Renamed Dat to DataConsts
This commit is contained in:
@@ -152,7 +152,7 @@ namespace SlaveMatrix
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Vector2D vector2D = Are.GetPosition(0.2, 1.0 - num4 * num2 / Are.LocalHeight).AddY(0.0 - num);
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double y = 1.01;
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MaiB = new Par();
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MaiB.BasePointBase = Dat.Vec2DZero;
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MaiB.BasePointBase = DataConsts.Vec2DZero;
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MaiB.PositionBase = vector2D;
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MaiB.SizeBase = num2;
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MaiB.OP.AddRange(new Out[1] { Shas.GetSquare() });
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@@ -171,7 +171,7 @@ namespace SlaveMatrix
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Mai.Feed.OP.OutlineFalse();
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double num5 = num4 * 4.53;
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Mai2B = new Par();
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Mai2B.BasePointBase = Dat.Vec2DZero;
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Mai2B.BasePointBase = DataConsts.Vec2DZero;
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Mai2B.PositionBase = new Vector2D(vector2D.X, 0.01);
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Mai2B.SizeBase = num2;
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Mai2B.OP.AddRange(new Out[1] { Shas.GetSquare() });
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@@ -191,7 +191,7 @@ namespace SlaveMatrix
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num3 = Are.LocalWidth * 0.19 / num2;
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vector2D = Are.GetPosition(1.0 - (num3 * num2 / Are.LocalWidth + 0.005), 1.0 - num4 * num2 / Are.LocalHeight).AddY(0.0 - num);
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SubB = new Par();
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SubB.BasePointBase = Dat.Vec2DZero;
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SubB.BasePointBase = DataConsts.Vec2DZero;
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SubB.PositionBase = vector2D;
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SubB.SizeBase = num2;
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SubB.OP.AddRange(new Out[1] { Shas.GetSquare() });
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@@ -207,7 +207,7 @@ namespace SlaveMatrix
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SubInnfo_l = new Lab(Are, "SubInfo", vector2D, num2, 1.0, new Font("MS Gothic", 1f), 0.07, "Sub Info.", Col.White, Col.Black, Color.FromArgb(160, Col.Black), Col.Empty);
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SubInnfo_l.ParT.PositionBase = SubInnfo_l.ParT.PositionBase.AddY((0.0 - SubInnfo_l.ParT.OP[0].ps[3].Y) * SubInnfo_l.ParT.SizeBase);
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Sub2B = new Par();
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Sub2B.BasePointBase = Dat.Vec2DZero;
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Sub2B.BasePointBase = DataConsts.Vec2DZero;
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Sub2B.PositionBase = new Vector2D(0.0025, vector2D.Y);
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Sub2B.SizeBase = num2;
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Sub2B.OP.AddRange(new Out[1] { Shas.GetSquare() });
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@@ -50,10 +50,10 @@ namespace SlaveMatrix
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吹出し.X0Y0_吹出しCP.Setting();
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double num = 1.35;
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double num2 = 0.75;
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吹出し.位置C = Dat.Vec2DUnitY * 0.005;
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吹出し.位置C = DataConsts.Vec2DUnitY * 0.005;
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吹出し.尺度B = num * 1.1;
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吹出し.尺度YB = num2;
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Tex = new Tex("Tex", Dat.Vec2DZero, 0.1, 吹出し.尺度B, 0.63 * num * num2, Font, TextSize, 25, Text, TextColor, ShadColor, Color.Transparent, Speed, FeedColor, Action);
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Tex = new Tex("Tex", DataConsts.Vec2DZero, 0.1, 吹出し.尺度B, 0.63 * num * num2, Font, TextSize, 25, Text, TextColor, ShadColor, Color.Transparent, Speed, FeedColor, Action);
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Tex.Feed.OP.OutlineFalse();
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Tex.ParT.BasePointBase = Tex.ParT.OP.GetCenter().AddY(0.04);
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this.Dis = Dis;
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@@ -110,10 +110,10 @@ namespace SlaveMatrix
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吹出し.X0Y0_吹出しCP.Setting();
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double num = 1.35;
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double num2 = 0.75;
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吹出し.位置C = Dat.Vec2DUnitY * 0.005;
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吹出し.位置C = DataConsts.Vec2DUnitY * 0.005;
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吹出し.尺度B = num * 1.1;
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吹出し.尺度YB = num2;
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Tex = new Tex("Tex", Dat.Vec2DZero, 0.1, 吹出し.尺度B, 0.63 * num * num2, Font, TextSize, 25, Text, TextColor, ShadColor, Color.Transparent, Speed);
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Tex = new Tex("Tex", DataConsts.Vec2DZero, 0.1, 吹出し.尺度B, 0.63 * num * num2, Font, TextSize, 25, Text, TextColor, ShadColor, Color.Transparent, Speed);
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Tex.ParT.BasePointBase = Tex.ParT.OP.GetCenter().AddY(0.04);
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this.Dis = Dis;
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if (Dis)
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@@ -67,7 +67,7 @@ namespace SlaveMatrix
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キャップ中_ = value;
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if (!キャップ中_)
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{
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Bod.キャップ1.位置C = Dat.Vec2DZero;
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Bod.キャップ1.位置C = DataConsts.Vec2DZero;
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}
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if (キャップ中_ || キャップ左_ || キャップ右_)
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{
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@@ -91,7 +91,7 @@ namespace SlaveMatrix
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キャップ左_ = value;
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if (!キャップ左_)
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{
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Bod.キャップ1.位置C = Dat.Vec2DZero;
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Bod.キャップ1.位置C = DataConsts.Vec2DZero;
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}
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if (キャップ中_ || キャップ左_ || キャップ右_)
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{
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@@ -115,7 +115,7 @@ namespace SlaveMatrix
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キャップ右_ = value;
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if (!キャップ右_)
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{
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Bod.キャップ1.位置C = Dat.Vec2DZero;
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Bod.キャップ1.位置C = DataConsts.Vec2DZero;
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}
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if (キャップ中_ || キャップ左_ || キャップ右_)
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{
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@@ -604,7 +604,7 @@ namespace SlaveMatrix
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調教UI.キャップ2CM = キャップ2;
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調教UI.キャップ3CM = キャップ3;
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double d = 0.0005;
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Vector2D p = Dat.Vec2DZero;
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Vector2D p = DataConsts.Vec2DZero;
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キャップ振動 = new Motion(-1.0, 1.0)
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{
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BaseSpeed = double.MaxValue,
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@@ -650,9 +650,9 @@ namespace SlaveMatrix
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OnEnd = delegate(Motion m)
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{
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m.ResetValue();
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キャップ処理2.Bod.キャップ2左.位置C = Dat.Vec2DZero;
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キャップ処理2.Bod.キャップ2右.位置C = Dat.Vec2DZero;
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キャップ処理2.Bod.キャップ1.位置C = Dat.Vec2DZero;
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キャップ処理2.Bod.キャップ2左.位置C = DataConsts.Vec2DZero;
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キャップ処理2.Bod.キャップ2右.位置C = DataConsts.Vec2DZero;
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キャップ処理2.Bod.キャップ1.位置C = DataConsts.Vec2DZero;
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}
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};
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調教UI.Mots.Add(キャップ振動.GetHashCode().ToString(), キャップ振動);
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@@ -202,7 +202,7 @@ namespace SlaveMatrix
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Is核捏ね = true;
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箇所 = cd.c;
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Vector2D 陰核位置 = Bod.陰核位置;
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Vector2D 位置B = 陰核位置 + Dat.Vec2DUnitY * 0.0015;
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Vector2D 位置B = 陰核位置 + DataConsts.Vec2DUnitY * 0.0015;
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調教UI.ハンド右.位置B = 位置B;
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Addvl(ref 陰核位置);
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核捏ね初 = true;
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@@ -220,7 +220,7 @@ namespace SlaveMatrix
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vl.Clear();
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調教UI.ハンド右.Yi = 0;
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調教UI.ハンド右.角度C = 0.0;
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Bod.ピアス.位置C = Dat.Vec2DZero;
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Bod.ピアス.位置C = DataConsts.Vec2DZero;
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if (Med.Mode == "Training")
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{
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//~~TODO~~ fix?
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@@ -339,7 +339,7 @@ namespace SlaveMatrix
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private void 乳捏ね(ref Vector2D cp)
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{
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double num = (調教UI.ハンド右.位置B - GetCenter()).Angle02π(Dat.Vec2DUnitY).ToDegree();
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double num = (調教UI.ハンド右.位置B - GetCenter()).Angle02π(DataConsts.Vec2DUnitY).ToDegree();
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if (!double.IsNaN(num))
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{
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Bod.乳房右.Yi = (int)((360.0 - num) / u);
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@@ -361,8 +361,8 @@ namespace SlaveMatrix
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{
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double num = (o.X - v.X) * 0.008;
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Vector2D 陰核位置 = Bod.陰核位置;
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Vector2D coord = 陰核位置 + Dat.Vec2DUnitY * 0.0015;
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double num2 = Dat.Vec2DUnitY.Angle02π(調教UI.ハンド右.位置B - GetCenter());
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Vector2D coord = 陰核位置 + DataConsts.Vec2DUnitY * 0.0015;
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double num2 = DataConsts.Vec2DUnitY.Angle02π(調教UI.ハンド右.位置B - GetCenter());
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if (!double.IsNaN(num2))
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{
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調教UI.ハンド右.位置B = coord.TransformCoordinateBP(陰核位置, num2.RotationZ());
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@@ -400,7 +400,7 @@ namespace SlaveMatrix
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private Vector2D GetCenter()
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{
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vs = Dat.Vec2DZero;
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vs = DataConsts.Vec2DZero;
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foreach (Vector2D item in vl)
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{
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vs += item;
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@@ -58,7 +58,7 @@ namespace SlaveMatrix
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private Vector2D o;
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private Vector2D vc = Dat.Vec2DZero;
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private Vector2D vc = DataConsts.Vec2DZero;
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private ContactType 挿入箇所;
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@@ -130,7 +130,7 @@ namespace SlaveMatrix
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調教UI.Set持ち手();
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調教UI.ハンド右.位置B = 調教UI.ハンド右CM.bp;
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調教UI.ハンド右.Intensity = 0.5;
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調教UI.ハンド右.位置C = Dat.Vec2DZero;
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調教UI.ハンド右.位置C = DataConsts.Vec2DZero;
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調教UI.放し();
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}
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調教UI.ハンド右.Intensity = 1.0;
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@@ -489,11 +489,11 @@ namespace SlaveMatrix
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調教UI.ハンド処理.バスト初期化.Start();
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vc = Dat.Vec2DZero;
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vc = DataConsts.Vec2DZero;
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Bod.胸毛_人.位置C = vc;
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調教UI.ハンド左表示 = false;
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調教UI.ハンド右.位置C = Dat.Vec2DZero;
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調教UI.ハンド左.位置C = Dat.Vec2DZero;
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調教UI.ハンド右.位置C = DataConsts.Vec2DZero;
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調教UI.ハンド左.位置C = DataConsts.Vec2DZero;
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対象.Ele.角度C = 0.0;
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持ち手 = false;
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Isパイズリ = false;
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@@ -573,7 +573,7 @@ namespace SlaveMatrix
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{
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m.ResetValue();
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ペニス処理2.対象.Ele.Yi = 0;
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ペニス処理2.対象.Ele.位置C = Dat.Vec2DZero;
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ペニス処理2.対象.Ele.位置C = DataConsts.Vec2DZero;
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}
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};
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調教UI.Mots.Add(チンピク.GetHashCode().ToString(), チンピク);
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@@ -640,8 +640,8 @@ namespace SlaveMatrix
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OnEnd = delegate(Motion m)
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{
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ペニス処理2.対象.Ele.尺度XC = 1.0;
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調教UI.ペニス.位置C = Dat.Vec2DZero;
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調教UI.射精.位置C = Dat.Vec2DZero;
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調教UI.ペニス.位置C = DataConsts.Vec2DZero;
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調教UI.射精.位置C = DataConsts.Vec2DZero;
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m.ResetValue();
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}
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};
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@@ -816,7 +816,7 @@ namespace SlaveMatrix
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}
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};
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調教UI.Mots.Add(手コキ.GetHashCode().ToString(), 手コキ);
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_ = Dat.Vec2DZero;
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_ = DataConsts.Vec2DZero;
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s = 0.0;
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double t;
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double d1;
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@@ -868,7 +868,7 @@ namespace SlaveMatrix
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調教UI.Mots.Add(フェラ.GetHashCode().ToString(), フェラ);
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s = 0.0;
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LowerArmXC = 0.0;
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Vector2D vc = Dat.Vec2DZero;
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Vector2D vc = DataConsts.Vec2DZero;
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bool sb = false;
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double vl;
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double vr;
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@@ -883,7 +883,7 @@ namespace SlaveMatrix
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{
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LowerArmXC = ペニス処理2.LowerArm左.尺度XC;
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}
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vc = Dat.Vec2DZero;
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vc = DataConsts.Vec2DZero;
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sb = RNG.XS.NextBool();
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s = (sb ? (-1.0) : 1.0);
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調教UI.Action(ContactType.Chest, ActionType.パイ, CurrentState.Start, ToolType.Penis, 0, 1, 機械: false, 射精: false);
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@@ -969,7 +969,7 @@ namespace SlaveMatrix
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ペニス処理2.手固定 = false;
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調教UI.ハンド処理.バスト初期化.Start();
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ペニス処理2.Bod.胸毛_人.角度C = 0.0;
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ペニス処理2.Bod.胸毛_人.位置C = Dat.Vec2DZero;
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ペニス処理2.Bod.胸毛_人.位置C = DataConsts.Vec2DZero;
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if (ペニス処理2.肩左 != null)
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{
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ペニス処理2.肩左.角度C = 0.0;
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@@ -1156,7 +1156,7 @@ namespace SlaveMatrix
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d = 0.0;
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v = default(Vector2D);
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o = default(Vector2D);
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vc = Dat.Vec2DZero;
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vc = DataConsts.Vec2DZero;
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挿入箇所 = ContactType.none;
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}
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}
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@@ -412,8 +412,8 @@ namespace SlaveMatrix
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{
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m.ResetValue();
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マウス処理2.対象.Ele.尺度C = 1.0;
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マウス処理2.対象.Ele.位置C = Dat.Vec2DZero;
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調教UI.マウス.X2Y0_舌.PositionCont = Dat.Vec2DZero;
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マウス処理2.対象.Ele.位置C = DataConsts.Vec2DZero;
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調教UI.マウス.X2Y0_舌.PositionCont = DataConsts.Vec2DZero;
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}
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};
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調教UI.Mots.Add(キスモーション.GetHashCode().ToString(), キスモーション);
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@@ -785,7 +785,7 @@ namespace SlaveMatrix
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}
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else
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{
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位置C = Dat.Vec2DZero;
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位置C = DataConsts.Vec2DZero;
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}
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}
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}
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@@ -79,7 +79,7 @@ namespace SlaveMatrix
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{
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調教UI.押し(ref cd);
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v = op - cp;
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a = 0.0 - v.Angle02π(-Dat.Vec2DUnitY).ToDegree();
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a = 0.0 - v.Angle02π(-DataConsts.Vec2DUnitY).ToDegree();
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if (!double.IsNaN(a))
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{
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対象.Ele.角度C = a;
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@@ -297,7 +297,7 @@ namespace SlaveMatrix
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return;
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}
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int num = 0;
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Vector2D vec2DZero = Dat.Vec2DZero;
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Vector2D vec2DZero = DataConsts.Vec2DZero;
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foreach (Out item in par.OP)
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{
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foreach (Vector2D item2 in item.ps.Skip(1).Take(item.ps.Count - 2))
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@@ -1502,7 +1502,7 @@ namespace SlaveMatrix
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{
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d *= 1.5;
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}
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Vector2D p = Dat.Vec2DZero;
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Vector2D p = DataConsts.Vec2DZero;
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bool f = !(対象.Ele is ロータ);
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bool v = 対象.Ele is バイブ_ディル || 対象.Ele is バイブ_コモン || 対象.Ele is バイブ_ドリル || 対象.Ele is バイブ_アナル || 対象.Ele is バイブ_デンマ;
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振動モーション = new Motion(-1.0, 1.0)
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@@ -1559,9 +1559,9 @@ namespace SlaveMatrix
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m.ResetValue();
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foreach (Par item in 対象.Ele.Body.EnumAllPar())
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{
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item.PositionCont = Dat.Vec2DZero;
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item.PositionCont = DataConsts.Vec2DZero;
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}
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挿入処理2.Bod.断面.位置C = Dat.Vec2DZero;
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挿入処理2.Bod.断面.位置C = DataConsts.Vec2DZero;
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}
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};
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調教UI.Mots.Add(振動モーション.GetHashCode().ToString(), 振動モーション);
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@@ -1641,7 +1641,7 @@ namespace SlaveMatrix
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対象.使用状態 = UsageStatus.Standby;
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対象.Ele.右 = false;
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対象.Ele.位置B = 対象.bp;
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対象.Ele.位置C = Dat.Vec2DZero;
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対象.Ele.位置C = DataConsts.Vec2DZero;
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対象.Ele.角度B = 0.0;
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対象.Ele.角度C = 0.0;
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対象.Ele.Xi = 0;
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@@ -1748,7 +1748,7 @@ namespace SlaveMatrix
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対象.使用状態 = UsageStatus.Standby;
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対象.Ele.右 = false;
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対象.Ele.位置B = 対象.bp;
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対象.Ele.位置C = Dat.Vec2DZero;
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対象.Ele.位置C = DataConsts.Vec2DZero;
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対象.Ele.角度B = 0.0;
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対象.Ele.角度C = 0.0;
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対象.Ele.Xi = 0;
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@@ -401,7 +401,7 @@ namespace SlaveMatrix
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double num2 = X0Y1_飛膜.OP[4].ps[0].DistanceSquared(X0Y1_飛膜.OP[19].ps[2]);
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Vector2D v = X0Y1_飛膜.OP[11].ps[2] - vector2D9;
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Vector2D v2 = X0Y1_飛膜.ToLocal(手.X0Y0_人指_指2.Position) - vector2D8;
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double num3 = v.Angle02π(Dat.Vec2DUnitY);
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double num3 = v.Angle02π(DataConsts.Vec2DUnitY);
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MatrixD transform = num3.RotationZ();
|
||||
MatrixD transform2 = (v.Angle02π(v2) - num3).RotationZ();
|
||||
Vector2D vector2D10 = vector2D8 - vector2D9;
|
||||
@@ -427,7 +427,7 @@ namespace SlaveMatrix
|
||||
num2 = X0Y1_飛膜.OP[20].ps[0].DistanceSquared(X0Y1_飛膜.OP[39].ps[2]);
|
||||
Vector2D v3 = X0Y1_飛膜.OP[29].ps[2] - vector2D9;
|
||||
v2 = X0Y1_飛膜.ToLocal(手.X0Y0_中指_指2.Position) - vector2D8;
|
||||
num3 = v3.Angle02π(Dat.Vec2DUnitY);
|
||||
num3 = v3.Angle02π(DataConsts.Vec2DUnitY);
|
||||
transform = num3.RotationZ();
|
||||
transform2 = (v3.Angle02π(v2) - num3).RotationZ();
|
||||
vector2D10 = vector2D8 - vector2D9;
|
||||
@@ -535,7 +535,7 @@ namespace SlaveMatrix
|
||||
double num2 = X0Y1_飛膜.OP[38].ps[2].DistanceSquared(X0Y1_飛膜.OP[23].ps[0]);
|
||||
Vector2D v = X0Y1_飛膜.OP[31].ps[0] - vector2D9;
|
||||
Vector2D v2 = X0Y1_飛膜.ToLocal(手.X0Y0_人指_指2.Position) - vector2D8;
|
||||
double num3 = v.Angle02π(Dat.Vec2DUnitY);
|
||||
double num3 = v.Angle02π(DataConsts.Vec2DUnitY);
|
||||
MatrixD transform = num3.RotationZ();
|
||||
MatrixD transform2 = (v.Angle02π(v2) - num3).RotationZ();
|
||||
Vector2D vector2D10 = vector2D8 - vector2D9;
|
||||
@@ -561,7 +561,7 @@ namespace SlaveMatrix
|
||||
num2 = X0Y1_飛膜.OP[22].ps[2].DistanceSquared(X0Y1_飛膜.OP[3].ps[0]);
|
||||
Vector2D v3 = X0Y1_飛膜.OP[13].ps[0] - vector2D9;
|
||||
v2 = X0Y1_飛膜.ToLocal(手.X0Y0_中指_指2.Position) - vector2D8;
|
||||
num3 = v3.Angle02π(Dat.Vec2DUnitY);
|
||||
num3 = v3.Angle02π(DataConsts.Vec2DUnitY);
|
||||
transform = num3.RotationZ();
|
||||
transform2 = (v3.Angle02π(v2) - num3).RotationZ();
|
||||
vector2D10 = vector2D8 - vector2D9;
|
||||
|
||||
@@ -247,7 +247,7 @@ namespace SlaveMatrix
|
||||
Vector2D vector2D5 = (X0Y1_飛膜.OP[2].ps[0] + X0Y1_飛膜.OP[9].ps[2]) * 0.5;
|
||||
Vector2D v2 = X0Y1_飛膜.OP[2].ps[0] - X0Y1_飛膜.OP[9].ps[2];
|
||||
double num2 = v2.LengthSquared();
|
||||
double num3 = v2.Angle02π(Dat.Vec2DUnitX);
|
||||
double num3 = v2.Angle02π(DataConsts.Vec2DUnitX);
|
||||
QuaternionD rotation = num3.RotationZQ();
|
||||
QuaternionD rotation2 = (v2.Angle02π(v) - num3).RotationZQ();
|
||||
double num4 = num / num2;
|
||||
@@ -295,7 +295,7 @@ namespace SlaveMatrix
|
||||
Vector2D vector2D5 = (X0Y1_飛膜.OP[8].ps[2] + X0Y1_飛膜.OP[1].ps[0]) * 0.5;
|
||||
Vector2D v2 = X0Y1_飛膜.OP[8].ps[2] - X0Y1_飛膜.OP[1].ps[0];
|
||||
double num2 = v2.LengthSquared();
|
||||
double num3 = v2.Angle02π(-Dat.Vec2DUnitX);
|
||||
double num3 = v2.Angle02π(-DataConsts.Vec2DUnitX);
|
||||
QuaternionD rotation = num3.RotationZQ();
|
||||
QuaternionD rotation2 = (v2.Angle02π(v) - num3).RotationZQ();
|
||||
double num4 = num / num2;
|
||||
|
||||
@@ -1400,19 +1400,19 @@ namespace SlaveMatrix
|
||||
double num = -0.003;
|
||||
if (Is獣)
|
||||
{
|
||||
断面_獣.X0Y0_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y1_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y2_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y3_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y4_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y0_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y1_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y2_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y3_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_獣.X0Y4_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
}
|
||||
else
|
||||
{
|
||||
断面_人.X0Y0_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y1_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y2_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y3_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y4_子宮.BasePointCont = Dat.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y0_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y1_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y2_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y3_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
断面_人.X0Y4_子宮.BasePointCont = DataConsts.Vec2DUnitY * num * 子宮下がり_;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1597,16 +1597,16 @@ namespace SlaveMatrix
|
||||
性器_人.Body.SizeYCont = 0.65 + Waist.Yv * 0.35;
|
||||
foreach (Par item in 性器_人.Body.EnumJoinRoot)
|
||||
{
|
||||
item.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001);
|
||||
item.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001);
|
||||
}
|
||||
肛門_人.Body.SizeYCont = 0.65 + Waist.Yv * 0.35;
|
||||
foreach (Par item2 in 上着B_クロス.Body.EnumJoinRoot)
|
||||
{
|
||||
item2.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003);
|
||||
item2.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * 0.003);
|
||||
}
|
||||
foreach (Par item3 in 上着B_前掛け.Body.EnumJoinRoot)
|
||||
{
|
||||
item3.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003);
|
||||
item3.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * 0.003);
|
||||
}
|
||||
腰振り_人();
|
||||
}
|
||||
@@ -1627,16 +1627,16 @@ namespace SlaveMatrix
|
||||
性器_人.Body.SizeYCont = 0.65 + Waist.Yv * 0.35;
|
||||
foreach (Par item in 性器_人.Body.EnumJoinRoot)
|
||||
{
|
||||
item.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001);
|
||||
item.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * 0.001 + 0.001);
|
||||
}
|
||||
肛門_人.Body.SizeYCont = 0.65 + Waist.Yv * 0.35;
|
||||
foreach (Par item2 in 上着B_クロス.Body.EnumJoinRoot)
|
||||
{
|
||||
item2.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003);
|
||||
item2.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * 0.003);
|
||||
}
|
||||
foreach (Par item3 in 上着B_前掛け.Body.EnumJoinRoot)
|
||||
{
|
||||
item3.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * 0.003);
|
||||
item3.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * 0.003);
|
||||
}
|
||||
腰振り_人();
|
||||
}
|
||||
@@ -1655,7 +1655,7 @@ namespace SlaveMatrix
|
||||
性器_獣.Body.SizeYCont = 0.65 + Waist_獣.Yv * 0.35;
|
||||
foreach (Par item in 性器_獣.Body.EnumJoinRoot)
|
||||
{
|
||||
item.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001);
|
||||
item.PositionCont = DataConsts.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001);
|
||||
}
|
||||
肛門_獣.Body.SizeYCont = 0.65 + Waist_獣.Yv * 0.35;
|
||||
腰振り_獣();
|
||||
@@ -1675,7 +1675,7 @@ namespace SlaveMatrix
|
||||
性器_獣.Body.SizeYCont = 0.65 + Waist_獣.Yv * 0.35;
|
||||
foreach (Par item in 性器_獣.Body.EnumJoinRoot)
|
||||
{
|
||||
item.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001);
|
||||
item.PositionCont = DataConsts.Vec2DUnitY * (Waist_獣.Yv * 0.001 + 0.001);
|
||||
}
|
||||
肛門_獣.Body.SizeYCont = 0.65 + Waist_獣.Yv * 0.35;
|
||||
腰振り_獣();
|
||||
@@ -5279,8 +5279,8 @@ namespace SlaveMatrix
|
||||
染み_人 = new 染み_人(disUnit, 配色指定.N0, Cha.ColorSet, Med, new 染み_人D());
|
||||
染み_人.サイズ = Elements.Sum((Ele e) => e.サイズ) / (double)Elements.Length;
|
||||
染み_人.Intensity = 0.0;
|
||||
Vector2D positionCont = Dat.Vec2DUnitY * -0.03;
|
||||
Vector2D positionCont2 = Dat.Vec2DUnitY * 0.03;
|
||||
Vector2D positionCont = DataConsts.Vec2DUnitY * -0.03;
|
||||
Vector2D positionCont2 = DataConsts.Vec2DUnitY * 0.03;
|
||||
染み_人.X0Y0_汗.PositionCont = positionCont;
|
||||
染み_人.X0Y0_潮1.PositionCont = positionCont2;
|
||||
if (Is獣)
|
||||
@@ -9793,16 +9793,16 @@ namespace SlaveMatrix
|
||||
|
||||
private void 腰振り_人()
|
||||
{
|
||||
Torso.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004);
|
||||
Torso.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.004);
|
||||
胴腹板_人.X0Y0_虫性_腹板.PositionCont = Dat.Vec2DUnitY * (Waist.Yv * -0.002);
|
||||
Torso.X0Y0_筋肉_筋肉左.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * -0.004);
|
||||
Torso.X0Y0_筋肉_筋肉右.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * -0.004);
|
||||
胴腹板_人.X0Y0_虫性_腹板.PositionCont = DataConsts.Vec2DUnitY * (Waist.Yv * -0.002);
|
||||
胴肌_人.Body.SizeYCont = 0.85 + (1.0 - Waist.Yv) * 0.15;
|
||||
}
|
||||
|
||||
private void 腰振り_獣()
|
||||
{
|
||||
Torso_獣.X0Y0_筋肉_筋肉左.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004);
|
||||
Torso_獣.X0Y0_筋肉_筋肉右.PositionCont = Dat.Vec2DUnitY * (Waist_獣.Yv * -0.004);
|
||||
Torso_獣.X0Y0_筋肉_筋肉左.PositionCont = DataConsts.Vec2DUnitY * (Waist_獣.Yv * -0.004);
|
||||
Torso_獣.X0Y0_筋肉_筋肉右.PositionCont = DataConsts.Vec2DUnitY * (Waist_獣.Yv * -0.004);
|
||||
胴肌_獣.Body.SizeYCont = 0.85 + (1.0 - Waist_獣.Yv) * 0.15;
|
||||
if (EI半中1 != null)
|
||||
{
|
||||
|
||||
@@ -158,7 +158,7 @@ namespace SlaveMatrix
|
||||
|
||||
private bool 重腿;
|
||||
|
||||
private Vector2D p = Dat.Vec2DZero;
|
||||
private Vector2D p = DataConsts.Vec2DZero;
|
||||
|
||||
private delegate void MorphMotion(double value);
|
||||
|
||||
@@ -350,7 +350,7 @@ namespace SlaveMatrix
|
||||
private void ResetMoveParts()
|
||||
{
|
||||
for (int i = 0; i < _moveParts.Count; i++)
|
||||
_moveParts[i].EI.Position = Dat.Vec2DZero;
|
||||
_moveParts[i].EI.Position = DataConsts.Vec2DZero;
|
||||
}
|
||||
private void ApplyContParts(Vector2D offset)
|
||||
{
|
||||
@@ -367,7 +367,7 @@ namespace SlaveMatrix
|
||||
private void ResetContParts()
|
||||
{
|
||||
for (int i = 0; i < _moveParts.Count; i++)
|
||||
_moveParts[i].EI.PositionCont = Dat.Vec2DZero;
|
||||
_moveParts[i].EI.PositionCont = DataConsts.Vec2DZero;
|
||||
}
|
||||
public double BreathingSpeed
|
||||
{
|
||||
@@ -1335,7 +1335,7 @@ namespace SlaveMatrix
|
||||
double savedHipValue = 0.0;
|
||||
Par pa = Body.Waist.Body.CurJoinRoot;
|
||||
Par pb = null;
|
||||
Vector2D vec = Dat.Vec2DZero;
|
||||
Vector2D vec = DataConsts.Vec2DZero;
|
||||
Action 腰接続 = delegate
|
||||
{
|
||||
pb = cha.Body.Waist.Body.CurJoinRoot;
|
||||
@@ -1382,11 +1382,11 @@ namespace SlaveMatrix
|
||||
OnEnd = delegate
|
||||
{
|
||||
cha.Body.HipMotion_人v = savedHipValue;
|
||||
cha.Body.Waist.位置C = Dat.Vec2DZero;
|
||||
cha.Body.Waist.位置C = DataConsts.Vec2DZero;
|
||||
if (!cha.Body.乳房左.着衣)
|
||||
{
|
||||
cha.Body.乳房左.位置C = Dat.Vec2DZero;
|
||||
cha.Body.乳房右.位置C = Dat.Vec2DZero;
|
||||
cha.Body.乳房左.位置C = DataConsts.Vec2DZero;
|
||||
cha.Body.乳房右.位置C = DataConsts.Vec2DZero;
|
||||
}
|
||||
|
||||
ResetContParts();
|
||||
@@ -1541,7 +1541,7 @@ namespace SlaveMatrix
|
||||
}
|
||||
};
|
||||
Motions.Add(顔面展開.GetHashCode().ToString(), 顔面展開);
|
||||
Vector2D p_ = Dat.Vec2DZero;
|
||||
Vector2D p_ = DataConsts.Vec2DZero;
|
||||
double d_;
|
||||
BodySway = new Motion(0.0, 1.0)
|
||||
{
|
||||
@@ -1571,11 +1571,11 @@ namespace SlaveMatrix
|
||||
},
|
||||
OnEnd = delegate
|
||||
{
|
||||
cha.Body.Waist.位置C = Dat.Vec2DZero;
|
||||
cha.Body.Waist.位置C = DataConsts.Vec2DZero;
|
||||
if (!cha.Body.乳房左.着衣)
|
||||
{
|
||||
cha.Body.乳房左.位置C = Dat.Vec2DZero;
|
||||
cha.Body.乳房右.位置C = Dat.Vec2DZero;
|
||||
cha.Body.乳房左.位置C = DataConsts.Vec2DZero;
|
||||
cha.Body.乳房右.位置C = DataConsts.Vec2DZero;
|
||||
}
|
||||
|
||||
ResetMoveParts();
|
||||
|
||||
@@ -20,13 +20,13 @@ namespace SlaveMatrix
|
||||
|
||||
public bool 拘束;
|
||||
|
||||
public Vector2D 基準B = Dat.Vec2DZero;
|
||||
public Vector2D 基準B = DataConsts.Vec2DZero;
|
||||
|
||||
public Vector2D 基準C = Dat.Vec2DZero;
|
||||
public Vector2D 基準C = DataConsts.Vec2DZero;
|
||||
|
||||
public Vector2D 位置B = Dat.Vec2DZero;
|
||||
public Vector2D 位置B = DataConsts.Vec2DZero;
|
||||
|
||||
public Vector2D 位置C = Dat.Vec2DZero;
|
||||
public Vector2D 位置C = DataConsts.Vec2DZero;
|
||||
|
||||
public double 角度B;
|
||||
|
||||
|
||||
@@ -6,9 +6,9 @@ namespace SlaveMatrix
|
||||
{
|
||||
public class EleI : IDisposable
|
||||
{
|
||||
public Vector2D Position = Dat.Vec2DZero;
|
||||
public Vector2D Position = DataConsts.Vec2DZero;
|
||||
|
||||
public Vector2D PositionCont = Dat.Vec2DZero;
|
||||
public Vector2D PositionCont = DataConsts.Vec2DZero;
|
||||
|
||||
public RenderArea Lay;
|
||||
|
||||
|
||||
@@ -223,7 +223,7 @@ namespace SlaveMatrix
|
||||
|
||||
SaveData = new ListView(
|
||||
DrawBuffer,
|
||||
Dat.Vec2DZero.AddY(0.0025),
|
||||
DataConsts.Vec2DZero.AddY(0.0025),
|
||||
0.25,
|
||||
new Font("MS Gothic", 1f),
|
||||
0.11,
|
||||
@@ -1676,7 +1676,7 @@ namespace SlaveMatrix
|
||||
};
|
||||
|
||||
ContactD cd = default(ContactD);
|
||||
Vector2D op = Dat.Vec2DZero;
|
||||
Vector2D op = DataConsts.Vec2DZero;
|
||||
|
||||
調教描画 = delegate (RenderArea a, FPS FPS)
|
||||
{
|
||||
|
||||
@@ -3088,22 +3088,22 @@ namespace SlaveMatrix
|
||||
|
||||
public static void 眉_下左(this Character Cha)
|
||||
{
|
||||
Cha.Body.眉左.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero;
|
||||
Cha.Body.眉左.Body.CurJoinRoot.PositionCont = DataConsts.Vec2DZero;
|
||||
}
|
||||
|
||||
public static void 眉_下右(this Character Cha)
|
||||
{
|
||||
Cha.Body.眉右.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero;
|
||||
Cha.Body.眉右.Body.CurJoinRoot.PositionCont = DataConsts.Vec2DZero;
|
||||
}
|
||||
|
||||
public static void 眉_上左(this Character Cha)
|
||||
{
|
||||
Cha.Body.眉左.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003;
|
||||
Cha.Body.眉左.Body.CurJoinRoot.PositionCont = -DataConsts.Vec2DUnitY * 0.003;
|
||||
}
|
||||
|
||||
public static void 眉_上右(this Character Cha)
|
||||
{
|
||||
Cha.Body.眉右.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003;
|
||||
Cha.Body.眉右.Body.CurJoinRoot.PositionCont = -DataConsts.Vec2DUnitY * 0.003;
|
||||
}
|
||||
|
||||
public static void 両眉_下(this Character Cha)
|
||||
@@ -3183,12 +3183,12 @@ namespace SlaveMatrix
|
||||
|
||||
public static void 単眉_下(this Character Cha)
|
||||
{
|
||||
Cha.Body.単眼眉.Body.CurJoinRoot.PositionCont = Dat.Vec2DZero;
|
||||
Cha.Body.単眼眉.Body.CurJoinRoot.PositionCont = DataConsts.Vec2DZero;
|
||||
}
|
||||
|
||||
public static void 単眉_上(this Character Cha)
|
||||
{
|
||||
Cha.Body.単眼眉.Body.CurJoinRoot.PositionCont = -Dat.Vec2DUnitY * 0.003;
|
||||
Cha.Body.単眼眉.Body.CurJoinRoot.PositionCont = -DataConsts.Vec2DUnitY * 0.003;
|
||||
}
|
||||
|
||||
public static void 単眉_1(this Character c, int i)
|
||||
|
||||
@@ -967,7 +967,7 @@ namespace SlaveMatrix
|
||||
4 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num5, num5 + num7)),
|
||||
5 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num4, num5)),
|
||||
6 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num4, num5)),
|
||||
_ => Dat.Vec2DZero,
|
||||
_ => DataConsts.Vec2DZero,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -989,7 +989,7 @@ namespace SlaveMatrix
|
||||
4 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num5, num5 + num7)),
|
||||
5 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num4, num5)),
|
||||
6 => new Vector2D(RNG.XS.NextDouble(num3, num3 + num6), RNG.XS.NextDouble(num4, num5)),
|
||||
_ => Dat.Vec2DZero,
|
||||
_ => DataConsts.Vec2DZero,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1057,7 +1057,7 @@ namespace SlaveMatrix
|
||||
focus.Ele.Xi = 0;
|
||||
focus.Ele.Yi = 0;
|
||||
focus.Ele.位置B = focus.bp;
|
||||
focus.Ele.位置C = Dat.Vec2DZero;
|
||||
focus.Ele.位置C = DataConsts.Vec2DZero;
|
||||
focus.Ele.角度B = 0.0;
|
||||
focus.Ele.角度C = 0.0;
|
||||
focus.Ele.右 = false;
|
||||
@@ -1074,7 +1074,7 @@ namespace SlaveMatrix
|
||||
if (focus == ペニスCM || focus == マウスCM || focus == ハンド右CM)
|
||||
{
|
||||
持ち手 = false;
|
||||
ハンド右.位置C = Dat.Vec2DZero;
|
||||
ハンド右.位置C = DataConsts.Vec2DZero;
|
||||
ハンド右.角度B = 0.0;
|
||||
ハンド右.角度C = 0.0;
|
||||
ハンド右.Xi = 0;
|
||||
@@ -1083,7 +1083,7 @@ namespace SlaveMatrix
|
||||
return;
|
||||
}
|
||||
持ち手 = true;
|
||||
ハンド右.位置C = Dat.Vec2DZero;
|
||||
ハンド右.位置C = DataConsts.Vec2DZero;
|
||||
ハンド右.角度B = 0.0;
|
||||
ハンド右.角度C = 0.0;
|
||||
if (focus == コモンCM || focus == ディルCM || focus == アナルCM || focus == デンマCM || focus == ドリルCM)
|
||||
|
||||
Reference in New Issue
Block a user