// open muscle fully void ExtendMuscle(DogLeg leg, Muscles muscle, float amount = 1f) { float tempBonus = 0; if (leg.name.Contains("bl") || leg.name.Contains("br")) { tempBonus += backLegBonus; } else { tempBonus += frontLegBonus; } switch (muscle) { case Muscles.Biceps: DogLeg.Contract(leg.biceps, -(1 - leg.GetMuscleLength(leg.biceps)) * (bicepsFullContractForce + tempBonus) * amount); break; case Muscles.Triceps: DogLeg.Contract(leg.triceps, -(1 - leg.GetMuscleLength(leg.triceps)) * (tricepsFullContractForce + tempBonus) * amount); break; case Muscles.Chest: DogLeg.Contract(leg.chest, -(1 - leg.GetMuscleLength(leg.chest)) * (chestFullContractForce + tempBonus) * amount); break; } }
// close muscle wherever it is // if amount is negative, use extend. void ContractMuscle(DogLeg leg, Muscles muscle, float amount = 1f) { float tempBonus = 0; if (leg.name.Contains("bl") || leg.name.Contains("br")) tempBonus += backLegBonus; else tempBonus += frontLegBonus; if (amount < 0) { ExtendMuscle(leg, muscle, -amount); } else { switch (muscle) { case Muscles.Biceps: DogLeg.Contract(leg.biceps, leg.GetMuscleLength(leg.biceps) * (bicepsFullContractForce + tempBonus) * amount); break; case Muscles.Triceps: DogLeg.Contract(leg.triceps, leg.GetMuscleLength(leg.triceps) * (tricepsFullContractForce + tempBonus) * amount); break; case Muscles.Chest: DogLeg.Contract(leg.chest, leg.GetMuscleLength(leg.chest) * (chestFullContractForce + tempBonus) * amount); break; } } }
// get leg close to body slowly like a nannypussy void ContractLeg(DogLeg leg, float amount) { float tempBonus = 0; if (leg.name.Contains("bl") || leg.name.Contains("br")) tempBonus += backLegBonus; else tempBonus += frontLegBonus; // previously I tested here if the triceps was longer or shorter than the biceps, to have a async kind of contraction DogLeg.Contract(leg.biceps, leg.GetMuscleLength(leg.biceps) * amount * (bicepsFullContractForce + tempBonus)); DogLeg.Contract(leg.triceps, leg.GetMuscleLength(leg.triceps) * amount * (tricepsFullContractForce + tempBonus)); }
void ExtendLeg(DogLeg leg, float amount) { float tempBonus = 0; if (leg.name.Contains("bl") || leg.name.Contains("br")) { tempBonus += backLegBonus; } else { tempBonus += frontLegBonus; } DogLeg.Contract(leg.biceps, (1 - leg.GetMuscleLength(leg.biceps)) * amount * (bicepsFullContractForce + tempBonus)); DogLeg.Contract(leg.triceps, leg.GetMuscleLength(leg.triceps) * amount * (tricepsFullContractForce + tempBonus)); }
// get leg close to body slowly like a nannypussy void ContractLeg(DogLeg leg, float amount) { float tempBonus = 0; if (leg.name.Contains("bl") || leg.name.Contains("br")) { tempBonus += backLegBonus; } else { tempBonus += frontLegBonus; } // previously I tested here if the triceps was longer or shorter than the biceps, to have a async kind of contraction DogLeg.Contract(leg.biceps, leg.GetMuscleLength(leg.biceps) * amount * (bicepsFullContractForce + tempBonus)); DogLeg.Contract(leg.triceps, leg.GetMuscleLength(leg.triceps) * amount * (tricepsFullContractForce + tempBonus)); }
void ExtendLeg(DogLeg leg, float amount) { float tempBonus = 0; if (leg.name.Contains("bl") || leg.name.Contains("br")) tempBonus += backLegBonus; else tempBonus += frontLegBonus; DogLeg.Contract(leg.biceps, (1 - leg.GetMuscleLength(leg.biceps)) * amount * (bicepsFullContractForce + tempBonus)); DogLeg.Contract(leg.triceps, leg.GetMuscleLength(leg.triceps) * amount * (tricepsFullContractForce + tempBonus)); }