mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2025-03-14 02:16:10 +00:00
in-game printer implemented
This commit is contained in:
parent
60d5416059
commit
2a73889f3a
5 changed files with 281 additions and 12 deletions
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@ -1,4 +1,8 @@
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#ifndef LUA_BIND_H
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#define LUA_BIND_H
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#include <switch.h>
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#include "l2c.h"
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#define StatusModule_change_status_request_from_script _ZN3app8lua_bind52StatusModule__change_status_request_from_script_implEPNS_26BattleObjectModuleAccessorEib
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extern u64 _ZN3app8lua_bind52StatusModule__change_status_request_from_script_implEPNS_26BattleObjectModuleAccessorEib(u64, int, bool) LINKABLE;
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@ -15,5 +19,14 @@ extern int _ZN3app8lua_bind24WorkModule__get_int_implEPNS_26BattleObjectModuleAc
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#define FighterManager_get_fighter_information _ZN3app8lua_bind44FighterManager__get_fighter_information_implEPNS_14FighterManagerENS_14FighterEntryIDE
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extern u64 _ZN3app8lua_bind44FighterManager__get_fighter_information_implEPNS_14FighterManagerENS_14FighterEntryIDE(u64, int) LINKABLE;
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// boma, effect, joint, pos, rot, size, random_pos, random_rot, NO_SCALE?, attr?, unkint1, unkint2
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#define EffectModule_req_on_joint _ZN3app8lua_bind31EffectModule__req_on_joint_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40ES4_RKNS3_8Vector3fES7_fS7_S7_bjii
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extern uint _ZN3app8lua_bind31EffectModule__req_on_joint_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40ES4_RKNS3_8Vector3fES7_fS7_S7_bjii(u64, u64, u64, const Vector3f*, const Vector3f*, float a6, const Vector3f*, const Vector3f*, bool, uint, int, int) LINKABLE;
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#define PostureModule_lr _ZN3app8lua_bind22PostureModule__lr_implEPNS_26BattleObjectModuleAccessorE
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extern float _ZN3app8lua_bind22PostureModule__lr_implEPNS_26BattleObjectModuleAccessorE(u64) LINKABLE;
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#define lib_lua_bind_get_value _ZN3lib18lua_bind_get_valueIiEEbmRT_
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extern bool _ZN3lib18lua_bind_get_valueIiEEbmRT_(u64, int*) LINKABLE;
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extern bool _ZN3lib18lua_bind_get_valueIiEEbmRT_(u64, int*) LINKABLE;
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#endif // LUA_BIND_H
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@ -6,6 +6,7 @@
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#include <switch/kernel/ipc.h>
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#include <sys/iosupport.h>
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#include <sys/reent.h>
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#include <math.h>
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#include "crc32.h"
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#include "useful.h"
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@ -23,6 +24,7 @@
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#include "lua_bind.h"
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#include "lua_helper.h"
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#include "saltysd_helper.h"
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#include "raygun_printer.h"
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#include "taunt_toggles.h"
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@ -44,6 +46,8 @@ void (*AttackModule_set_attack_lua_state)(u64, u64);
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void (*AttackModule_clear_all_orig)(u64);
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void (*AttackModule_clear_orig)(u64, int);
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#define PI 3.14159265358979323846
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void __libnx_init(void *ctx, Handle main_thread, void *saved_lr) {
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extern char *fake_heap_start;
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extern char *fake_heap_end;
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@ -250,7 +254,7 @@ bool is_operation_cpu(u64 battle_object_module_accessor) {
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int entry_id =
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WorkModule_get_int(battle_object_module_accessor, entry_id_var);
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u64 fighter_information = FighterManager_get_fighter_information(
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*(u64 *)fighter_manager_addr, entry_id);
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LOAD64(fighter_manager_addr), entry_id);
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return FighterInformation_is_operation_cpu(fighter_information);
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}
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@ -284,22 +288,39 @@ u64 WorkModule_enable_transition_term_group_impl_replace(
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transition_group);
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}
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void show_angle(u64 battle_object_module_accessor, float y, float x, float zrot) {
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Hash40 raygunShot = {.hash = 0x11e470b07fLL};
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Hash40 top = {.hash = 0x031ed91fcaLL};
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Vector3f pos = {.x = x, .y = y, .z = 0};
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Vector3f rot = {.x = 0, .y = 90, .z = zrot};
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Vector3f random = {.x = 0, .y = 0, .z = 0};
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float size = 0.5;
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EffectModule_req_on_joint(battle_object_module_accessor, raygunShot.hash, top.hash,
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&pos, &rot, size,
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&random, &random,
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0, 0, 0, 0);
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}
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float WorkModule_get_float_replace(u64 battle_object_module_accessor, int var) {
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if (DI_STATE == DI_RIGHT && is_training_mode()) {
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if (DI_STATE != NONE && is_training_mode()) {
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if (is_operation_cpu(battle_object_module_accessor)) {
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int status_kind = StatusModule_status_kind(battle_object_module_accessor);
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// Damage -> DamageFall
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if (status_kind >= 0x48 && status_kind <= 0x50) {
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int DI_stick_x_ID;
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int DI_stick_y_ID;
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float angle = (DI_STATE - 1) * PI / 4.0;
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if (lib_lua_bind_get_value(0xA4D50A730E36970E, &DI_stick_x_ID) &&
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var == DI_stick_x_ID)
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return 1.0;
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return cos(angle);
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if (lib_lua_bind_get_value(0xEED4095B229D825B, &DI_stick_y_ID) &&
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var == DI_stick_y_ID)
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return 1.0;
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return sin(angle);
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}
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}
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}
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// Down Taunt
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if (hash == hash40(down_taunt_l) || hash == hash40(down_taunt_r)) {
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TOGGLE_STATE = (TOGGLE_STATE + 1) % NUM_TOGGLE_STATES;
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if (TOGGLE_STATE)
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print_string(battle_object_module_accessor, "MASH\nAIRDODGE");
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else
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print_string(battle_object_module_accessor, "NONE");
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}
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// Up Taunt
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else if (hash == hash40(up_taunt_l) || hash == hash40(up_taunt_r)) {
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HITBOX_VIS = !HITBOX_VIS;
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if (HITBOX_VIS)
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print_string(battle_object_module_accessor, "HITBOX\nVIS");
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else
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print_string(battle_object_module_accessor, "NO\nHITBOX");
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}
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// Side Taunt
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else if (hash == hash40(side_taunt_l) || hash == hash40(side_taunt_r)) {
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// currently has issues: sometimes crashes. We'll use global parameters instead.
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/*
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DI_STATE = (DI_STATE + 1) % NUM_DI_STATES;
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if (DI_STATE != NONE) {
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float angle = (DI_STATE - 1) * PI / 4.0;
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show_angle(battle_object_module_accessor, -10*sin(angle)+10, 10*cos(angle), -1 * angle * 180.0 / PI );
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}
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*/
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}
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// call original WorkModule::enable_transition_term_group_impl
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frame_speed_mult, unk1, unk2, unk3, unk4);
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}
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int main(int argc, char *argv[]) {
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SaltySD_printf("SaltySD Plugin: alive\n");
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201
source/raygun_printer.c
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201
source/raygun_printer.c
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#include <switch.h>
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#include <ctype.h>
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#include "useful.h"
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#include "lua_bind.h"
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#define RAYGUN_LENGTH 8
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#define RAYGUN_HEIGHT 6
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#define RAYGUN_HORIZ_OFFSET 2
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/*
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segment data list : {Z, Y, X, ZRot, Size}
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segment labels :
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_
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|_| from top to top left, clockwise: a->f + g mid + \|/ from top mid to top left, clockwise: h->m + --two half g's: n, o
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|_| /|\
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*/
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const float segment_dict[15][5] = {
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{0,RAYGUN_HEIGHT*2,0,0,0.25}, // a
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{0,RAYGUN_HEIGHT,RAYGUN_LENGTH,90,0.25}, // b
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{0,0,RAYGUN_LENGTH,90,0.25}, // c
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{0,0,0,0,0.25}, // d
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{0,0,0,90,0.25}, //e
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{0,RAYGUN_HEIGHT,0,90,0.25}, // f
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{0,RAYGUN_HEIGHT,0,0,0.25}, // g mid
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{0,RAYGUN_HEIGHT,RAYGUN_LENGTH/2,90,0.25}, // h
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{0,RAYGUN_HEIGHT,RAYGUN_LENGTH/2,52,0.2}, // i
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{0,RAYGUN_HEIGHT,RAYGUN_LENGTH/2,-52,0.2}, //j
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{0,0,RAYGUN_LENGTH/2,90,0.25}, // k
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{0,RAYGUN_HEIGHT/2,RAYGUN_LENGTH*3/16,52,0.2}, // l
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{0,RAYGUN_HEIGHT*3/2,RAYGUN_LENGTH*3/16,-52,0.2}, // m
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{0,RAYGUN_HEIGHT,0,0,0.15}, // n
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{0,RAYGUN_HEIGHT,RAYGUN_LENGTH/2,0,0.15}, // o
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};
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/*
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Segments making up each character, each index corresponding to:
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'A' through 'Z', '0' through '9', ' ', '-', '+', '#' (where '#' is all segments)
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*/
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const char* alphabet[] = {
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"abcefg",
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"adefijn",
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"adef",
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"eflm",
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"adefn",
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"aefn",
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"acdefo",
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"bcefg",
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"adhk",
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"bcd",
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"efnij",
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"def",
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"bcefim",
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"bcefjm",
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"abcdef",
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"abefg",
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"abcdefj",
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"aefijn",
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"acdfg",
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"ahk",
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"bcdef",
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"efil",
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"bcefjl",
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"ijlm",
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"ikm",
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"adil",
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"abcdef",
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"ef",
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"abdeg",
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"abcdg",
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"bcfg",
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"acdfg",
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"acdefg",
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"abc",
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"abcdefg",
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"abcdfg",
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"",
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"g",
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"ghk",
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"abcdefhijklmno",
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};
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// Each index is a segment's corresponding flipped segment, for when facing left
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const char segment_rev[15] = {
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'a',
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'f',
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'e',
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'd',
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'c',
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'b',
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'g',
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'h',
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'm',
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'l',
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'k',
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'j',
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'i',
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'o',
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'n',
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};
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void show_segment(u64 battle_object_module_accessor, float z, float y, float x, float zrot, float size) {
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Hash40 raygunShot = {.hash = 0x11e470b07fLL};
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Hash40 top = {.hash = 0x031ed91fcaLL};
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Vector3f pos = {.x = x, .y = y, .z = z};
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Vector3f rot = {.x = 0, .y = 90, .z = zrot};
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Vector3f random = {.x = 0, .y = 0, .z = 0};
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EffectModule_req_on_joint(battle_object_module_accessor, raygunShot.hash, top.hash,
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&pos, &rot, size,
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&random, &random,
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0, 0, 0, 0);
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}
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int alphabet_index(char to_print) {
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if (to_print >= 'A' && to_print <= 'Z')
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return to_print - 'A';
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else if (to_print >= '0' && to_print <= '9')
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return to_print - '0' + 'Z' - 'A' + 1;
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else if (to_print == ' ')
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return 36;
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else if (to_print == '-')
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return 37;
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else if (to_print == '+')
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return 38;
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else if (to_print == '#')
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return 39;
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else
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return -1;
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}
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void print_char( u64 module_accessor, char to_print, int line_num, float horiz_offset, float facing_left) {
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int alph_index = alphabet_index(to_print);
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if (alph_index < 0 || alph_index >= 40)
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return;
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const char* segment_str = alphabet[alph_index];
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int num_segments = strlen(segment_str);
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float lineOffset = 40 - (line_num * 16);
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for (int i = 0; i < num_segments; i++) {
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const float* segment;
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int index = segment_str[i] - 'a';
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if (facing_left == -1)
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index = segment_rev[index] - 'a';
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segment = segment_dict[index];
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float z = segment[0];
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float y = segment[1] + lineOffset;
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float x = segment[2] + horiz_offset;
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float zrot = segment[3];
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if (facing_left == -1)
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zrot *= -1;
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float size = segment[4];
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show_segment(module_accessor, z, y, x, zrot, size);
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}
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}
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void print_string( u64 module_accessor, const char* print_str) {
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int line_num = 0;
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float horiz_offset = 0;
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int char_num = 0;
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float facing_left = PostureModule_lr(module_accessor);
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if (strlen(print_str) <= 8 && strchr(print_str, '\n') == NULL)
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line_num = 1;
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horiz_offset = 0;
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char_num = 0;
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for (int i = 0; i < strlen(print_str); i++) {
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char curr_char = print_str[i];
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if (curr_char == '\n') {
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horiz_offset = 0;
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char_num = 0;
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line_num++;
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continue;
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}
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print_char(module_accessor, toupper(curr_char), line_num, horiz_offset, facing_left);
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char_num++;
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// short characters
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if (curr_char == 'D' || curr_char == '1' )
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horiz_offset += facing_left * (RAYGUN_LENGTH/2 + 3);
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else
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horiz_offset += facing_left * (RAYGUN_LENGTH+3);
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if (char_num > 8) {
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horiz_offset = 0;
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char_num = 0;
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line_num++;
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}
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}
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}
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4
source/raygun_printer.h
Normal file
4
source/raygun_printer.h
Normal file
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#include <switch.h>
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void print_char(u64 module_accessor, char to_print, int line_num, float horiz_offset, bool facing_left);
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void print_string(u64 module_accessor, const char* print_str);
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@ -1,12 +1,25 @@
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int NONE = 0;
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// Up Taunt
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bool HITBOX_VIS = 1;
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const int DI_RIGHT = 1;
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// Side Taunt
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int DI_RIGHT = 1;
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int DI_UPRIGHT = 2;
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int DI_UP = 3;
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int DI_UPLEFT = 4;
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int DI_LEFT = 5;
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int DI_DOWNLEFT = 6;
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int DI_DOWN = 7;
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int DI_DOWNRIGHT = 8;
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// 0, 0.785398, 1.570796, 2.356194, -3.14159, -2.356194, -1.570796, -0.785398
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// 0, pi/4, pi/2, 3pi/4, pi, 5pi/4, 3pi/2, 7pi/4
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uint DI_STATE = 0;
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const uint NUM_DI_STATES = 2;
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int DI_STATE = 0;
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int NUM_DI_STATES = 9;
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const uint NONE = 0;
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const uint MASH_AIRDODGE = 1;
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// Down Taunt
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int MASH_AIRDODGE = 1;
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uint TOGGLE_STATE = MASH_AIRDODGE;
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const uint NUM_TOGGLE_STATES = 2;
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int TOGGLE_STATE = 1;
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int NUM_TOGGLE_STATES = 2;
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