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UltimateTrainingModpack/source/taunt_toggles.h

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#ifndef TAUNT_TOGGLES_H
#define TAUNT_TOGGLES_H
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u64 is_training_mode(void) asm("_ZN3app9smashball16is_training_modeEv") LINKABLE;
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#define NONE 0
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// Up Taunt
bool HITBOX_VIS = 1;
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// Side Taunt
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// DI
float DI_stick_x = 0;
float DI_stick_y = 0;
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int DI_STATE = NONE;
#define SET_DI 1
#define DI_RANDOM_IN_AWAY 2
#define NUM_DI_STATES 3
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// Attack Option
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#define MASH_NAIR 0
#define MASH_FAIR 1
#define MASH_BAIR 2
#define MASH_UPAIR 3
#define MASH_DAIR 4
#define MASH_NEUTRAL_B 5
#define MASH_SIDE_B 6
#define MASH_UP_B 7
#define MASH_DOWN_B 8
int ATTACK_STATE = MASH_NAIR;
#define NUM_ATTACK_STATES 9
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// Ledge Option
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#define RANDOM_LEDGE 0
#define NEUTRAL_LEDGE 1
#define ROLL_LEDGE 2
#define JUMP_LEDGE 3
#define ATTACK_LEDGE 4
int LEDGE_STATE = RANDOM_LEDGE;
#define NUM_LEDGE_STATES 5
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// Down Taunt
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#define MASH_TOGGLES 0
#define ESCAPE_TOGGLES 1
#define SHIELD_TOGGLES 2
int TOGGLE_STATE = MASH_TOGGLES;
#define NUM_TOGGLE_STATES 3
// Mash States
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#define MASH_AIRDODGE 1
#define MASH_JUMP 2
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#define MASH_ATTACK 3
#define MASH_RANDOM 4
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int MASH_STATE = NONE;
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#define NUM_MASH_STATES 5
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// Escape States
#define ESCAPE_LEDGE 1
int ESCAPE_STATE = ESCAPE_LEDGE;
#define NUM_ESCAPE_STATES 2
// Shield States
#define SHIELD_INFINITE 1
#define SHIELD_HOLD 2
int SHIELD_STATE = NONE;
#define NUM_SHIELD_STATES 3
#endif // TAUNT_TOGGLES_H