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UltimateTrainingModpack/source/training/common.hpp

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#pragma once
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#include "acmd_wrapper.h"
#include "useful/const_value_table.h"
#include "../taunt_toggles.h"
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using namespace app::lua_bind;
u64 fighter_manager_addr;
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u64 is_training_mode(void) asm("_ZN3app9smashball16is_training_modeEv") LINKABLE;
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u8 get_category(u64 module_accessor) {
return (u8)(*(u32*)(module_accessor + 8) >> 28);
}
bool is_operation_cpu(u64 module_accessor) {
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if (get_category(module_accessor) != BATTLE_OBJECT_CATEGORY_FIGHTER)
return false;
int entry_id = WorkModule::get_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID);
u64 fighter_information = FighterManager::get_fighter_information(LOAD64(fighter_manager_addr), entry_id);
return FighterInformation::is_operation_cpu(fighter_information);
}
bool is_in_hitstun(u64 module_accessor) {
int status_kind = StatusModule::status_kind(module_accessor);
return status_kind >= FIGHTER_STATUS_KIND_DAMAGE &&
status_kind <= FIGHTER_STATUS_KIND_DAMAGE_FALL;
}
bool is_in_landing(u64 module_accessor) {
int status_kind = StatusModule::status_kind(module_accessor);
return status_kind >= FIGHTER_STATUS_KIND_LANDING &&
status_kind <= FIGHTER_STATUS_KIND_LANDING_DAMAGE_LIGHT;
}