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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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#define NONE 0
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// Side Taunt
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// DI
#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
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const char* attack_items[] = { "Neutral Air", "Forward Air", "Back Air", "Up Air", "Down Air", "Neutral B", "Side B", "Up B", "Down B" };
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// Ledge Option
#define RANDOM_LEDGE 1
#define NEUTRAL_LEDGE 2
#define ROLL_LEDGE 3
#define JUMP_LEDGE 4
#define ATTACK_LEDGE 5
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const char* ledge_items[] = { "Random", "Neutral Getup", "Roll", "Jump", "Attack" };
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// Tech Option
#define RANDOM_TECH 1
#define TECH_IN_PLACE 2
#define TECH_ROLL 3
#define TECH_MISS 4
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const char* tech_items[] = { "Random", "In-Place", "Roll", "Miss Tech" };
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// 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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const char* mash_items[] = { "None", "Airdodge", "Jump", "Attack", "Random" };
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// Shield States
#define SHIELD_INFINITE 1
#define SHIELD_HOLD 2
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const char* shield_items[] = { "None", "Infinite", "Hold" };
struct TrainingModpackMenu {
bool HITBOX_VIS = 1;
float DI_stick_x = 0;
float DI_stick_y = 0;
int DI_STATE = NONE;
int ATTACK_STATE = MASH_NAIR;
int LEDGE_STATE = RANDOM_LEDGE;
int TECH_STATE = RANDOM_TECH;
int MASH_STATE = NONE;
int SHIELD_STATE = NONE;
char print_buffer[256];
u64 print_buffer_len = 0;
} menu;
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#endif // TAUNT_TOGGLES_H