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Enable Dash Attack Again (#163)
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parent
5da92ec787
commit
2471b4acf9
3 changed files with 23 additions and 23 deletions
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@ -187,7 +187,7 @@ of hitstun or out of specific states.
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x(type,NeutralB,"Neutral B") x(type,SideB,"Side B") x(type,UpB,"Up B") x(type,DownB,"Down B") \
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x(type,FSmash,"Forward Smash") x(type,USmash,"Up Smash") x(type,DSmash,"Down Smash") \
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x(type,Jab,"Jab") x(type,FTilt,"Ftilt") x(type,UTilt,"Utilt") x(type,Dtilt,"Dtilt") \
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x(type,Grab,"Grab") x(type,Dash,"Dash") //x(type,DashAttack,"Dash Attack")
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x(type,Grab,"Grab") x(type,Dash,"Dash") x(type,DashAttack,"Dash Attack")
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// clang-format on
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DEFINE_ENUM_CLASS(ActionFlag);
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@ -221,7 +221,7 @@ Make sure to turn them on/off
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before leaving the Character
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Select Screen.
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If you change this while in training,
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If you change this while in training,
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make sure to restart training mode.
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)"""";
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@ -232,8 +232,8 @@ bitflags! {
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const D_TILT = 0x200000;
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const GRAB = 0x400000;
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// TODO: Make work
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// const DASH_ATTACK = 0x400000;
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const DASH = 0x800000;
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const DASH_ATTACK = 0x1000000;
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}
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}
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@ -228,11 +228,7 @@ unsafe fn perform_action(module_accessor: &mut app::BattleObjectModuleAccessor)
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try_change_status(module_accessor, dash_status, dash_transition);
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return get_flag(
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module_accessor,
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*FIGHTER_STATUS_KIND_DASH,
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0,
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);
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return get_flag(module_accessor, *FIGHTER_STATUS_KIND_DASH, 0);
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}
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_ => return get_attack_flag(module_accessor, action),
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}
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@ -333,25 +329,29 @@ unsafe fn get_attack_flag(
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command_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW3;
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status = *FIGHTER_STATUS_KIND_ATTACK_LW3;
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}
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// TODO: Make work
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// Action::DASH_ATTACK => {
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// let current_status = StatusModule::status_kind(module_accessor);
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// let is_dashing = current_status == *FIGHTER_STATUS_KIND_DASH;
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// TODO: Make it work, without being 1 frame late
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Action::DASH_ATTACK => {
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let current_status = StatusModule::status_kind(module_accessor);
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let dash_status = *FIGHTER_STATUS_KIND_DASH;
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let is_dashing = current_status == dash_status;
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// // Start Dash First
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// if !is_dashing {
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// let dash_transition = *FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH;
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// let dash_status = *FIGHTER_STATUS_KIND_DASH;
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// Start Dash First
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if !is_dashing {
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let dash_transition = *FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH;
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// try_change_status(module_accessor, dash_status, dash_transition);
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// return 0;
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// }
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try_change_status(module_accessor, dash_status, dash_transition);
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return 0;
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}
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// command_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N;
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// status = *FIGHTER_STATUS_KIND_ATTACK_DASH;
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status = *FIGHTER_STATUS_KIND_ATTACK_DASH;
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// return get_flag(module_accessor, status, command_flag);
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// }
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let transition = *FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_DASH;
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try_change_status(module_accessor, status, transition);
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//@TODO find out how to properly reset, since the status just returns FIGHTER_STATUS_KIND_DASH
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return 0;
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}
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_ => return 0,
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}
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