blacktrigram 0.7.67 → 0.7.69

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (219) hide show
  1. package/lib/App2.js.map +1 -1
  2. package/lib/assets/index.css +987 -987
  3. package/lib/audio/AudioAssetLoader.js.map +1 -1
  4. package/lib/audio/AudioAssetRegistry.js +2 -2
  5. package/lib/audio/AudioAssetRegistry.js.map +1 -1
  6. package/lib/audio/AudioCache.js.map +1 -1
  7. package/lib/audio/AudioManager.js +1 -1
  8. package/lib/audio/AudioManager.js.map +1 -1
  9. package/lib/audio/AudioMonitor.js.map +1 -1
  10. package/lib/audio/AudioPool.js.map +1 -1
  11. package/lib/audio/AudioProvider.js.map +1 -1
  12. package/lib/audio/AudioUtils.js.map +1 -1
  13. package/lib/audio/BoneImpactAudioMap.js.map +1 -1
  14. package/lib/components/screens/combat/CombatScreen3D.js +3 -3
  15. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  17. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  18. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  19. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  20. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  21. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  22. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  23. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  24. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  25. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  26. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  27. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  28. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  29. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  30. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
  31. package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
  32. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  33. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  34. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  35. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  36. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  37. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  38. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  39. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  40. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  41. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  42. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  43. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  44. package/lib/components/screens/training/TrainingScreen3D.js +1 -1
  45. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  46. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  47. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  48. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  49. package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
  50. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  51. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  52. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  53. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  54. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  55. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  56. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  57. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  58. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  59. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  60. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  61. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  62. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  63. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  64. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  65. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  66. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  67. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  68. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  69. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  70. package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
  71. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  72. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  73. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  74. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  75. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  76. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  77. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  78. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  79. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  80. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  81. package/lib/components/shared/ui/SplashScreen.js +2 -2
  82. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  83. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  84. package/lib/data/techniques.js.map +1 -1
  85. package/lib/hooks/useCombatTimer.js.map +1 -1
  86. package/lib/hooks/useKeyboardControls.js.map +1 -1
  87. package/lib/hooks/useSkeletalAnimation.js +2 -2
  88. package/lib/hooks/useSkeletalAnimation.js.map +1 -1
  89. package/lib/hooks/useTechniqueSelection.js.map +1 -1
  90. package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
  91. package/lib/index.js +2 -2
  92. package/lib/systems/CombatSystem.js.map +1 -1
  93. package/lib/systems/EffectCalculator.js.map +1 -1
  94. package/lib/systems/ResponsiveScaling.js.map +1 -1
  95. package/lib/systems/TrigramSystem.js.map +1 -1
  96. package/lib/systems/ai/AIPersonality.js.map +1 -1
  97. package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
  98. package/lib/systems/ai/DecisionTree.js.map +1 -1
  99. package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
  100. package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
  101. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
  102. package/lib/systems/animation/builders/SkeletonRig.js +1 -1
  103. package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
  104. package/lib/systems/animation/catalogs/AttackAnimations.js +1 -1
  105. package/lib/systems/animation/catalogs/AttackAnimations.js.map +1 -1
  106. package/lib/systems/animation/catalogs/BasicAnimations.js +1 -1
  107. package/lib/systems/animation/catalogs/BasicAnimations.js.map +1 -1
  108. package/lib/systems/animation/catalogs/ComboAnimations.js +1 -1
  109. package/lib/systems/animation/catalogs/ComboAnimations.js.map +1 -1
  110. package/lib/systems/animation/catalogs/DarkOpsAnimations.js +1 -1
  111. package/lib/systems/animation/catalogs/DarkOpsAnimations.js.map +1 -1
  112. package/lib/systems/animation/catalogs/DefensiveAnimations.js +2 -11
  113. package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
  114. package/lib/systems/animation/catalogs/ElbowKneeAnimations.js +1 -1
  115. package/lib/systems/animation/catalogs/ElbowKneeAnimations.js.map +1 -1
  116. package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js +1 -1
  117. package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
  118. package/lib/systems/animation/catalogs/GamRedirectionAnimations.js.map +1 -1
  119. package/lib/systems/animation/catalogs/GamStanceAnimations.js.map +1 -1
  120. package/lib/systems/animation/catalogs/GamTechniqueAnimations.js.map +1 -1
  121. package/lib/systems/animation/catalogs/GanStanceAnimations.js +1 -1
  122. package/lib/systems/animation/catalogs/GanStanceAnimations.js.map +1 -1
  123. package/lib/systems/animation/catalogs/GanTechniqueAnimations.js +1 -1
  124. package/lib/systems/animation/catalogs/GanTechniqueAnimations.js.map +1 -1
  125. package/lib/systems/animation/catalogs/GeonStanceAnimations.js +1 -1
  126. package/lib/systems/animation/catalogs/GeonStanceAnimations.js.map +1 -1
  127. package/lib/systems/animation/catalogs/GonTechniqueAnimations.js +1 -1
  128. package/lib/systems/animation/catalogs/GonTechniqueAnimations.js.map +1 -1
  129. package/lib/systems/animation/catalogs/GrapplingAnimations.js +1 -1
  130. package/lib/systems/animation/catalogs/GrapplingAnimations.js.map +1 -1
  131. package/lib/systems/animation/catalogs/JinStanceAnimations.js +1 -1
  132. package/lib/systems/animation/catalogs/JinStanceAnimations.js.map +1 -1
  133. package/lib/systems/animation/catalogs/JinTechniqueAnimations.js +1 -1
  134. package/lib/systems/animation/catalogs/JinTechniqueAnimations.js.map +1 -1
  135. package/lib/systems/animation/catalogs/KickAnimations.js +1 -1
  136. package/lib/systems/animation/catalogs/KickAnimations.js.map +1 -1
  137. package/lib/systems/animation/catalogs/LiStanceAnimations.js +1 -1
  138. package/lib/systems/animation/catalogs/LiStanceAnimations.js.map +1 -1
  139. package/lib/systems/animation/catalogs/LiTechniqueAnimations.js.map +1 -1
  140. package/lib/systems/animation/catalogs/MovementAnimations.js +1 -1
  141. package/lib/systems/animation/catalogs/MovementAnimations.js.map +1 -1
  142. package/lib/systems/animation/catalogs/PunchAnimations.js +1 -1
  143. package/lib/systems/animation/catalogs/PunchAnimations.js.map +1 -1
  144. package/lib/systems/animation/catalogs/SonStanceAnimations.js +1 -1
  145. package/lib/systems/animation/catalogs/SonStanceAnimations.js.map +1 -1
  146. package/lib/systems/animation/catalogs/SonTechniqueAnimations.js +1 -1
  147. package/lib/systems/animation/catalogs/SonTechniqueAnimations.js.map +1 -1
  148. package/lib/systems/animation/catalogs/SpecializedPunchAnimations.js +1 -1
  149. package/lib/systems/animation/catalogs/SpecializedPunchAnimations.js.map +1 -1
  150. package/lib/systems/animation/catalogs/StanceAnimations.js +1 -1
  151. package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
  152. package/lib/systems/animation/catalogs/StanceAttackAnimations.js +215 -272
  153. package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
  154. package/lib/systems/animation/catalogs/StanceIdleAnimations.js +2 -11
  155. package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
  156. package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js +2 -2
  157. package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
  158. package/lib/systems/animation/catalogs/StepSkeletalAnimations.js +1 -1
  159. package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
  160. package/lib/systems/animation/catalogs/TaeJointLockAnimations.js.map +1 -1
  161. package/lib/systems/animation/catalogs/TaeStanceAnimations.js +1 -1
  162. package/lib/systems/animation/catalogs/TaeStanceAnimations.js.map +1 -1
  163. package/lib/systems/animation/core/AnimationOptimizations.js +1 -1
  164. package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
  165. package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
  166. package/lib/systems/animation/core/AnimationRegistry.js +11 -209
  167. package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
  168. package/lib/systems/animation/core/AnimationStateMachine.js +2 -2
  169. package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
  170. package/lib/systems/animation/core/TechniqueAnimationMapper.js +1 -1
  171. package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
  172. package/lib/systems/animation/core/TechniqueAnimationMapping.js +1 -1
  173. package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
  174. package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
  175. package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
  176. package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
  177. package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
  178. package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
  179. package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
  180. package/lib/systems/combat/BalanceSystem.js.map +1 -1
  181. package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
  182. package/lib/systems/combat/CombatStateSystem.js.map +1 -1
  183. package/lib/systems/combat/GrappleSystem.js.map +1 -1
  184. package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
  185. package/lib/systems/combat/typeGuards.js.map +1 -1
  186. package/lib/systems/index.js +2 -2
  187. package/lib/systems/movement/integration.js.map +1 -1
  188. package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
  189. package/lib/systems/physics/CollisionDetection.js +1 -1
  190. package/lib/systems/physics/CollisionDetection.js.map +1 -1
  191. package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
  192. package/lib/systems/physics/MovementPhysics.js.map +1 -1
  193. package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
  194. package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
  195. package/lib/systems/trigram/KoreanTechniques.js.map +1 -1
  196. package/lib/systems/trigram/StanceManager.js.map +1 -1
  197. package/lib/systems/trigram/TransitionCalculator.js.map +1 -1
  198. package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
  199. package/lib/systems/trigram/techniques/TechniqueConfig.js.map +1 -1
  200. package/lib/systems/trigram/techniques/index.js.map +1 -1
  201. package/lib/systems/trigram/types.js.map +1 -1
  202. package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
  203. package/lib/systems/vitalpoint/KoreanAnatomy.js.map +1 -1
  204. package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
  205. package/lib/systems/vitalpoint/MeridianVitalPointMapping.js.map +1 -1
  206. package/lib/types/constants/designSystem.js.map +1 -1
  207. package/lib/utils/colorHelpers.js.map +1 -1
  208. package/lib/utils/colorUtils.js.map +1 -1
  209. package/lib/utils/controlMapping.js.map +1 -1
  210. package/lib/utils/deviceDetection.js.map +1 -1
  211. package/lib/utils/effectUtils.js.map +1 -1
  212. package/lib/utils/fabricTextures.js.map +1 -1
  213. package/lib/utils/htmlOverlayHelpers.js.map +1 -1
  214. package/lib/utils/performance/PerformanceMonitor.js.map +1 -1
  215. package/lib/utils/performance/PerformanceOverlay3D.js.map +1 -1
  216. package/lib/utils/safeAreaUtils.js.map +1 -1
  217. package/lib/utils/stanceHelpers.js.map +1 -1
  218. package/lib/utils/visualEffects.js.map +1 -1
  219. package/package.json +9 -9
@@ -43,7 +43,7 @@ var GEON_BONE_BREAKING_STRIKE_1 = {
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  {
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  time: 0,
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  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(-1.2, -.3, -.5, "XYZ")],
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
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  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.4, .1, "XYZ")],
@@ -57,7 +57,7 @@ var GEON_BONE_BREAKING_STRIKE_1 = {
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  {
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  time: .18,
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  easing: "linear",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(.8, -.2, .7, "XYZ")],
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
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  [BoneName.SPINE_UPPER, new THREE.Euler(.2, .5, -.1, "XYZ")],
@@ -67,12 +67,12 @@ var GEON_BONE_BREAKING_STRIKE_1 = {
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  [BoneName.HIP_R, new THREE.Euler(0, .3, 0, "XYZ")],
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  [BoneName.HIP_L, new THREE.Euler(0, .1, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
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  },
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  {
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  time: .35,
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  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")],
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
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  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -82,7 +82,7 @@ var GEON_BONE_BREAKING_STRIKE_1 = {
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  [BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
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  [BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
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  }
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  ]
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  };
@@ -111,7 +111,7 @@ var GEON_THUNDEROUS_UPPERCUT = {
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  {
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  time: 0,
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  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .8, "XYZ")],
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
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  [BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
@@ -128,7 +128,7 @@ var GEON_THUNDEROUS_UPPERCUT = {
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  {
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  time: .15,
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  easing: "linear",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_L, new THREE.Euler(-.8, .3, .5, "XYZ")],
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
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  [BoneName.KNEE_L, new THREE.Euler(-.1, 0, 0, "XYZ")],
@@ -140,12 +140,12 @@ var GEON_THUNDEROUS_UPPERCUT = {
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  [BoneName.SPINE_UPPER, new THREE.Euler(-.1, .2, 0, "XYZ")],
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  [BoneName.PELVIS, new THREE.Euler(0, .5, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, .6, .5)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, .6, .5)]])
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  },
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  {
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  time: .3,
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  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_L, new THREE.Euler(-.4, .2, .3, "XYZ")],
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
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  [BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")],
@@ -181,7 +181,7 @@ var GEON_CRUSHING_ELBOW = {
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  {
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  time: 0,
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  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.9, -.6, "XYZ")],
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
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  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.8, 0, "XYZ")]
@@ -191,24 +191,24 @@ var GEON_CRUSHING_ELBOW = {
191
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  {
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  time: .14,
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  easing: "linear",
194
- boneRotations: new Map([
194
+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(-.3, .5, .3, "XYZ")],
196
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.1, "XYZ")],
197
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  [BoneName.SPINE_UPPER, new THREE.Euler(0, .9, 0, "XYZ")],
198
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  [BoneName.PELVIS, new THREE.Euler(0, .6, 0, "XYZ")]
199
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  ]),
200
- bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, .7)]])
200
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, .7)]])
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  },
202
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  {
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  time: .28,
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  easing: "ease-in",
205
- boneRotations: new Map([
205
+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.9, -.6, "XYZ")],
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
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  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
209
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  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
210
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  ]),
211
- bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0)]])
211
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0)]])
212
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  }
213
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  ]
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  };
@@ -232,30 +232,30 @@ var TAE_WRIST_LOCK_STRIKE = {
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  {
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  time: 0,
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  easing: "ease-out",
235
- boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]]),
235
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]]),
236
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  bonePositions: /* @__PURE__ */ new Map()
237
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  },
238
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  {
239
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  time: .16,
240
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  easing: "linear",
241
- boneRotations: new Map([
241
+ boneRotations: /* @__PURE__ */ new Map([
242
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  [BoneName.SHOULDER_L, new THREE.Euler(-.3, 1, .8, "XYZ")],
243
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
244
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  [BoneName.WRIST_L, new THREE.Euler(.4, .6, 0, "XYZ")],
245
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  [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")]
246
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  ]),
247
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
247
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
248
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  },
249
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  {
250
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  time: .32,
251
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  easing: "ease-in",
252
- boneRotations: new Map([
252
+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")],
254
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
255
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  [BoneName.WRIST_L, new THREE.Euler(.6, .8, 0, "XYZ")],
256
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  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
257
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  ]),
258
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
258
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
259
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  }
260
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  ]
261
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  };
@@ -279,7 +279,7 @@ var TAE_FLOWING_ARM_BAR = {
279
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  {
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  time: 0,
281
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  easing: "ease-out",
282
- boneRotations: new Map([
282
+ boneRotations: /* @__PURE__ */ new Map([
283
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  [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.7, -.4, "XYZ")],
284
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .6, "XYZ")],
285
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  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .6, "XYZ")],
@@ -290,26 +290,26 @@ var TAE_FLOWING_ARM_BAR = {
290
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  {
291
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  time: .19,
292
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  easing: "linear",
293
- boneRotations: new Map([
293
+ boneRotations: /* @__PURE__ */ new Map([
294
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  [BoneName.SHOULDER_R, new THREE.Euler(-.2, .8, .7, "XYZ")],
295
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
296
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  [BoneName.SHOULDER_L, new THREE.Euler(-.4, .9, .8, "XYZ")],
297
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
298
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  [BoneName.SPINE_UPPER, new THREE.Euler(0, .5, 0, "XYZ")]
299
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  ]),
300
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
300
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
301
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  },
302
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  {
303
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  time: .38,
304
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  easing: "ease-in",
305
- boneRotations: new Map([
305
+ boneRotations: /* @__PURE__ */ new Map([
306
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  [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.7, -.4, "XYZ")],
307
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
308
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  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .6, "XYZ")],
309
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
310
310
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
311
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  ]),
312
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
312
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
313
313
  }
314
314
  ]
315
315
  };
@@ -333,7 +333,7 @@ var TAE_SPIRAL_SHOULDER_THROW = {
333
333
  {
334
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  time: 0,
335
335
  easing: "ease-out",
336
- boneRotations: new Map([
336
+ boneRotations: /* @__PURE__ */ new Map([
337
337
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
338
338
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
339
339
  [BoneName.PELVIS, new THREE.Euler(0, -.3, 0, "XYZ")]
@@ -343,7 +343,7 @@ var TAE_SPIRAL_SHOULDER_THROW = {
343
343
  {
344
344
  time: .15,
345
345
  easing: "linear",
346
- boneRotations: new Map([
346
+ boneRotations: /* @__PURE__ */ new Map([
347
347
  [BoneName.SHOULDER_R, new THREE.Euler(.2, .8, .6, "XYZ")],
348
348
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
349
349
  [BoneName.SPINE_LOWER, new THREE.Euler(.2, .6, 0, "XYZ")],
@@ -351,12 +351,12 @@ var TAE_SPIRAL_SHOULDER_THROW = {
351
351
  [BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
352
352
  [BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")]
353
353
  ]),
354
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
354
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
355
355
  },
356
356
  {
357
357
  time: .28,
358
358
  easing: "linear",
359
- boneRotations: new Map([
359
+ boneRotations: /* @__PURE__ */ new Map([
360
360
  [BoneName.SHOULDER_R, new THREE.Euler(.5, 1.2, .9, "XYZ")],
361
361
  [BoneName.SPINE_LOWER, new THREE.Euler(.3, 1, 0, "XYZ")],
362
362
  [BoneName.PELVIS, new THREE.Euler(.15, 1.1, 0, "XYZ")]
@@ -366,7 +366,7 @@ var TAE_SPIRAL_SHOULDER_THROW = {
366
366
  {
367
367
  time: .4,
368
368
  easing: "ease-in",
369
- boneRotations: new Map([
369
+ boneRotations: /* @__PURE__ */ new Map([
370
370
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
371
371
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
372
372
  [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -374,7 +374,7 @@ var TAE_SPIRAL_SHOULDER_THROW = {
374
374
  [BoneName.KNEE_L, new THREE.Euler(-.4, 0, 0, "XYZ")],
375
375
  [BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")]
376
376
  ]),
377
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
377
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
378
378
  }
379
379
  ]
380
380
  };
@@ -398,28 +398,28 @@ var LI_BURNING_FINGER_STRIKE_1 = {
398
398
  {
399
399
  time: 0,
400
400
  easing: "linear",
401
- boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")]]),
401
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")]]),
402
402
  bonePositions: /* @__PURE__ */ new Map()
403
403
  },
404
404
  {
405
405
  time: .12,
406
406
  easing: "ease-out",
407
- boneRotations: new Map([
407
+ boneRotations: /* @__PURE__ */ new Map([
408
408
  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, .3, "XYZ")],
409
409
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
410
410
  [BoneName.WRIST_R, new THREE.Euler(.1, -.3, 0, "XYZ")]
411
411
  ]),
412
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
412
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
413
413
  },
414
414
  {
415
415
  time: .25,
416
416
  easing: "ease-in",
417
- boneRotations: new Map([
417
+ boneRotations: /* @__PURE__ */ new Map([
418
418
  [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")],
419
419
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
420
420
  [BoneName.WRIST_R, new THREE.Euler(.1, -.1, 0, "XYZ")]
421
421
  ]),
422
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
422
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
423
423
  }
424
424
  ]
425
425
  };
@@ -443,7 +443,7 @@ var LI_SOLAR_PLEXUS_SPEAR = {
443
443
  {
444
444
  time: 0,
445
445
  easing: "linear",
446
- boneRotations: new Map([
446
+ boneRotations: /* @__PURE__ */ new Map([
447
447
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .7, .6, "XYZ")],
448
448
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
449
449
  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")]
@@ -453,24 +453,24 @@ var LI_SOLAR_PLEXUS_SPEAR = {
453
453
  {
454
454
  time: .13,
455
455
  easing: "ease-out",
456
- boneRotations: new Map([
456
+ boneRotations: /* @__PURE__ */ new Map([
457
457
  [BoneName.SHOULDER_L, new THREE.Euler(-.1, .3, .2, "XYZ")],
458
458
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
459
459
  [BoneName.WRIST_L, new THREE.Euler(.15, .25, 0, "XYZ")],
460
460
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
461
461
  ]),
462
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
462
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
463
463
  },
464
464
  {
465
465
  time: .26,
466
466
  easing: "ease-in",
467
- boneRotations: new Map([
467
+ boneRotations: /* @__PURE__ */ new Map([
468
468
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .7, .6, "XYZ")],
469
469
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
470
470
  [BoneName.WRIST_L, new THREE.Euler(.15, .2, 0, "XYZ")],
471
471
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
472
472
  ]),
473
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
473
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
474
474
  }
475
475
  ]
476
476
  };
@@ -494,30 +494,30 @@ var LI_PHOENIX_EYE_STRIKE = {
494
494
  {
495
495
  time: 0,
496
496
  easing: "linear",
497
- boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
497
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
498
498
  bonePositions: /* @__PURE__ */ new Map()
499
499
  },
500
500
  {
501
501
  time: .11,
502
502
  easing: "ease-out",
503
- boneRotations: new Map([
503
+ boneRotations: /* @__PURE__ */ new Map([
504
504
  [BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .4, "XYZ")],
505
505
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .15, "XYZ")],
506
506
  [BoneName.WRIST_R, new THREE.Euler(.2, -.15, 0, "XYZ")],
507
507
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .25, 0, "XYZ")]
508
508
  ]),
509
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .8)]])
509
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .8)]])
510
510
  },
511
511
  {
512
512
  time: .24,
513
513
  easing: "ease-in",
514
- boneRotations: new Map([
514
+ boneRotations: /* @__PURE__ */ new Map([
515
515
  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")],
516
516
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.1, "XYZ")],
517
517
  [BoneName.WRIST_R, new THREE.Euler(.2, -.1, 0, "XYZ")],
518
518
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
519
519
  ]),
520
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
520
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
521
521
  }
522
522
  ]
523
523
  };
@@ -541,7 +541,7 @@ var JIN_LIGHTNING_STRAIGHT = {
541
541
  {
542
542
  time: 0,
543
543
  easing: "linear",
544
- boneRotations: new Map([
544
+ boneRotations: /* @__PURE__ */ new Map([
545
545
  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.5, -.4, "XYZ")],
546
546
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
547
547
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")]
@@ -551,24 +551,24 @@ var JIN_LIGHTNING_STRAIGHT = {
551
551
  {
552
552
  time: .08,
553
553
  easing: "ease-out",
554
- boneRotations: new Map([
554
+ boneRotations: /* @__PURE__ */ new Map([
555
555
  [BoneName.SHOULDER_R, new THREE.Euler(-.1, -.1, -.5, "XYZ")],
556
556
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .05, "XYZ")],
557
557
  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.4, 0, "XYZ")],
558
558
  [BoneName.PELVIS, new THREE.Euler(0, -.3, 0, "XYZ")]
559
559
  ]),
560
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
560
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
561
561
  },
562
562
  {
563
563
  time: .2,
564
564
  easing: "ease-in",
565
- boneRotations: new Map([
565
+ boneRotations: /* @__PURE__ */ new Map([
566
566
  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.5, -.4, "XYZ")],
567
567
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
568
568
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
569
569
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
570
570
  ]),
571
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
571
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
572
572
  }
573
573
  ]
574
574
  };
@@ -592,30 +592,30 @@ var JIN_SHOCKING_HAMMER_FIST = {
592
592
  {
593
593
  time: 0,
594
594
  easing: "ease-out",
595
- boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-1.4, -.2, -.6, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.6, "XYZ")]]),
595
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-1.4, -.2, -.6, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.6, "XYZ")]]),
596
596
  bonePositions: /* @__PURE__ */ new Map()
597
597
  },
598
598
  {
599
599
  time: .09,
600
600
  easing: "linear",
601
- boneRotations: new Map([
601
+ boneRotations: /* @__PURE__ */ new Map([
602
602
  [BoneName.SHOULDER_R, new THREE.Euler(.6, -.1, .6, "XYZ")],
603
603
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
604
604
  [BoneName.SPINE_UPPER, new THREE.Euler(.15, 0, 0, "XYZ")],
605
605
  [BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
606
606
  ]),
607
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
607
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
608
608
  },
609
609
  {
610
610
  time: .22,
611
611
  easing: "ease-in",
612
- boneRotations: new Map([
612
+ boneRotations: /* @__PURE__ */ new Map([
613
613
  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.4, "XYZ")],
614
614
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
615
615
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
616
616
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
617
617
  ]),
618
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
618
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
619
619
  }
620
620
  ]
621
621
  };
@@ -639,36 +639,36 @@ var JIN_EXPLOSIVE_KNEE = {
639
639
  {
640
640
  time: 0,
641
641
  easing: "ease-out",
642
- boneRotations: new Map([[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")]]),
642
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")]]),
643
643
  bonePositions: /* @__PURE__ */ new Map()
644
644
  },
645
645
  {
646
646
  time: .05,
647
647
  easing: "ease-out",
648
- boneRotations: new Map([[BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(.5, 0, 0, "XYZ")]]),
648
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(.5, 0, 0, "XYZ")]]),
649
649
  bonePositions: /* @__PURE__ */ new Map()
650
650
  },
651
651
  {
652
652
  time: .12,
653
653
  easing: "linear",
654
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
655
655
  [BoneName.KNEE_R, new THREE.Euler(-2.2, 0, 0, "XYZ")],
656
656
  [BoneName.HIP_R, new THREE.Euler(.7, 0, 0, "XYZ")],
657
657
  [BoneName.PELVIS, new THREE.Euler(-.2, 0, 0, "XYZ")],
658
658
  [BoneName.SPINE_LOWER, new THREE.Euler(.15, 0, 0, "XYZ")]
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659
  ]),
660
- bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, .8)]])
660
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, .8)]])
661
661
  },
662
662
  {
663
663
  time: .28,
664
664
  easing: "ease-in",
665
- boneRotations: new Map([
665
+ boneRotations: /* @__PURE__ */ new Map([
666
666
  [BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")],
667
667
  [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
668
668
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
669
669
  [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")]
670
670
  ]),
671
- bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0)]])
671
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0)]])
672
672
  }
673
673
  ]
674
674
  };
@@ -692,40 +692,40 @@ var SON_WHIRLWIND_COMBO_1 = {
692
692
  {
693
693
  time: 0,
694
694
  easing: "linear",
695
- boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")]]),
695
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")]]),
696
696
  bonePositions: /* @__PURE__ */ new Map()
697
697
  },
698
698
  {
699
699
  time: .13,
700
700
  easing: "ease-out",
701
- boneRotations: new Map([
701
+ boneRotations: /* @__PURE__ */ new Map([
702
702
  [BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .3, "XYZ")],
703
703
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
704
704
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
705
705
  ]),
706
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
706
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
707
707
  },
708
708
  {
709
709
  time: .26,
710
710
  easing: "ease-out",
711
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
712
712
  [BoneName.SHOULDER_L, new THREE.Euler(-.1, 0, -.3, "XYZ")],
713
713
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
714
714
  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")]
715
715
  ]),
716
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
716
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
717
717
  },
718
718
  {
719
719
  time: .4,
720
720
  easing: "ease-in",
721
- boneRotations: new Map([
721
+ boneRotations: /* @__PURE__ */ new Map([
722
722
  [BoneName.SHOULDER_L, new THREE.Euler(-.2, .3, .2, "XYZ")],
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723
  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")],
724
724
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
725
725
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
726
726
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
727
727
  ]),
728
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
728
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
729
729
  }
730
730
  ]
731
731
  };
@@ -749,41 +749,41 @@ var SON_PRESSURE_POINT_CHAIN = {
749
749
  {
750
750
  time: 0,
751
751
  easing: "linear",
752
- boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")]]),
752
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")]]),
753
753
  bonePositions: /* @__PURE__ */ new Map()
754
754
  },
755
755
  {
756
756
  time: .12,
757
757
  easing: "linear",
758
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
759
759
  [BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .3, "XYZ")],
760
760
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
761
761
  [BoneName.WRIST_L, new THREE.Euler(.15, .2, 0, "XYZ")]
762
762
  ]),
763
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)]])
763
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)]])
764
764
  },
765
765
  {
766
766
  time: .24,
767
767
  easing: "linear",
768
- boneRotations: new Map([
768
+ boneRotations: /* @__PURE__ */ new Map([
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769
  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.3, "XYZ")],
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770
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
771
771
  [BoneName.WRIST_R, new THREE.Euler(.15, -.2, 0, "XYZ")],
772
772
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")]
773
773
  ]),
774
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
774
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
775
775
  },
776
776
  {
777
777
  time: .38,
778
778
  easing: "ease-in",
779
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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780
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")],
781
781
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.5, "XYZ")],
782
782
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
783
783
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
784
784
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
785
785
  ]),
786
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
786
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
787
787
  }
788
788
  ]
789
789
  };
@@ -807,7 +807,7 @@ var SON_PENETRATING_PALM_RUSH = {
807
807
  {
808
808
  time: 0,
809
809
  easing: "linear",
810
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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811
  [BoneName.SHOULDER_R, new THREE.Euler(-.1, -.4, -.3, "XYZ")],
812
812
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
813
813
  [BoneName.WRIST_R, new THREE.Euler(-.2, 0, 0, "XYZ")]
@@ -817,33 +817,33 @@ var SON_PENETRATING_PALM_RUSH = {
817
817
  {
818
818
  time: .14,
819
819
  easing: "linear",
820
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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821
  [BoneName.SHOULDER_R, new THREE.Euler(-.05, 0, .2, "XYZ")],
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822
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
823
823
  [BoneName.WRIST_R, new THREE.Euler(-.3, 0, 0, "XYZ")]
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824
  ]),
825
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .65)]])
825
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .65)]])
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826
  },
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827
  {
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828
  time: .28,
829
829
  easing: "linear",
830
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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831
  [BoneName.SHOULDER_L, new THREE.Euler(-.05, 0, -.2, "XYZ")],
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832
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
833
833
  [BoneName.WRIST_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
834
834
  ]),
835
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .65)]])
835
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .65)]])
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836
  },
837
837
  {
838
838
  time: .42,
839
839
  easing: "ease-in",
840
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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841
  [BoneName.SHOULDER_L, new THREE.Euler(-.1, .4, .3, "XYZ")],
842
842
  [BoneName.SHOULDER_R, new THREE.Euler(-.1, -.4, -.3, "XYZ")],
843
843
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
844
844
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")]
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845
  ]),
846
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
846
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
847
847
  }
848
848
  ]
849
849
  };
@@ -867,7 +867,7 @@ var GAM_FLOWING_RIVER_STRIKE = {
867
867
  {
868
868
  time: 0,
869
869
  easing: "ease-out",
870
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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871
  [BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .6, "XYZ")],
872
872
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
873
873
  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
@@ -877,24 +877,24 @@ var GAM_FLOWING_RIVER_STRIKE = {
877
877
  {
878
878
  time: .17,
879
879
  easing: "linear",
880
- boneRotations: new Map([
880
+ boneRotations: /* @__PURE__ */ new Map([
881
881
  [BoneName.SHOULDER_L, new THREE.Euler(-.1, .9, .7, "XYZ")],
882
882
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
883
883
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
884
884
  [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
885
885
  ]),
886
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .75)]])
886
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .75)]])
887
887
  },
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888
  {
889
889
  time: .34,
890
890
  easing: "ease-in",
891
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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892
  [BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .6, "XYZ")],
893
893
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
894
894
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
895
895
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
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896
  ]),
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- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
897
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
898
898
  }
899
899
  ]
900
900
  };
@@ -918,7 +918,7 @@ var GAM_TIDAL_WAVE_PALM = {
918
918
  {
919
919
  time: 0,
920
920
  easing: "ease-out",
921
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(.1, -.8, -.7, "XYZ")],
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923
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
924
924
  [BoneName.WRIST_R, new THREE.Euler(-.25, 0, 0, "XYZ")]
@@ -928,24 +928,24 @@ var GAM_TIDAL_WAVE_PALM = {
928
928
  {
929
929
  time: .18,
930
930
  easing: "linear",
931
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(-.2, .5, .5, "XYZ")],
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
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934
  [BoneName.WRIST_R, new THREE.Euler(-.35, 0, 0, "XYZ")],
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935
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")]
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936
  ]),
937
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
937
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
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938
  },
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939
  {
940
940
  time: .36,
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  easing: "ease-in",
942
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(.1, -.8, -.7, "XYZ")],
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944
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
945
945
  [BoneName.WRIST_R, new THREE.Euler(-.25, 0, 0, "XYZ")],
946
946
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
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947
  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
949
949
  }
950
950
  ]
951
951
  };
@@ -969,7 +969,7 @@ var GAM_WHIRLPOOL_COUNTER = {
969
969
  {
970
970
  time: 0,
971
971
  easing: "ease-out",
972
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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973
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .6, .5, "XYZ")],
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974
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")],
975
975
  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.5, 0, "XYZ")],
@@ -980,24 +980,24 @@ var GAM_WHIRLPOOL_COUNTER = {
980
980
  {
981
981
  time: .19,
982
982
  easing: "linear",
983
- boneRotations: new Map([
983
+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_L, new THREE.Euler(-.2, 1, .8, "XYZ")],
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
986
986
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .8, 0, "XYZ")],
987
987
  [BoneName.PELVIS, new THREE.Euler(0, .6, 0, "XYZ")]
988
988
  ]),
989
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
989
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
990
990
  },
991
991
  {
992
992
  time: .38,
993
993
  easing: "ease-in",
994
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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995
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .6, .5, "XYZ")],
996
996
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
997
997
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
998
998
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
999
999
  ]),
1000
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
1000
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
1001
1001
  }
1002
1002
  ]
1003
1003
  };
@@ -1021,7 +1021,7 @@ var GAN_FORTRESS_COUNTER_STRIKE = {
1021
1021
  {
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1022
  time: 0,
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1023
  easing: "linear",
1024
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1025
  [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.4, -.5, "XYZ")],
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1026
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
1027
1027
  [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
@@ -1032,26 +1032,26 @@ var GAN_FORTRESS_COUNTER_STRIKE = {
1032
1032
  {
1033
1033
  time: .15,
1034
1034
  easing: "ease-out",
1035
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1036
  [BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .4, "XYZ")],
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1037
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
1038
1038
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")],
1039
1039
  [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
1040
1040
  [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
1041
1041
  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
1042
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
1043
1043
  },
1044
1044
  {
1045
1045
  time: .3,
1046
1046
  easing: "ease-in",
1047
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1048
  [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.4, -.5, "XYZ")],
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1049
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
1050
1050
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1051
1051
  [BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
1052
1052
  [BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
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1053
  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
1054
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
1055
1055
  }
1056
1056
  ]
1057
1057
  };
@@ -1075,30 +1075,30 @@ var GAN_AVALANCHE_HAMMER = {
1075
1075
  {
1076
1076
  time: 0,
1077
1077
  easing: "ease-out",
1078
- boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-1.3, .3, .7, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")]]),
1078
+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_L, new THREE.Euler(-1.3, .3, .7, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")]]),
1079
1079
  bonePositions: /* @__PURE__ */ new Map()
1080
1080
  },
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1081
  {
1082
1082
  time: .18,
1083
1083
  easing: "linear",
1084
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1085
  [BoneName.SHOULDER_L, new THREE.Euler(.7, .2, .6, "XYZ")],
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1086
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
1087
1087
  [BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
1088
1088
  [BoneName.PELVIS, new THREE.Euler(.15, 0, 0, "XYZ")]
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1089
  ]),
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- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
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1091
  },
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1092
  {
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1093
  time: .35,
1094
1094
  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1096
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .5, "XYZ")],
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1097
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
1098
1098
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1099
1099
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
1100
1100
  ]),
1101
- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
1101
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
1102
1102
  }
1103
1103
  ]
1104
1104
  };
@@ -1122,7 +1122,7 @@ var GAN_STONE_WALL_THRUST = {
1122
1122
  {
1123
1123
  time: 0,
1124
1124
  easing: "linear",
1125
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1126
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
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1127
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
1128
1128
  [BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
@@ -1133,26 +1133,26 @@ var GAN_STONE_WALL_THRUST = {
1133
1133
  {
1134
1134
  time: .16,
1135
1135
  easing: "ease-out",
1136
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1137
  [BoneName.SHOULDER_R, new THREE.Euler(-.15, -.1, .2, "XYZ")],
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1138
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
1139
1139
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")],
1140
1140
  [BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
1141
1141
  [BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
1144
1144
  },
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1145
  {
1146
1146
  time: .32,
1147
1147
  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
1150
1150
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1151
1151
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
1152
1152
  [BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
1153
1153
  [BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
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1154
  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
1156
1156
  }
1157
1157
  ]
1158
1158
  };
@@ -1176,7 +1176,7 @@ var GON_GROUND_SWEEP_STRIKE = {
1176
1176
  {
1177
1177
  time: 0,
1178
1178
  easing: "ease-out",
1179
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.HIP_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
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  [BoneName.KNEE_R, new THREE.Euler(-.9, 0, 0, "XYZ")],
1182
1182
  [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
@@ -1187,26 +1187,26 @@ var GON_GROUND_SWEEP_STRIKE = {
1187
1187
  {
1188
1188
  time: .19,
1189
1189
  easing: "linear",
1190
- boneRotations: new Map([
1190
+ boneRotations: /* @__PURE__ */ new Map([
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1191
  [BoneName.HIP_R, new THREE.Euler(-.1, 0, .5, "XYZ")],
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1192
  [BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
1193
1193
  [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1194
1194
  [BoneName.SPINE_LOWER, new THREE.Euler(.2, .4, 0, "XYZ")],
1195
1195
  [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, .8)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, .8)]])
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1198
  },
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1199
  {
1200
1200
  time: .38,
1201
1201
  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.HIP_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
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  [BoneName.KNEE_R, new THREE.Euler(-.9, 0, 0, "XYZ")],
1205
1205
  [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1206
1206
  [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
1207
1207
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)]])
1210
1210
  }
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1211
  ]
1212
1212
  };
@@ -1230,7 +1230,7 @@ var GON_EARTHQUAKE_STOMP = {
1230
1230
  {
1231
1231
  time: 0,
1232
1232
  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.HIP_L, new THREE.Euler(.8, 0, 0, "XYZ")],
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  [BoneName.KNEE_L, new THREE.Euler(-1.6, 0, 0, "XYZ")],
1236
1236
  [BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")]
@@ -1240,26 +1240,26 @@ var GON_EARTHQUAKE_STOMP = {
1240
1240
  {
1241
1241
  time: .16,
1242
1242
  easing: "linear",
1243
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.KNEE_L, new THREE.Euler(-.2, 0, 0, "XYZ")],
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1246
  [BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
1247
1247
  [BoneName.SPINE_LOWER, new THREE.Euler(-.15, 0, 0, "XYZ")],
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1248
  [BoneName.PELVIS, new THREE.Euler(-.1, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, .7)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, .7)]])
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  },
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  {
1253
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  time: .32,
1254
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  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.HIP_L, new THREE.Euler(-.3, 0, 0, "XYZ")],
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  [BoneName.KNEE_L, new THREE.Euler(-.9, 0, 0, "XYZ")],
1258
1258
  [BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
1259
1259
  [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
1260
1260
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0)]])
1263
1263
  }
1264
1264
  ]
1265
1265
  };
@@ -1283,7 +1283,7 @@ var GON_ROOTING_TAKEDOWN = {
1283
1283
  {
1284
1284
  time: 0,
1285
1285
  easing: "ease-out",
1286
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
1289
1289
  [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
@@ -1294,19 +1294,19 @@ var GON_ROOTING_TAKEDOWN = {
1294
1294
  {
1295
1295
  time: .18,
1296
1296
  easing: "linear",
1297
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(.5, .3, .4, "XYZ")],
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
1300
1300
  [BoneName.SPINE_LOWER, new THREE.Euler(.3, .2, 0, "XYZ")],
1301
1301
  [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1302
1302
  [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
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  },
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  {
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  time: .32,
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  easing: "linear",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1312
1312
  [BoneName.SPINE_LOWER, new THREE.Euler(.4, .3, 0, "XYZ")],
@@ -1317,7 +1317,7 @@ var GON_ROOTING_TAKEDOWN = {
1317
1317
  {
1318
1318
  time: .38,
1319
1319
  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1323
1323
  [BoneName.SPINE_LOWER, new THREE.Euler(.6, .2, 0, "XYZ")],
@@ -1325,12 +1325,12 @@ var GON_ROOTING_TAKEDOWN = {
1325
1325
  [BoneName.KNEE_L, new THREE.Euler(-1.5, 0, 0, "XYZ")],
1326
1326
  [BoneName.KNEE_R, new THREE.Euler(-1.5, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, .3)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, .3)]])
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1329
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1330
  {
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  time: .45,
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  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
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  [BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
1336
1336
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
@@ -1339,7 +1339,7 @@ var GON_ROOTING_TAKEDOWN = {
1339
1339
  [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
1340
1340
  [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
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1341
  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
1343
1343
  }
1344
1344
  ]
1345
1345
  };
@@ -1361,7 +1361,7 @@ var GEON_DESCENDING_HAMMER = {
1361
1361
  {
1362
1362
  time: 0,
1363
1363
  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
1367
1367
  [BoneName.SPINE_UPPER, new THREE.Euler(-.2, 0, 0, "XYZ")],
@@ -1372,18 +1372,18 @@ var GEON_DESCENDING_HAMMER = {
1372
1372
  {
1373
1373
  time: .2,
1374
1374
  easing: "linear",
1375
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
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  [BoneName.SPINE_UPPER, new THREE.Euler(.3, 0, 0, "XYZ")],
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  [BoneName.PELVIS, new THREE.Euler(.15, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, -.3, .8)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, -.3, .8)]])
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  {
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  time: .4,
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  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1389
1389
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -1411,7 +1411,7 @@ var GEON_SPLITTING_PALM = {
1411
1411
  {
1412
1412
  time: 0,
1413
1413
  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_L, new THREE.Euler(-1.2, .2, .4, "XYZ")],
1417
1417
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
@@ -1422,19 +1422,19 @@ var GEON_SPLITTING_PALM = {
1422
1422
  {
1423
1423
  time: .18,
1424
1424
  easing: "linear",
1425
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.SHOULDER_L, new THREE.Euler(.5, 0, -.3, "XYZ")],
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1428
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
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1429
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
1430
1430
  [BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")]
1431
1431
  ]),
1432
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.2, 0, .9)], [BoneName.HAND_L, new THREE.Vector3(-.2, 0, .9)]])
1432
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.2, 0, .9)], [BoneName.HAND_L, new THREE.Vector3(-.2, 0, .9)]])
1433
1433
  },
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1434
  {
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1435
  time: .38,
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1436
  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1438
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
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1439
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
1440
1440
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
@@ -1463,7 +1463,7 @@ var TAE_RIPPLING_ELBOW = {
1463
1463
  {
1464
1464
  time: 0,
1465
1465
  easing: "ease-out",
1466
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1467
  [BoneName.SHOULDER_R, new THREE.Euler(-.5, -.8, -.3, "XYZ")],
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1468
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
1469
1469
  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
@@ -1473,7 +1473,7 @@ var TAE_RIPPLING_ELBOW = {
1473
1473
  {
1474
1474
  time: .15,
1475
1475
  easing: "linear",
1476
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1477
  [BoneName.SHOULDER_R, new THREE.Euler(.3, .5, .5, "XYZ")],
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1478
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, "XYZ")],
1479
1479
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
@@ -1484,7 +1484,7 @@ var TAE_RIPPLING_ELBOW = {
1484
1484
  {
1485
1485
  time: .35,
1486
1486
  easing: "ease-in",
1487
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1488
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1489
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
1490
1490
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -1512,27 +1512,27 @@ var TAE_FINGER_LOCK_TWIST = {
1512
1512
  {
1513
1513
  time: 0,
1514
1514
  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
1518
1518
  [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .4)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .4)]])
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  {
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  time: .15,
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  easing: "linear",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
1528
1528
  [BoneName.WRIST_R, new THREE.Euler(.5, 0, 0, "XYZ")]
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1529
  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .5)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .5)]])
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  {
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1533
  time: .28,
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  easing: "linear",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
1538
1538
  [BoneName.WRIST_R, new THREE.Euler(1.2, .3, 0, "XYZ")],
@@ -1543,7 +1543,7 @@ var TAE_FINGER_LOCK_TWIST = {
1543
1543
  {
1544
1544
  time: .4,
1545
1545
  easing: "ease-in",
1546
- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1548
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1549
1549
  [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -1571,7 +1571,7 @@ var LI_TEMPLE_SPIKE = {
1571
1571
  {
1572
1572
  time: 0,
1573
1573
  easing: "ease-out",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
1577
1577
  [BoneName.WRIST_R, new THREE.Euler(-.3, 0, 0, "XYZ")]
@@ -1581,18 +1581,18 @@ var LI_TEMPLE_SPIKE = {
1581
1581
  {
1582
1582
  time: .12,
1583
1583
  easing: "linear",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1585
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
1587
1587
  [BoneName.WRIST_R, new THREE.Euler(.5, 0, 0, "XYZ")],
1588
1588
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
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1589
  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.3, .4, .7)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.3, .4, .7)]])
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  {
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- boneRotations: new Map([
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1598
1598
  [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -1620,39 +1620,39 @@ var LI_BLAZING_NERVE_CHAIN = {
1620
1620
  {
1621
1621
  time: 0,
1622
1622
  easing: "ease-out",
1623
- boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
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+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
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1624
  bonePositions: /* @__PURE__ */ new Map()
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  time: .08,
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  easing: "linear",
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- boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")]]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
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+ boneRotations: /* @__PURE__ */ new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")]]),
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
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  easing: "linear",
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- boneRotations: new Map([
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  [BoneName.SHOULDER_L, new THREE.Euler(.3, 0, -.2, "XYZ")],
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  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
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  [BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.2, "XYZ")]
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- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, .2, .6)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_L, new THREE.Vector3(0, .2, .6)]])
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  time: .24,
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- boneRotations: new Map([
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  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
1648
1648
  [BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .2, "XYZ")]
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  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, .4, .7)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, .4, .7)]])
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  time: .35,
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  easing: "ease-in",
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- boneRotations: new Map([
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+ boneRotations: /* @__PURE__ */ new Map([
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1658
1658
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
@@ -1680,7 +1680,7 @@ var JIN_THUNDER_CLAP_PALM = {
1680
1680
  {
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1681
  time: 0,
1682
1682
  easing: "ease-out",
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- boneRotations: new Map([
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1686
1686
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
@@ -1692,7 +1692,7 @@ var JIN_THUNDER_CLAP_PALM = {
1692
1692
  {
1693
1693
  time: .15,
1694
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  easing: "linear",
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- boneRotations: new Map([
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1698
1698
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
@@ -1700,12 +1700,12 @@ var JIN_THUNDER_CLAP_PALM = {
1700
1700
  [BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
1701
1701
  [BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
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1702
  ]),
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .8)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .8)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .8)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .8)]])
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1711
1711
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
@@ -1735,7 +1735,7 @@ var JIN_SHOCKING_LOW_KICK = {
1735
1735
  {
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  time: 0,
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  easing: "ease-out",
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- boneRotations: new Map([
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1741
1741
  [BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
@@ -1745,18 +1745,18 @@ var JIN_SHOCKING_LOW_KICK = {
1745
1745
  {
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1746
  time: .12,
1747
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  easing: "linear",
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- boneRotations: new Map([
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  [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")],
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- bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(.3, 0, .7)]])
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+ bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_R, new THREE.Vector3(.3, 0, .7)]])
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  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -1784,50 +1784,50 @@ var SON_GALE_FORCE_RUSH = {
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- bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .3)]])
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- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .4)]])
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  }
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@@ -1849,7 +1849,7 @@ var SON_CUTTING_WIND_PALM = {
1849
1849
  {
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1850
  time: 0,
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  easing: "ease-out",
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- boneRotations: new Map([
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1855
1855
  [BoneName.WRIST_R, new THREE.Euler(0, -.5, 0, "XYZ")],
@@ -1860,19 +1860,19 @@ var SON_CUTTING_WIND_PALM = {
1860
1860
  {
1861
1861
  time: .12,
1862
1862
  easing: "linear",
1863
- boneRotations: new Map([
1863
+ boneRotations: /* @__PURE__ */ new Map([
1864
1864
  [BoneName.SHOULDER_R, new THREE.Euler(.2, .6, .3, "XYZ")],
1865
1865
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
1866
1866
  [BoneName.WRIST_R, new THREE.Euler(0, .3, 0, "XYZ")],
1867
1867
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
1868
1868
  [BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
1869
1869
  ]),
1870
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.4, .3, .6)]])
1870
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.4, .3, .6)]])
1871
1871
  },
1872
1872
  {
1873
1873
  time: .3,
1874
1874
  easing: "ease-in",
1875
- boneRotations: new Map([
1875
+ boneRotations: /* @__PURE__ */ new Map([
1876
1876
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
1877
1877
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
1878
1878
  [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -1901,18 +1901,18 @@ var GAM_UNDERTOW_PULL = {
1901
1901
  {
1902
1902
  time: 0,
1903
1903
  easing: "ease-out",
1904
- boneRotations: new Map([
1904
+ boneRotations: /* @__PURE__ */ new Map([
1905
1905
  [BoneName.SHOULDER_R, new THREE.Euler(.3, 0, -.2, "XYZ")],
1906
1906
  [BoneName.SHOULDER_L, new THREE.Euler(.3, 0, .2, "XYZ")],
1907
1907
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
1908
1908
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]
1909
1909
  ]),
1910
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .5)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .5)]])
1910
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .5)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .5)]])
1911
1911
  },
1912
1912
  {
1913
1913
  time: .18,
1914
1914
  easing: "linear",
1915
- boneRotations: new Map([
1915
+ boneRotations: /* @__PURE__ */ new Map([
1916
1916
  [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.3, -.4, "XYZ")],
1917
1917
  [BoneName.SHOULDER_L, new THREE.Euler(-.4, .3, .4, "XYZ")],
1918
1918
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
@@ -1926,7 +1926,7 @@ var GAM_UNDERTOW_PULL = {
1926
1926
  {
1927
1927
  time: .4,
1928
1928
  easing: "ease-in",
1929
- boneRotations: new Map([
1929
+ boneRotations: /* @__PURE__ */ new Map([
1930
1930
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
1931
1931
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
1932
1932
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
@@ -1957,7 +1957,7 @@ var GAM_SPLASH_KNEE = {
1957
1957
  {
1958
1958
  time: 0,
1959
1959
  easing: "ease-out",
1960
- boneRotations: new Map([
1960
+ boneRotations: /* @__PURE__ */ new Map([
1961
1961
  [BoneName.HIP_R, new THREE.Euler(-.2, .3, 0, "XYZ")],
1962
1962
  [BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")],
1963
1963
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
@@ -1967,7 +1967,7 @@ var GAM_SPLASH_KNEE = {
1967
1967
  {
1968
1968
  time: .07,
1969
1969
  easing: "ease-out",
1970
- boneRotations: new Map([
1970
+ boneRotations: /* @__PURE__ */ new Map([
1971
1971
  [BoneName.HIP_R, new THREE.Euler(.3, .3, 0, "XYZ")],
1972
1972
  [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")],
1973
1973
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
@@ -1977,19 +1977,19 @@ var GAM_SPLASH_KNEE = {
1977
1977
  {
1978
1978
  time: .15,
1979
1979
  easing: "linear",
1980
- boneRotations: new Map([
1980
+ boneRotations: /* @__PURE__ */ new Map([
1981
1981
  [BoneName.HIP_R, new THREE.Euler(.8, .2, 0, "XYZ")],
1982
1982
  [BoneName.KNEE_R, new THREE.Euler(-1.4, 0, 0, "XYZ")],
1983
1983
  [BoneName.PELVIS, new THREE.Euler(.15, .2, 0, "XYZ")],
1984
1984
  [BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")],
1985
1985
  [BoneName.KNEE_L, new THREE.Euler(-.4, 0, 0, "XYZ")]
1986
1986
  ]),
1987
- bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(.2, .4, .5)]])
1987
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.FOOT_R, new THREE.Vector3(.2, .4, .5)]])
1988
1988
  },
1989
1989
  {
1990
1990
  time: .35,
1991
1991
  easing: "ease-in",
1992
- boneRotations: new Map([
1992
+ boneRotations: /* @__PURE__ */ new Map([
1993
1993
  [BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
1994
1994
  [BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
1995
1995
  [BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -2018,7 +2018,7 @@ var GAN_IRON_WALL_BLOCK_STRIKE = {
2018
2018
  {
2019
2019
  time: 0,
2020
2020
  easing: "ease-out",
2021
- boneRotations: new Map([
2021
+ boneRotations: /* @__PURE__ */ new Map([
2022
2022
  [BoneName.SHOULDER_L, new THREE.Euler(-.5, .6, .8, "XYZ")],
2023
2023
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.8, "XYZ")],
2024
2024
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
@@ -2031,7 +2031,7 @@ var GAN_IRON_WALL_BLOCK_STRIKE = {
2031
2031
  {
2032
2032
  time: .18,
2033
2033
  easing: "linear",
2034
- boneRotations: new Map([
2034
+ boneRotations: /* @__PURE__ */ new Map([
2035
2035
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .4, "XYZ")],
2036
2036
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
2037
2037
  [BoneName.SHOULDER_R, new THREE.Euler(.5, 0, .3, "XYZ")],
@@ -2039,12 +2039,12 @@ var GAN_IRON_WALL_BLOCK_STRIKE = {
2039
2039
  [BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")],
2040
2040
  [BoneName.PELVIS, new THREE.Euler(0, .2, 0, "XYZ")]
2041
2041
  ]),
2042
- bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
2042
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
2043
2043
  },
2044
2044
  {
2045
2045
  time: .4,
2046
2046
  easing: "ease-in",
2047
- boneRotations: new Map([
2047
+ boneRotations: /* @__PURE__ */ new Map([
2048
2048
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
2049
2049
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
2050
2050
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
@@ -2076,7 +2076,7 @@ var GAN_BOULDER_DROP_ELBOW = {
2076
2076
  {
2077
2077
  time: 0,
2078
2078
  easing: "ease-out",
2079
- boneRotations: new Map([
2079
+ boneRotations: /* @__PURE__ */ new Map([
2080
2080
  [BoneName.SHOULDER_R, new THREE.Euler(-1.2, 0, -.3, "XYZ")],
2081
2081
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, "XYZ")],
2082
2082
  [BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
@@ -2087,7 +2087,7 @@ var GAN_BOULDER_DROP_ELBOW = {
2087
2087
  {
2088
2088
  time: .15,
2089
2089
  easing: "linear",
2090
- boneRotations: new Map([
2090
+ boneRotations: /* @__PURE__ */ new Map([
2091
2091
  [BoneName.SHOULDER_R, new THREE.Euler(.6, 0, .4, "XYZ")],
2092
2092
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
2093
2093
  [BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
@@ -2098,7 +2098,7 @@ var GAN_BOULDER_DROP_ELBOW = {
2098
2098
  {
2099
2099
  time: .35,
2100
2100
  easing: "ease-in",
2101
- boneRotations: new Map([
2101
+ boneRotations: /* @__PURE__ */ new Map([
2102
2102
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
2103
2103
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
2104
2104
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
@@ -2128,26 +2128,26 @@ var GON_QUICKSAND_GRAB = {
2128
2128
  {
2129
2129
  time: 0,
2130
2130
  easing: "ease-out",
2131
- boneRotations: new Map([
2131
+ boneRotations: /* @__PURE__ */ new Map([
2132
2132
  [BoneName.SHOULDER_R, new THREE.Euler(.4, 0, -.2, "XYZ")],
2133
2133
  [BoneName.SHOULDER_L, new THREE.Euler(.4, 0, .2, "XYZ")],
2134
2134
  [BoneName.SPINE_LOWER, new THREE.Euler(.3, 0, 0, "XYZ")],
2135
2135
  [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
2136
2136
  [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
2137
2137
  ]),
2138
- bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, 0)]])
2138
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, 0)]])
2139
2139
  },
2140
2140
  {
2141
2141
  time: .2,
2142
2142
  easing: "linear",
2143
- boneRotations: new Map([
2143
+ boneRotations: /* @__PURE__ */ new Map([
2144
2144
  [BoneName.SHOULDER_R, new THREE.Euler(.6, .3, .3, "XYZ")],
2145
2145
  [BoneName.SHOULDER_L, new THREE.Euler(.6, -.3, -.3, "XYZ")],
2146
2146
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
2147
2147
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
2148
2148
  [BoneName.SPINE_LOWER, new THREE.Euler(.4, 0, 0, "XYZ")]
2149
2149
  ]),
2150
- bonePositions: new Map([
2150
+ bonePositions: /* @__PURE__ */ new Map([
2151
2151
  [BoneName.HAND_R, new THREE.Vector3(.2, -.2, .6)],
2152
2152
  [BoneName.HAND_L, new THREE.Vector3(-.2, -.2, .6)],
2153
2153
  [BoneName.PELVIS, new THREE.Vector3(0, -.4, 0)]
@@ -2156,19 +2156,19 @@ var GON_QUICKSAND_GRAB = {
2156
2156
  {
2157
2157
  time: .35,
2158
2158
  easing: "linear",
2159
- boneRotations: new Map([
2159
+ boneRotations: /* @__PURE__ */ new Map([
2160
2160
  [BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
2161
2161
  [BoneName.SHOULDER_L, new THREE.Euler(-.3, .4, .3, "XYZ")],
2162
2162
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
2163
2163
  [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
2164
2164
  [BoneName.SPINE_LOWER, new THREE.Euler(.2, 0, 0, "XYZ")]
2165
2165
  ]),
2166
- bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
2166
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
2167
2167
  },
2168
2168
  {
2169
2169
  time: .45,
2170
2170
  easing: "ease-in",
2171
- boneRotations: new Map([
2171
+ boneRotations: /* @__PURE__ */ new Map([
2172
2172
  [BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
2173
2173
  [BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
2174
2174
  [BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
@@ -2177,7 +2177,7 @@ var GON_QUICKSAND_GRAB = {
2177
2177
  [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
2178
2178
  [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
2179
2179
  ]),
2180
- bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
2180
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
2181
2181
  }
2182
2182
  ]
2183
2183
  };
@@ -2199,19 +2199,19 @@ var GON_TECTONIC_SLAM = {
2199
2199
  {
2200
2200
  time: 0,
2201
2201
  easing: "ease-out",
2202
- boneRotations: new Map([
2202
+ boneRotations: /* @__PURE__ */ new Map([
2203
2203
  [BoneName.SPINE_LOWER, new THREE.Euler(.2, 0, 0, "XYZ")],
2204
2204
  [BoneName.KNEE_L, new THREE.Euler(-1, 0, 0, "XYZ")],
2205
2205
  [BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
2206
2206
  [BoneName.SHOULDER_R, new THREE.Euler(-.4, -.5, -.5, "XYZ")],
2207
2207
  [BoneName.SHOULDER_L, new THREE.Euler(-.4, .5, .5, "XYZ")]
2208
2208
  ]),
2209
- bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
2209
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
2210
2210
  },
2211
2211
  {
2212
2212
  time: .2,
2213
2213
  easing: "linear",
2214
- boneRotations: new Map([
2214
+ boneRotations: /* @__PURE__ */ new Map([
2215
2215
  [BoneName.SPINE_LOWER, new THREE.Euler(.4, .3, 0, "XYZ")],
2216
2216
  [BoneName.SPINE_UPPER, new THREE.Euler(.3, .2, 0, "XYZ")],
2217
2217
  [BoneName.SHOULDER_R, new THREE.Euler(.5, .3, .4, "XYZ")],
@@ -2219,23 +2219,23 @@ var GON_TECTONIC_SLAM = {
2219
2219
  [BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
2220
2220
  [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
2221
2221
  ]),
2222
- bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.1, .5)]])
2222
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.1, .5)]])
2223
2223
  },
2224
2224
  {
2225
2225
  time: .35,
2226
2226
  easing: "linear",
2227
- boneRotations: new Map([
2227
+ boneRotations: /* @__PURE__ */ new Map([
2228
2228
  [BoneName.SPINE_LOWER, new THREE.Euler(.5, .4, 0, "XYZ")],
2229
2229
  [BoneName.SPINE_UPPER, new THREE.Euler(.4, .3, 0, "XYZ")],
2230
2230
  [BoneName.SHOULDER_R, new THREE.Euler(.6, .5, .5, "XYZ")],
2231
2231
  [BoneName.SHOULDER_L, new THREE.Euler(.6, -.5, -.5, "XYZ")]
2232
2232
  ]),
2233
- bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .8)]])
2233
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .8)]])
2234
2234
  },
2235
2235
  {
2236
2236
  time: .5,
2237
2237
  easing: "ease-in",
2238
- boneRotations: new Map([
2238
+ boneRotations: /* @__PURE__ */ new Map([
2239
2239
  [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
2240
2240
  [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
2241
2241
  [BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
@@ -2243,74 +2243,17 @@ var GON_TECTONIC_SLAM = {
2243
2243
  [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
2244
2244
  [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
2245
2245
  ]),
2246
- bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
2246
+ bonePositions: /* @__PURE__ */ new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
2247
2247
  }
2248
2248
  ]
2249
2249
  };
2250
- new Map([
2251
- [TrigramStance.GEON, [
2252
- GEON_BONE_BREAKING_STRIKE_1,
2253
- GEON_THUNDEROUS_UPPERCUT,
2254
- GEON_CRUSHING_ELBOW,
2255
- GEON_DESCENDING_HAMMER,
2256
- GEON_SPLITTING_PALM
2257
- ]],
2258
- [TrigramStance.TAE, [
2259
- TAE_WRIST_LOCK_STRIKE,
2260
- TAE_FLOWING_ARM_BAR,
2261
- TAE_SPIRAL_SHOULDER_THROW,
2262
- TAE_RIPPLING_ELBOW,
2263
- TAE_FINGER_LOCK_TWIST
2264
- ]],
2265
- [TrigramStance.LI, [
2266
- LI_BURNING_FINGER_STRIKE_1,
2267
- LI_SOLAR_PLEXUS_SPEAR,
2268
- LI_PHOENIX_EYE_STRIKE,
2269
- LI_TEMPLE_SPIKE,
2270
- LI_BLAZING_NERVE_CHAIN
2271
- ]],
2272
- [TrigramStance.JIN, [
2273
- JIN_LIGHTNING_STRAIGHT,
2274
- JIN_SHOCKING_HAMMER_FIST,
2275
- JIN_EXPLOSIVE_KNEE,
2276
- JIN_THUNDER_CLAP_PALM,
2277
- JIN_SHOCKING_LOW_KICK
2278
- ]],
2279
- [TrigramStance.SON, [
2280
- SON_WHIRLWIND_COMBO_1,
2281
- SON_PRESSURE_POINT_CHAIN,
2282
- SON_PENETRATING_PALM_RUSH,
2283
- SON_GALE_FORCE_RUSH,
2284
- SON_CUTTING_WIND_PALM
2285
- ]],
2286
- [TrigramStance.GAM, [
2287
- GAM_FLOWING_RIVER_STRIKE,
2288
- GAM_TIDAL_WAVE_PALM,
2289
- GAM_WHIRLPOOL_COUNTER,
2290
- GAM_UNDERTOW_PULL,
2291
- GAM_SPLASH_KNEE
2292
- ]],
2293
- [TrigramStance.GAN, [
2294
- GAN_FORTRESS_COUNTER_STRIKE,
2295
- GAN_AVALANCHE_HAMMER,
2296
- GAN_STONE_WALL_THRUST,
2297
- GAN_IRON_WALL_BLOCK_STRIKE,
2298
- GAN_BOULDER_DROP_ELBOW
2299
- ]],
2300
- [TrigramStance.GON, [
2301
- GON_GROUND_SWEEP_STRIKE,
2302
- GON_EARTHQUAKE_STOMP,
2303
- GON_ROOTING_TAKEDOWN,
2304
- GON_QUICKSAND_GRAB,
2305
- GON_TECTONIC_SLAM
2306
- ]]
2307
- ]);
2250
+ TrigramStance.GEON, TrigramStance.TAE, TrigramStance.LI, TrigramStance.JIN, TrigramStance.SON, TrigramStance.GAM, TrigramStance.GAN, TrigramStance.GON;
2308
2251
  /**
2309
2252
  * All attack animations in a single map for easy lookup
2310
2253
  *
2311
2254
  * @korean 모든공격애니메이션
2312
2255
  */
2313
- var ALL_ATTACK_ANIMATIONS = new Map([
2256
+ var ALL_ATTACK_ANIMATIONS = /* @__PURE__ */ new Map([
2314
2257
  ["geon_bone_breaking_strike_1", GEON_BONE_BREAKING_STRIKE_1],
2315
2258
  ["geon_thunderous_uppercut", GEON_THUNDEROUS_UPPERCUT],
2316
2259
  ["geon_crushing_elbow", GEON_CRUSHING_ELBOW],