forked from SteamWar/SteamWar
Remove the breathe wing motion
Wings keep the flap motions only; saved breathing wings load as none.
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@@ -203,7 +203,6 @@ PARTICLE_CHOICE_COLORING_ALONG_WING = §fFrom the back to the tips
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PARTICLE_CHOICE_MOTION_NONE = §fNone
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PARTICLE_CHOICE_MOTION_FLAP_SLOW = §fFlap slowly
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PARTICLE_CHOICE_MOTION_FLAP_FAST = §fFlap quickly
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PARTICLE_CHOICE_MOTION_BREATHE = §fBreathe
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# Particle types
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PARTICLE_TYPE_DUST = §fDust
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@@ -203,7 +203,6 @@ PARTICLE_CHOICE_COLORING_ALONG_WING = §fVom Rücken zu den Spitzen
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PARTICLE_CHOICE_MOTION_NONE = §fKeine
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PARTICLE_CHOICE_MOTION_FLAP_SLOW = §fLangsam schlagen
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PARTICLE_CHOICE_MOTION_FLAP_FAST = §fSchnell schlagen
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PARTICLE_CHOICE_MOTION_BREATHE = §fAtmen
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# Particle types
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PARTICLE_TYPE_DUST = §fStaub
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@@ -33,7 +33,6 @@ public class Wing extends DelegatingParticleElement {
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NONE,
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FLAP_SLOW,
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FLAP_FAST,
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BREATHE,
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}
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// Wings stand slightly open when idle and open further the faster the player moves
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@@ -41,7 +40,6 @@ public class Wing extends DelegatingParticleElement {
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private static final double MOVING_OPEN_DEGREES = 15;
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private static final double FULL_OPEN_SPEED = 0.6;
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private static final double FLAP_DEGREES = 25;
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private static final double BREATHE_SCALE = 0.08;
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private double size;
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private WingDesign wingDesign;
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@@ -73,7 +71,6 @@ public class Wing extends DelegatingParticleElement {
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double ticks = particleTickData.getDeg() * 10;
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double open = Math.toRadians(openDegrees(particleTickData, ticks));
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double cos = Math.cos(open), sin = Math.sin(open);
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double scale = size * (motion == Motion.BREATHE ? 1 + BREATHE_SCALE * Math.sin(2 * Math.PI * ticks / 40) : 1);
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double sneak = particleTickData.getPlayer().isSneaking() ? 0.5 : 0;
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BodyFrame frame = particleTickData.getFrame();
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@@ -82,16 +79,16 @@ public class Wing extends DelegatingParticleElement {
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Location base = particleTickData.getLocation();
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for (Vector dVector : wingDesign.getVectors()) {
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if (hidden()) continue;
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double out = dVector.getX() * scale;
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Vector local = frame.local(out * cos, 0.6 + dVector.getY() * scale - sneak, -0.5 - Math.abs(out) * sin);
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double out = dVector.getX() * size;
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Vector local = frame.local(out * cos, 0.6 + dVector.getY() * size - sneak, -0.5 - Math.abs(out) * sin);
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particleElement.tick(shaded(particleTickData, dVector).withLocation(base.clone().add(local)));
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}
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return;
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}
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for (Vector dVector : wingDesign.getVectors()) {
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if (hidden()) continue;
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double out = dVector.getX() * scale;
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Vector vector = new Vector(out * cos, 0.6 + dVector.getY() * scale - sneak, 0.5 + Math.abs(out) * sin);
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double out = dVector.getX() * size;
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Vector vector = new Vector(out * cos, 0.6 + dVector.getY() * size - sneak, 0.5 + Math.abs(out) * sin);
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vector.rotateAroundY(Math.toRadians(BodyMotion.yaw(particleTickData.getPlayer()) * -1));
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vector.setX(-vector.getX());
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vector.setZ(-vector.getZ());
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