2019-05-19 04:16:48 +00:00
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#ifndef ACMD_WRAPPER_H
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#define ACMD_WRAPPER_H
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2019-05-17 16:24:04 +00:00
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#include <switch.h>
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#include "acmd_imports.hpp"
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#include "l2c_imports.hpp"
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#include "lua_helper.hpp"
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using namespace lib;
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namespace app::lua_bind
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{
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namespace AttackModule
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{
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void clear_all(u64) asm("_ZN3app8lua_bind28AttackModule__clear_all_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
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}
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namespace ControlModule
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{
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bool check_button_on(u64, int) asm("_ZN3app8lua_bind35ControlModule__check_button_on_implEPNS_26BattleObjectModuleAccessorEi") LINKABLE;
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}
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namespace EffectModule
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{
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// boma, effect, joint, pos, rot, size, random_pos, random_rot, NO_SCALE?, attr?, unkint1, unkint2
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uint req_on_joint(u64, u64, u64, const Vector3f*, const Vector3f*, float a6, const Vector3f*, const Vector3f*, bool, uint, int, int)
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asm("_ZN3app8lua_bind31EffectModule__req_on_joint_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40ES4_RKNS3_8Vector3fES7_fS7_S7_bjii") LINKABLE;
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void kill_kind(u64, u64, bool, bool)
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asm("_ZN3app8lua_bind28EffectModule__kill_kind_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40Ebb") LINKABLE;
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}
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namespace FighterManager
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{
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u64 get_fighter_information(u64, int) asm("_ZN3app8lua_bind44FighterManager__get_fighter_information_implEPNS_14FighterManagerENS_14FighterEntryIDE") LINKABLE;
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}
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namespace FighterInformation
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{
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bool is_operation_cpu(u64) asm("_ZN3app8lua_bind41FighterInformation__is_operation_cpu_implEPNS_18FighterInformationE") LINKABLE;
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}
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namespace MotionModule
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{
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float frame(u64) asm("_ZN3app8lua_bind24MotionModule__frame_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
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u64 motion_kind(u64) asm("_ZN3app8lua_bind30MotionModule__motion_kind_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
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}
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namespace PostureModule
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{
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float lr(u64) asm("_ZN3app8lua_bind22PostureModule__lr_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
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float pos_x(u64) asm("_ZN3app8lua_bind25PostureModule__pos_x_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
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float pos_y(u64) asm("_ZN3app8lua_bind25PostureModule__pos_y_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
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float set_pos(u64, const Vector3f*) asm("_ZN3app8lua_bind27PostureModule__set_pos_implEPNS_26BattleObjectModuleAccessorERKN3phx8Vector3fE") LINKABLE;
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}
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namespace StatusModule
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{
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u64 change_status_request_from_script(u64, int, bool) asm("_ZN3app8lua_bind52StatusModule__change_status_request_from_script_implEPNS_26BattleObjectModuleAccessorEib") LINKABLE;
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int status_kind(u64) asm("_ZN3app8lua_bind30StatusModule__status_kind_implEPNS_26BattleObjectModuleAccessorE") LINKABLE;
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}
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namespace WorkModule
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{
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bool get_int(u64, int) asm("_ZN3app8lua_bind24WorkModule__get_int_implEPNS_26BattleObjectModuleAccessorEi") LINKABLE;
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}
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}
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struct ACMD
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{
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L2CAgent* l2c_agent;
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void frame(float f) {
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app::sv_animcmd::frame(l2c_agent->lua_state_agent, f);
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l2c_agent->clear_lua_stack();
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}
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bool is_excute() {
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app::sv_animcmd::is_excute(l2c_agent->lua_state_agent);
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L2CValue is_excute;
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2019-05-19 04:16:48 +00:00
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l2c_agent->get_lua_stack(1, &is_excute);
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2019-05-17 16:24:04 +00:00
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bool excute = is_excute.raw;
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l2c_agent->clear_lua_stack();
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return excute;
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}
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void ATTACK(
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u64 i1,
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u64 i2,
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u64 h1,
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float f1,
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u64 i3,
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u64 i4,
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u64 i5,
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u64 i6,
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float f2,
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float f3,
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float f4,
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float f5,
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//void,
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//void,
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//void,
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float f6,
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float f7,
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u64 i7,
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u64 i8,
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u64 i9,
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u64 i10,
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float f8,
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u64 i11,
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u64 i12,
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u64 i13,
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u64 i14,
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u64 i15,
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u64 i16,
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u64 i17,
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u64 i18,
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u64 i19,
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u64 i20,
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u64 h2,
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u64 i21,
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u64 i22,
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u64 i23
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) {
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L2CValue hitbox_params[36] = {
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{.type = L2C_integer, .raw = i1}, // ID
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{.type = L2C_integer, .raw = i2}, // Unk
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{.type = L2C_hash, .raw = h1}, // Joint
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{.type = L2C_number, .raw_float = f1}, // Damage
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{.type = L2C_integer, .raw = i3}, // Angle
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{.type = L2C_integer, .raw = i4}, // KBG
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{.type = L2C_integer, .raw = i5}, // WBKB
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{.type = L2C_integer, .raw = i6}, // BKB
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{.type = L2C_number, .raw_float = f2}, // Size
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{.type = L2C_number, .raw_float = f3}, // X
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{.type = L2C_number, .raw_float = f4}, // Y
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{.type = L2C_number, .raw_float = f5}, // Z
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{.type = L2C_void, .raw = 0}, // X2
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{.type = L2C_void, .raw = 0}, // Y2
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{.type = L2C_void, .raw = 0}, // Z2
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{.type = L2C_number, .raw_float = f6}, // Hitlag
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{.type = L2C_number, .raw_float = f7}, // SDI
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{.type = L2C_integer, .raw = i7},
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{.type = L2C_integer, .raw = i8},
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{.type = L2C_integer, .raw = i9},
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{.type = L2C_integer, .raw = i10},
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{.type = L2C_number, .raw_float = f8},
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{.type = L2C_integer, .raw = i11},
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{.type = L2C_integer, .raw = i12},
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{.type = L2C_integer, .raw = i13},
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{.type = L2C_integer, .raw = i14},
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{.type = L2C_integer, .raw = i15},
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{.type = L2C_integer, .raw = i16},
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{.type = L2C_integer, .raw = i17},
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{.type = L2C_integer, .raw = i18},
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{.type = L2C_integer, .raw = i19},
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{.type = L2C_integer, .raw = i20},
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{.type = L2C_hash, .raw = h2},
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{.type = L2C_integer, .raw = i21},
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{.type = L2C_integer, .raw = i22},
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{.type = L2C_integer, .raw = i23},
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};
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for (size_t i = 0; i < 36; i++)
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l2c_agent->push_lua_stack(&hitbox_params[i]);
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app::sv_animcmd::ATTACK(l2c_agent->lua_state_agent);
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l2c_agent->clear_lua_stack();
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}
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2019-05-19 04:16:48 +00:00
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};
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#endif // ACMD_WRAPPER_H
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