vec3::new(0.0, move2_pre * -3.0, 0.0);
                    next.foot_r.orientation.rotate_z(move2_pre * -1.5);
                    next.control.orientation.rotate_z(move2 * -1.4);
                    next.control.position += Vec3::new(move2 * 16.0, 0.0, -1.0);
                },
                Some(
                    "common.abilities.sword.agile_perforate"
                    | "common.abilities.sword.agile_flurry",
                ) => {
                    let pullback = 1.0 - move3base.powi(4);
                    let move1 = move1base.powf(0.25) * pullback;
                    let move2 = (move2base.min(0.5).mul(2.0).powi(2)
                        - move2base.max(0.5).sub(0.5).mul(2.0))
                        * pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation =
                        Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_z(move1 * 0.6);
                    next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
                    next.head.orientation =
                        Quaternion::rotation_x(move1 * 0.05) * Quaternion::rotation_z(move1 * -0.4);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
                    next.control.orientation.rotate_x(move1 * -1.1);
                    next.control.orientation.rotate_z(move1 * -0.7);
                    next.control.position += Vec3::new(move1 * 1.0, move1 * -4.0, move1 * 4.0);
                    next.foot_l.position += Vec3::new(0.0, move1 * 0.5, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move1 * -2.5, 0.0);

                    next.chest.orientation.rotate_y(move2 * -0.1);
                    next.chest.orientation.rotate_z(move2 * -1.0);
                    next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
                    next.head.orientation.rotate_x(move2 * -0.1);
                    next.head.orientation.rotate_z(move2 * 0.6);
                    next.head.position += Vec3::new(0.0, move2 * 0.5, 0.0);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 0.8);
                    next.control.orientation.rotate_z(move2 * 1.1);
                    next.control.position += Vec3::new(0.0, move2 * 16.0, 0.0);
                },
                Some(
                    "common.abilities.sword.agile_dual_perforate"
                    | "common.abilities.sword.agile_dual_flurry",
                ) => {
                    let pullback = 1.0 - move3base.powi(4);
                    let move1 = move1base.powf(0.25) * pullback;
                    let move2 = (move2base.min(0.5).mul(2.0).powi(2)
                        - move2base.max(0.5).sub(0.5).mul(2.0))
                        * pullback;
                    let dir = if d.current_action % 2 == 1 { 1.0 } else { -1.0 };

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(-s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_r.orientation = Quaternion::rotation_x(s_a.shl.3);
                    next.control_l.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3);
                    next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.control_l.orientation.rotate_x(move1 * -1.1);
                    next.control_l.orientation.rotate_z(move1 * 0.7);
                    next.control_l.position += Vec3::new(move1 * 1.0, move1 * -2.0, move1 * 3.0);
                    next.control_r.orientation.rotate_x(move1 * -1.1);
                    next.control_r.orientation.rotate_z(move1 * -0.7);
                    next.control_r.position += Vec3::new(move1 * -1.0, move1 * -2.0, move1 * 3.0);
                    next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
                    next.foot_r.orientation.rotate_z(move1 * -0.2);
                    next.foot_l.position += Vec3::new(0.0, move1 * 0.5, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move1 * -1.5, 0.0);

                    next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
                    next.chest.orientation = Quaternion::rotation_y(move2 * -0.05)
                        * Quaternion::rotation_z(move2 * -1.2 * dir);
                    next.head.orientation = Quaternion::rotation_x(move2 * -0.1)
                        * Quaternion::rotation_z(move2 * 0.45 * dir);
                    next.belt.orientation.rotate_z(move2 * 0.4 * dir);
                    next.shorts.orientation.rotate_z(move2 * 0.8 * dir);
                    next.control_l
                        .orientation
                        .rotate_z(move2 * 1.2 * dir.max(0.0));
                    next.control_l.position += Vec3::new(
                        move2 * -12.0 * dir.max(0.0),
                        move2 * 18.0 * dir.max(0.0),
                        0.0,
                    );
                    next.control_r
                        .orientation
                        .rotate_z(move2 * 1.2 * dir.min(0.0));
                    next.control_r.position += Vec3::new(
                        move2 * -12.0 * dir.min(0.0),
                        move2 * 18.0 * -(dir.min(0.0)),
                        0.0,
                    );
                    next.control_l.orientation.rotate_z(move1 * -0.7);
                    next.control_r.orientation.rotate_z(move1 * 0.7);
                },
                Some("common.abilities.sword.agile_hundred_cuts") => {
                    let pullback = 1.0 - move3base.powi(4);
                    let move1 = move1base.powf(0.25) * pullback;
                    let move2 = move2base.powf(0.25) * pullback;
                    let (move2a, move2b, move2c, move2d) = match d.current_action % 4 {
                        0 => (move2, 0.0, 0.0, 0.0),
                        1 => (1.0, move2, 0.0, 0.0),
                        2 => (1.0, 1.0, move2, 0.0),
                        3 => (1.0, 1.0, 1.0, move2),
                        _ => (0.0, 0.0, 0.0, 0.0),
                    };

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation =
                        Quaternion::rotation_y(move1 * -0.05) * Quaternion::rotation_z(move1 * 0.4);
                    next.chest.position += Vec3::new(0.0, move1 * 0.5, 0.0);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
                    next.control.orientation.rotate_y(move1 * -1.2);
                    next.control.position += Vec3::new(0.0, move1 * 2.0, move1 * 10.0);
                    next.foot_l.position += Vec3::new(0.0, move1 * 3.5, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move1 * -1.5, 0.0);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.1);
                    next.foot_r.orientation = Quaternion::rotation_z(move1 * -0.4);

                    next.chest.orientation.rotate_y(move2a * 0.05);
                    next.chest.orientation.rotate_z(move2a * -0.3);
                    next.head.orientation.rotate_z(move2a * -0.1);
                    next.chest.position += Vec3::new(0.0, move2 * 0.05, 0.0);
                    next.control.orientation.rotate_z(move2a * -2.0);
                    next.control.position += Vec3::new(move2a * 18.0, move2a * 5.0, move2a * -5.0);

                    next.chest.orientation.rotate_y(move2b * -0.05);
                    next.chest.orientation.rotate_z(move2b * 0.3);
                    next.head.orientation.rotate_z(move2b * 0.1);
                    next.chest.position += Vec3::new(0.0, move2b * 0.05, 0.0);
                    next.control.orientation.rotate_z(move2b * 2.9);
                    next.control.position += Vec3::new(move2b * -18.0, move2b * -5.0, 0.0);

                    next.chest.orientation.rotate_y(move2c * 0.05);
                    next.chest.orientation.rotate_z(move2c * -0.3);
                    next.head.orientation.rotate_z(move2c * -0.1);
                    next.chest.position += Vec3::new(0.0, move2c * 0.05, 0.0);
                    next.control.orientation.rotate_z(move2c * -2.3);
                    next.control.position += Vec3::new(move2c * 18.0, move2c * 5.0, move2c * 10.0);

                    next.chest.orientation.rotate_y(move2d * 0.05);
                    next.chest.orientation.rotate_z(move2d * -0.3);
                    next.head.orientation.rotate_z(move2d * 0.1);
                    next.chest.position += Vec3::new(0.0, move2d * 0.05, 0.0);
                    next.control.orientation.rotate_z(move2d * -2.7);
                    next.control.position += Vec3::new(move2d * 18.0, move2d * 5.0, move2a * -5.0);
                },
                Some("common.abilities.sword.crippling_mutilate") => {
                    let pullback = 1.0 - move3base.powi(4);
                    let move1 = if action == d.current_action {
                        move1base.powf(0.25) * pullback
                    } else {
                        0.0
                    };
                    let move2 = if d.current_action % 2 == 0 {
                        move2base
                    } else {
                        1.0 - move2base
                    } * pullback;

                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position =
                        Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
                    next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3);

                    next.chest.orientation =
                        Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_z(move1 * 0.5);
                    next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
                    next.head.orientation =
                        Quaternion::rotation_y(move1 * 0.1) * Quaternion::rotation_z(move1 * -0.4);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
                    next.control.orientation.rotate_x(move1 * -0.6);
                    next.control.orientation.rotate_z(move1 * -0.7);
                    next.control.position += Vec3::new(move1 * 1.0, move1 * -4.0, move1 * 2.0);
                    next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.1);
                    next.foot_r.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.foot_l.position += Vec3::new(0.0, move1 * 1.0, 0.0);
                    next.foot_r.position += Vec3::new(0.0, move1 * -3.0, 0.0);

                    next.chest.orientation.rotate_y(move2 * -0.1);
                    next.chest.orientation.rotate_z(move2 * -0.8);
                    next.head.orientation.rotate_y(move2 * -0.1);
                    next.head.orientation.rotate_z(move2 * 0.6);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 0.8);
                    next.control.orientation.rotate_z(move2 * 1.1);
                    next.control.position += Vec3::new(0.0, move2 * 14.0, move2 * 10.0);
                },
                // ==================================
                //                AXE
                // ==================================
                Some("common.abilities.axe.triple_chop") => match action {
                    0 => {
                        next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                        next.hand_l.orientation =
                            Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                        next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                        next.hand_r.orientation =
                            Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                        next.control.position =
                            Vec3::new(s_a.ac.0 + move1 * -1.0, s_a.ac.1 + move1 * -4.0, s_a.ac.2);
                        next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -1.5)
                            * Quaternion::rotation_y(s_a.ac.4)
                            * Quaternion::rotation_z(s_a.ac.5 + move1 * (0.4 - PI));

                        next.chest.orientation.rotate_z(move1 * 0.4);
                        next.head.orientation.rotate_z(move1 * -0.2);
                        next.belt.orientation.rotate_z(move1 * -0.1);
                        next.shorts.orientation.rotate_z(move1 * -0.2);

                        next.chest.orientation.rotate_z(move2 * -0.6);
                        next.head.orientation.rotate_z(move2 * 0.3);
                        next.belt.orientation.rotate_z(move2 * 0.1);
                        next.shorts.orientation.rotate_z(move2 * 0.2);
                        next.control.orientation = next.control.orientation
                            * Quaternion::rotation_z(move2 * -0.5)
                            * Quaternion::rotation_x(move2 * 2.0);
                        next.control.orientation.rotate_y(move2 * -0.7);
                        next.control.position += Vec3::new(move2 * 15.0, 0.0, move2 * -4.0);
                    },
                    1 => {
                        next.chest.orientation.rotate_z(move1 * -0.2);
                        next.head.orientation.rotate_z(move1 * 0.1);
                        next.shorts.orientation.rotate_z(move1 * 0.1);
                        next.control.orientation.rotate_y(move1 * 0.9);
                        next.control.orientation.rotate_x(move1 * 1.5);
                        next.control.orientation.rotate_z(move1 * -0.4);
                        next.control.position += Vec3::new(move1 * 4.0, 0.0, move1 * 4.0);

                        next.chest.orientation.rotate_z(move2 * 0.6);
                        next.head.orientation.rotate_z(move2 * -0.3);
                        next.belt.orientation.rotate_z(move2 * -0.1);
                        next.shorts.orientation.rotate_z(move2 * -0.2);
                        next.control.orientation = next.control.orientation
                            * Quaternion::rotation_z(move2 * 0.5)
                            * Quaternion::rotation_x(move2 * 2.0);
                        next.control.orientation.rotate_y(move2 * 0.7);
                        next.control.position += Vec3::new(move2 * -15.0, 0.0, move2 * -4.0);
                    },
                    2 => {
                        next.control.orientation.rotate_z(move1 * -0.4);
                        next.control.orientation.rotate_x(move1 * 2.5);
                        next.control.orientation.rotate_z(move1 * -1.0);
                        next.control.position += Vec3::new(move1 * -3.0, 0.0, move1 * 4.0);

                        next.chest.orientation.rotate_z(move2 * -0.3);
                        next.head.orientation.rotate_z(move2 * 0.1);
                        next.shorts.orientation.rotate_z(move2 * 0.1);
                        next.control.orientation.rotate_x(move2 * -2.5);
                        next.control.orientation.rotate_z(move2 * -0.8);
                        next.control.position += Vec3::new(move2 * 5.0, 0.0, move2 * -6.0);
                    },
                    _ => {},
                },
                Some("common.abilities.axe.brutal_swing") => {
                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position =
                        Vec3::new(s_a.ac.0 + move1 * -1.0, s_a.ac.1 + move1 * -4.0, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -0.4)
                        * Quaternion::rotation_y(s_a.ac.4 + move1 * -0.5)
                        * Quaternion::rotation_z(s_a.ac.5 + move1 * (1.5 - PI));

                    next.control.orientation.rotate_z(move2 * -3.5);
                    next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, 0.0);
                    next.torso.orientation.rotate_z(move2base * -TAU);
                },
                Some("common.abilities.axe.rising_tide") => {
                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position =
                        Vec3::new(s_a.ac.0 + move1 * -1.0, s_a.ac.1 + move1 * -4.0, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * 0.6)
                        * Quaternion::rotation_y(s_a.ac.4 + move1 * -0.5)
                        * Quaternion::rotation_z(s_a.ac.5 + move1 * (3.0 - PI));

                    next.chest.orientation = Quaternion::rotation_z(move1 * 0.6);
                    next.head.orientation = Quaternion::rotation_z(move1 * -0.2);
                    next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
                    next.shorts.orientation = Quaternion::rotation_z(move1 * -0.1);

                    next.chest.orientation.rotate_z(move2 * -1.4);
                    next.head.orientation.rotate_z(move2 * 0.5);
                    next.belt.orientation.rotate_z(move2 * 0.7);
                    next.shorts.orientation.rotate_z(move2 * 0.3);
                    next.control.orientation.rotate_z(move2 * -2.0);
                    next.control.position += Vec3::new(move2 * 17.0, 0.0, move2 * 13.0);
                    next.control.orientation.rotate_x(move2 * 2.0);
                    next.control.orientation.rotate_y(move2 * -0.8);
                    next.control.orientation.rotate_z(move2 * -1.0);
                },
                Some("common.abilities.axe.rake") => {
                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position = Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3 - move1 * 2.5)
                        * Quaternion::rotation_y(s_a.ac.4)
                        * Quaternion::rotation_z(s_a.ac.5 + move1 * (0.7 - PI));

                    next.chest.orientation.rotate_z(move1 * -0.5);
                    next.head.orientation.rotate_z(move1 * 0.3);
                    next.belt.orientation.rotate_z(move1 * 0.2);

                    next.control.orientation.rotate_x(move2 * -1.2);
                    next.chest.orientation.rotate_z(move2 * 1.2);
                    next.head.orientation.rotate_z(move2 * -0.7);
                    next.belt.orientation.rotate_z(move2 * -0.6);
                    next.control.position += Vec3::new(move2 * -6.0, move2 * -20.0, move2 * -4.0);
                },
                Some("common.abilities.axe.skull_bash") => {
                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
                        * Quaternion::rotation_y(s_a.ac.4)
                        * Quaternion::rotation_z(s_a.ac.5 - move1 * PI * 0.75);

                    next.control.orientation.rotate_x(move1 * -2.0);
                    next.chest.orientation.rotate_z(move1 * 0.8);
                    next.head.orientation.rotate_z(move1 * -0.3);
                    next.shorts.orientation.rotate_z(move1 * -0.5);
                    next.belt.orientation.rotate_z(move1 * -0.1);
                    next.control.orientation.rotate_y(move1 * -0.6);
                    next.control.position += Vec3::new(move1 * 6.0, move1 * -2.0, 0.0);

                    next.chest.orientation.rotate_z(move2 * -1.7);
                    next.head.orientation.rotate_z(move2 * 0.9);
                    next.shorts.orientation.rotate_z(move2 * 1.1);
                    next.belt.orientation.rotate_z(move2 * 0.5);
                    next.control.orientation.rotate_x(move2 * -1.8);
                    next.control.position += Vec3::new(move2 * 9.0, move2 * 2.0, move2 * -5.0);
                },
                Some("common.abilities.axe.plunder") => {
                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
                        * Quaternion::rotation_y(s_a.ac.4)
                        * Quaternion::rotation_z(s_a.ac.5 + move2 * PI * 0.0);

                    next.chest.orientation.rotate_z(move1 * 0.9);
                    next.head.orientation.rotate_z(move1 * -0.3);
                    next.belt.orientation.rotate_z(move1 * -0.2);
                    next.shorts.orientation.rotate_z(move1 * -0.6);

                    next.chest.orientation.rotate_z(move2 * -2.0);
                    next.head.orientation.rotate_z(move2 * 0.7);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 1.2);
                    next.control.orientation.rotate_y(move2 * 2.5);
                    next.control.orientation.rotate_x(move2 * -1.2);
                    next.control.position += Vec3::new(move2 * 8.0, 0.0, 0.0);
                },
                Some("common.abilities.axe.fierce_raze") => {
                    if action == 0 {
                        next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                        next.hand_l.orientation =
                            Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                        next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                        next.hand_r.orientation =
                            Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                        next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
                        next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
                            * Quaternion::rotation_y(s_a.ac.4)
                            * Quaternion::rotation_z(s_a.ac.5 + move1 * -PI);

                        next.chest.orientation.rotate_z(move1 * 0.7);
                        next.head.orientation.rotate_z(move1 * -0.3);
                        next.belt.orientation.rotate_z(move1 * -0.2);
                        next.shorts.orientation.rotate_z(move1 * -0.4);
                        next.control.orientation.rotate_x(move1 * -2.1);
                        next.control.orientation.rotate_z(move1 * -0.5);
                        next.control.position += Vec3::new(move1 * 6.0, move1 * -3.0, 0.0);
                        next.control.orientation.rotate_y(move1 * -0.3);
                    }

                    let move2 = (move2base.min(0.5).mul(2.0)
                        - move2base.max(0.5).sub(0.5).mul(2.0))
                        * multi_action_pullback;

                    if anim_time > 0.5 {
                        next.main_weapon_trail = false;
                        next.off_weapon_trail = false;
                    }

                    next.chest.orientation.rotate_z(move2 * -1.8);
                    next.head.orientation.rotate_z(move2 * 0.8);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 1.1);
                    next.control.orientation.rotate_x(move2 * -2.7);
                    next.control.position += Vec3::new(move2 * 4.0, 0.0, move2 * -7.0);
                },
                Some("common.abilities.axe.dual_fierce_raze") => {
                    if action == 0 {
                        next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2 + -4.0);
                        next.hand_l.orientation =
                            Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                        next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                        next.hand_r.orientation =
                            Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                        next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
                        next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
                            * Quaternion::rotation_y(s_a.ac.4)
                            * Quaternion::rotation_z(s_a.ac.5);
                        next.control_r.position += Vec3::new(8.0, 0.0, 0.0);

                        next.chest.orientation.rotate_z(move1 * 0.7);
                        next.head.orientation.rotate_z(move1 * -0.3);
                        next.belt.orientation.rotate_z(move1 * -0.2);
                        next.shorts.orientation.rotate_z(move1 * -0.4);
                        next.control.orientation.rotate_x(move1 * -2.1);
                        next.control.orientation.rotate_z(move1 * -0.5);
                        next.control.position += Vec3::new(move1 * 6.0, move1 * -3.0, 0.0);
                        next.control.orientation.rotate_y(move1 * -0.3);
                    }

                    let move2 = (move2base.min(0.5).mul(2.0)
                        - move2base.max(0.5).sub(0.5).mul(2.0))
                        * multi_action_pullback;

                    if anim_time > 0.5 {
                        next.main_weapon_trail = false;
                        next.off_weapon_trail = false;
                    }

                    next.chest.orientation.rotate_z(move2 * -1.8);
                    next.head.orientation.rotate_z(move2 * 0.8);
                    next.belt.orientation.rotate_z(move2 * 0.4);
                    next.shorts.orientation.rotate_z(move2 * 1.1);
                    next.control.orientation.rotate_x(move2 * -2.7);
                    next.control.position += Vec3::new(move2 * 4.0, 0.0, move2 * -7.0);
                },
                // ==================================
                //               HAMMER
                // ==================================
                Some("common.abilities.hammer.vigorous_bash") => {
                    hammer_start(&mut next, s_a);
                    twist_forward(&mut next, move1, 1.4, 0.7, 0.5, 0.9);
                    next.control.orientation.rotate_y(move1 * 0.3);
                    next.control.orientation.rotate_z(move1 * -0.3);
                    next.control.position += Vec3::new(12.0, -3.0, 3.0) * move1;

                    twist_back(&mut next, move2, 1.8, 0.9, 0.6, 1.1);
                    next.control.orientation.rotate_z(move2 * -2.1);
                    next.control.orientation.rotate_x(move2 * 0.6);
                    next.control.position += Vec3::new(-20.0, 8.0, 0.0) * move2;
                },
                Some("common.abilities.hammer.iron_tempest") => {
                    if action == 0 {
                        hammer_start(&mut next, s_a);

                        twist_back(&mut next, move1, 2.0, 0.8, 0.3, 1.4);
                        next.control.orientation.rotate_x(move1 * 0.8);
                        next.control.position += Vec3::new(-15.0, 0.0, 6.0) * move1;
                        next.control.orientation.rotate_z(move1 * 1.2);
                    }

                    let move2 =
                        move2base / d.max_actions.map_or(1.0, |x| x as f32) * multi_action_pullback;

                    next.torso.orientation.rotate_z(-TAU * move2base);
                    twist_forward(&mut next, move2, 3.0, 1.2, 0.5, 1.8);
                    next.control.orientation.rotate_z(move2 * -5.0);
                    next.control.position += Vec3::new(20.0, 0.0, 0.0) * move2;
                },
                Some("common.abilities.hammer.dual_iron_tempest") => {
                    if action == 0 {
                        dual_wield_start(&mut next);

                        twist_back(&mut next, move1, 2.0, 0.8, 0.3, 1.4);
                        next.control_l.orientation.rotate_y(move1 * -PI / 2.0);
                        next.control_r.orientation.rotate_y(move1 * -PI / 2.0);
                        next.control.orientation.rotate_z(move1 * 1.2);
                        next.control.position += Vec3::new(-10.0, 10.0, 6.0) * move1;
                        next.control_r.position += Vec3::new(0.0, -10.0, 0.0) * move1;
                    }

                    let move2 =
                        move2base / d.max_actions.map_or(1.0, |x| x as f32) * multi_action_pullback;

                    next.torso.orientation.rotate_z(-TAU * move2base);
                    twist_forward(&mut next, move2, 3.0, 1.2, 0.5, 1.8);
                    next.control.orientation.rotate_z(move2 * -3.0);
                    next.control.position += Vec3::new(20.0, -10.0, 0.0) * move2;
                    next.control_r.position += Vec3::new(0.0, 10.0, 0.0) * move2;
                    next.control_l.position += Vec3::new(0.0, -10.0, 0.0) * move2;
                },
                // ==================================
                //                BOW
                // ==================================
                Some("common.abilities.bow.repeater") => {
                    let speed = Vec2::<f32>::from(d.velocity).magnitude();
                    let ori_angle = d.orientation.y.atan2(d.orientation.x);
                    let lookdir_angle = d.look_dir.y.atan2(d.look_dir.x);
                    let swivel = lookdir_angle - ori_angle;

                    next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
                    next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
                    next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
                    next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
                    next.main.position = Vec3::new(0.0, 0.0, 0.0);
                    next.main.orientation =
                        Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);

                    next.hold.position = Vec3::new(0.0, -1.0 + move2 * 2.0, -5.2);
                    next.hold.orientation =
                        Quaternion::rotation_x(-PI / 2.0) * Quaternion::rotation_z(0.0);
                    next.hold.scale = Vec3::one() * (1.0);

                    next.chest.orientation = Quaternion::rotation_z(swivel * 0.8);
                    next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);

                    if speed < 0.5 {
                        next.foot_l.position =
                            Vec3::new(-s_a.foot.0 - 0.75, s_a.foot.1 + 4.0, s_a.foot.2);
                        next.foot_l.orientation =
                            Quaternion::rotation_x(0.2 + move1 * -0.1 + move2 * -0.2)
                                * Quaternion::rotation_z(move2 * 0.1);

                        next.foot_r.position = Vec3::new(s_a.foot.0 + 0.75, s_a.foot.1, s_a.foot.2);
                        next.foot_r.orientation =
                            Quaternion::rotation_x(0.06 + move1 * -0.2 + move2 * -0.5)
                                * Quaternion::rotation_z(-0.6 + move2 * 0.8);
                        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
                        next.chest.orientation = Quaternion::rotation_x(0.0);
                    };
                    next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 2.0, s_a.shorts.1);
                    next.shorts.orientation = Quaternion::rotation_x(0.2 + move2 * 0.2);
                    next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1);
                    next.belt.orientation = Quaternion::rotation_x(0.1 + move2 * 0.1);
                    next.control.position =
                        Vec3::new(s_a.bc.0 + 5.0, s_a.bc.1 + 3.0, s_a.bc.2 + 5.0);
                    next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + 0.4)
                        * Quaternion::rotation_y(s_a.bc.4 + 0.8)
                        * Quaternion::rotation_z(s_a.bc.5);
                    next.head.orientation =
                        Quaternion::rotation_x(0.15) * Quaternion::rotation_y(0.15 + move1 * 0.05);
                    next.torso.orientation = Quaternion::rotation_x(0.25 + move2 * -0.2);

                    next.hand_l.position = Vec3::new(0.0, -2.5 + move2 * -6.0, 0.0);
                    next.hand_l.orientation = Quaternion::rotation_x(1.5)
                        * Quaternion::rotation_y(-0.0)
                        * Quaternion::rotation_z(-0.3);
                },
                // ==================================
                //              SHIELD
                // ==================================
                Some("common.abilities.shield.singlestrike") => {
                    if let Some(ability_info) = d.ability_info {
                        match ability_info.hand {
                            Some(HandInfo::TwoHanded) => {
                                next.main.orientation = Quaternion::rotation_x(0.0);
                                next.chest.orientation = Quaternion::rotation_z(move1 * -0.3);
                                next.torso.orientation = Quaternion::rotation_z(move1 * -1.0);
                                next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
                                next.head.position = Vec3::new(0.5, s_a.head.0 + 0.5, s_a.head.1);

                                next.control.position = Vec3::new(move1 * -10.0, 6.0, move1 * 6.0);
                                next.control.orientation = Quaternion::rotation_z(-0.25);

                                next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
                                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);

                                next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
                                    * Quaternion::rotation_y(PI / 2.0);
                            },
                            Some(HandInfo::MainHand) => {
                                next.main.orientation = Quaternion::rotation_x(0.0);
                                next.chest.orientation = Quaternion::rotation_z(move1 * -0.3);
                                next.torso.orientation = Quaternion::rotation_z(move1 * -1.2);
                                next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
                                next.head.position = Vec3::new(0.5, s_a.head.0 + 0.5, s_a.head.1);

                                next.control_l.position =
                                    Vec3::new(move1 * -12.0, 4.0, move1 * 6.0);
                                next.control_l.orientation = Quaternion::rotation_x(move1 * 0.0)
                                    * Quaternion::rotation_y(0.0)
                                    * Quaternion::rotation_z(-0.25);
                                next.hand_l.position = Vec3::new(0.0, -1.5, 0.0);
                                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);

                                next.control_r.position = Vec3::new(9.0, -1.0, 0.0);
                                next.control_r.orientation = Quaternion::rotation_x(-1.75);
                                next.hand_r.position = Vec3::new(0.0, 0.5, 0.0);
                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
                            },
                            Some(HandInfo::OffHand) => {
                                next.main.orientation = Quaternion::rotation_x(0.0);
                                next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
                                next.torso.orientation = Quaternion::rotation_z(move1 * 1.2);
                                next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
                                next.head.position = Vec3::new(-0.5, s_a.head.0 + -0.5, s_a.head.1);

                                next.control_r.position = Vec3::new(move1 * 12.0, 4.0, move1 * 6.0);
                                next.control_r.orientation = Quaternion::rotation_x(move1 * 0.0)
                                    * Quaternion::rotation_y(0.0)
                                    * Quaternion::rotation_z(0.25);
                                next.hand_r.position = Vec3::new(0.0, -1.5, 0.0);
                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);

                                next.control_l.position = Vec3::new(-9.0, -1.0, 0.0);
                                next.control_l.orientation = Quaternion::rotation_x(-1.75);
                                next.hand_l.position = Vec3::new(0.0, 0.5, 0.0);
                                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
                            },
                            _ => {},
                        }
                    }
                },
                _ => {},
            }
        }
        next
    }
}