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Enable Dash Attack Again (#163)

This commit is contained in:
sidschingis 2020-09-14 23:00:42 +02:00 committed by GitHub
parent 5da92ec787
commit 2471b4acf9
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 23 additions and 23 deletions

View file

@ -187,7 +187,7 @@ of hitstun or out of specific states.
x(type,NeutralB,"Neutral B") x(type,SideB,"Side B") x(type,UpB,"Up B") x(type,DownB,"Down B") \
x(type,FSmash,"Forward Smash") x(type,USmash,"Up Smash") x(type,DSmash,"Down Smash") \
x(type,Jab,"Jab") x(type,FTilt,"Ftilt") x(type,UTilt,"Utilt") x(type,Dtilt,"Dtilt") \
x(type,Grab,"Grab") x(type,Dash,"Dash") //x(type,DashAttack,"Dash Attack")
x(type,Grab,"Grab") x(type,Dash,"Dash") x(type,DashAttack,"Dash Attack")
// clang-format on
DEFINE_ENUM_CLASS(ActionFlag);
@ -221,7 +221,7 @@ Make sure to turn them on/off
before leaving the Character
Select Screen.
If you change this while in training,
If you change this while in training,
make sure to restart training mode.
)"""";

View file

@ -232,8 +232,8 @@ bitflags! {
const D_TILT = 0x200000;
const GRAB = 0x400000;
// TODO: Make work
// const DASH_ATTACK = 0x400000;
const DASH = 0x800000;
const DASH_ATTACK = 0x1000000;
}
}

View file

@ -228,11 +228,7 @@ unsafe fn perform_action(module_accessor: &mut app::BattleObjectModuleAccessor)
try_change_status(module_accessor, dash_status, dash_transition);
return get_flag(
module_accessor,
*FIGHTER_STATUS_KIND_DASH,
0,
);
return get_flag(module_accessor, *FIGHTER_STATUS_KIND_DASH, 0);
}
_ => return get_attack_flag(module_accessor, action),
}
@ -333,25 +329,29 @@ unsafe fn get_attack_flag(
command_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW3;
status = *FIGHTER_STATUS_KIND_ATTACK_LW3;
}
// TODO: Make work
// Action::DASH_ATTACK => {
// let current_status = StatusModule::status_kind(module_accessor);
// let is_dashing = current_status == *FIGHTER_STATUS_KIND_DASH;
// TODO: Make it work, without being 1 frame late
Action::DASH_ATTACK => {
let current_status = StatusModule::status_kind(module_accessor);
let dash_status = *FIGHTER_STATUS_KIND_DASH;
let is_dashing = current_status == dash_status;
// // Start Dash First
// if !is_dashing {
// let dash_transition = *FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH;
// let dash_status = *FIGHTER_STATUS_KIND_DASH;
// Start Dash First
if !is_dashing {
let dash_transition = *FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH;
// try_change_status(module_accessor, dash_status, dash_transition);
// return 0;
// }
try_change_status(module_accessor, dash_status, dash_transition);
return 0;
}
// command_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N;
// status = *FIGHTER_STATUS_KIND_ATTACK_DASH;
status = *FIGHTER_STATUS_KIND_ATTACK_DASH;
// return get_flag(module_accessor, status, command_flag);
// }
let transition = *FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_DASH;
try_change_status(module_accessor, status, transition);
//@TODO find out how to properly reset, since the status just returns FIGHTER_STATUS_KIND_DASH
return 0;
}
_ => return 0,
}