1
0
Fork 0
mirror of https://github.com/jugeeya/UltimateTrainingModpack.git synced 2025-03-14 02:16:10 +00:00

tab formatting

This commit is contained in:
jugeeya 2019-06-04 00:16:52 -07:00
parent 1e90c2b634
commit 64bb02f1b6

View file

@ -39,11 +39,10 @@ void perform_jump(u64 module_accessor) {
}
}
namespace app::lua_bind {
namespace WorkModule {
namespace app::lua_bind {
namespace WorkModule {
// Force option out of hitstun
u64 enable_transition_term_group_replace(u64 module_accessor,
int transition_group) {
u64 enable_transition_term_group_replace(u64 module_accessor, int transition_group) {
if (is_training_mode() && is_operation_cpu(module_accessor)) {
if (is_in_hitstun(module_accessor)) {
if (TOGGLE_STATE == MASH_AIRDODGE) { // airdodge
@ -101,8 +100,7 @@ void perform_jump(u64 module_accessor) {
return get_float(work_module, var);
}
float get_param_float_replace(u64 module_accessor, u64 param_type,
u64 param_hash) {
float get_param_float_replace(u64 module_accessor, u64 param_type, u64 param_hash) {
if (is_training_mode()) {
if (TOGGLE_STATE == INFINITE_SHIELD) {
if (param_type == hash40("common")) {
@ -229,11 +227,10 @@ void perform_jump(u64 module_accessor) {
save_state_situation_kind = &save_state_situation_kind_player;
save_state = &save_state_player_state;
}
// Grab + Dpad up: reset state
if (ControlModule::check_button_on(module_accessor,
CONTROL_PAD_BUTTON_CATCH) &&
ControlModule::check_button_trigger(module_accessor,
CONTROL_PAD_BUTTON_APPEAL_HI)) {
if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_HI)) {
if (*save_state == DEFAULT) {
save_state_player_state = CAMERA_MOVE;
save_state_cpu_state = CAMERA_MOVE;
@ -260,30 +257,24 @@ void perform_jump(u64 module_accessor) {
Vector3f pos = {.x = *save_state_x, .y = *save_state_y, .z = 0};
PostureModule::set_pos(module_accessor, &pos);
PostureModule::set_lr(module_accessor, *save_state_lr);
DamageModule::add_damage(
module_accessor, -1.0 * DamageModule::damage(module_accessor, 0), 0);
DamageModule::add_damage(module_accessor, -1.0 * DamageModule::damage(module_accessor, 0), 0);
DamageModule::add_damage(module_accessor, *save_state_percent, 0);
StatusModule::set_situation_kind(module_accessor,
*save_state_situation_kind, 0);
StatusModule::set_situation_kind(module_accessor, *save_state_situation_kind, 0);
// Doesn't work, and I don't know why yet.
/*if (*save_state_situation_kind == SITUATION_KIND_GROUND)
StatusModule::change_status_request_from_script(module_accessor,
FIGHTER_STATUS_KIND_WAIT, 1); if (save_state_situtation_kind_player ==
SITUATION_KIND_AIR)
StatusModule::change_status_request_from_script(module_accessor,
FIGHTER_STATUS_KIND_FALL, 1); if (*save_state_situation_kind ==
SITUATION_KIND_CLIFF)
StatusModule::change_status_request_from_script(module_accessor,
FIGHTER_STATUS_KIND_CLIFF_CATCH, 1);
/*
if (*save_state_situation_kind == SITUATION_KIND_GROUND)
StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_WAIT, 1);
if (save_state_situtation_kind_player == SITUATION_KIND_AIR)
StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_FALL, 1);
if (*save_state_situation_kind == SITUATION_KIND_CLIFF)
StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_CLIFF_CATCH, 1);
*/
}
// Grab + Dpad up: Save state
if (ControlModule::check_button_on(module_accessor,
CONTROL_PAD_BUTTON_CATCH) &&
ControlModule::check_button_trigger(module_accessor,
CONTROL_PAD_BUTTON_APPEAL_LW)) {
if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_LW)) {
save_state_player_state = SAVE_STATE;
save_state_cpu_state = SAVE_STATE;
}
@ -295,8 +286,7 @@ void perform_jump(u64 module_accessor) {
*save_state_y = PostureModule::pos_y(module_accessor);
*save_state_lr = PostureModule::lr(module_accessor);
*save_state_percent = DamageModule::damage(module_accessor, 0);
*save_state_situation_kind =
StatusModule::situation_kind(module_accessor);
*save_state_situation_kind = StatusModule::situation_kind(module_accessor);
}
}