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1 changed files with 19 additions and 29 deletions
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@ -39,11 +39,10 @@ void perform_jump(u64 module_accessor) {
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}
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}
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}
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}
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namespace app::lua_bind {
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namespace app::lua_bind {
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namespace WorkModule {
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namespace WorkModule {
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// Force option out of hitstun
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// Force option out of hitstun
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u64 enable_transition_term_group_replace(u64 module_accessor,
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u64 enable_transition_term_group_replace(u64 module_accessor, int transition_group) {
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int transition_group) {
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if (is_training_mode() && is_operation_cpu(module_accessor)) {
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if (is_training_mode() && is_operation_cpu(module_accessor)) {
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if (is_in_hitstun(module_accessor)) {
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if (is_in_hitstun(module_accessor)) {
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if (TOGGLE_STATE == MASH_AIRDODGE) { // airdodge
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if (TOGGLE_STATE == MASH_AIRDODGE) { // airdodge
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@ -101,8 +100,7 @@ void perform_jump(u64 module_accessor) {
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return get_float(work_module, var);
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return get_float(work_module, var);
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}
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}
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float get_param_float_replace(u64 module_accessor, u64 param_type,
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float get_param_float_replace(u64 module_accessor, u64 param_type, u64 param_hash) {
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u64 param_hash) {
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if (is_training_mode()) {
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if (is_training_mode()) {
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if (TOGGLE_STATE == INFINITE_SHIELD) {
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if (TOGGLE_STATE == INFINITE_SHIELD) {
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if (param_type == hash40("common")) {
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if (param_type == hash40("common")) {
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@ -229,11 +227,10 @@ void perform_jump(u64 module_accessor) {
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save_state_situation_kind = &save_state_situation_kind_player;
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save_state_situation_kind = &save_state_situation_kind_player;
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save_state = &save_state_player_state;
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save_state = &save_state_player_state;
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}
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}
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// Grab + Dpad up: reset state
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// Grab + Dpad up: reset state
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if (ControlModule::check_button_on(module_accessor,
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if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
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CONTROL_PAD_BUTTON_CATCH) &&
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ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_HI)) {
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ControlModule::check_button_trigger(module_accessor,
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CONTROL_PAD_BUTTON_APPEAL_HI)) {
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if (*save_state == DEFAULT) {
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if (*save_state == DEFAULT) {
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save_state_player_state = CAMERA_MOVE;
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save_state_player_state = CAMERA_MOVE;
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save_state_cpu_state = CAMERA_MOVE;
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save_state_cpu_state = CAMERA_MOVE;
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@ -260,30 +257,24 @@ void perform_jump(u64 module_accessor) {
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Vector3f pos = {.x = *save_state_x, .y = *save_state_y, .z = 0};
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Vector3f pos = {.x = *save_state_x, .y = *save_state_y, .z = 0};
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PostureModule::set_pos(module_accessor, &pos);
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PostureModule::set_pos(module_accessor, &pos);
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PostureModule::set_lr(module_accessor, *save_state_lr);
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PostureModule::set_lr(module_accessor, *save_state_lr);
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DamageModule::add_damage(
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DamageModule::add_damage(module_accessor, -1.0 * DamageModule::damage(module_accessor, 0), 0);
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module_accessor, -1.0 * DamageModule::damage(module_accessor, 0), 0);
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DamageModule::add_damage(module_accessor, *save_state_percent, 0);
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DamageModule::add_damage(module_accessor, *save_state_percent, 0);
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StatusModule::set_situation_kind(module_accessor,
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StatusModule::set_situation_kind(module_accessor, *save_state_situation_kind, 0);
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*save_state_situation_kind, 0);
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// Doesn't work, and I don't know why yet.
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// Doesn't work, and I don't know why yet.
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/*if (*save_state_situation_kind == SITUATION_KIND_GROUND)
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/*
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StatusModule::change_status_request_from_script(module_accessor,
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if (*save_state_situation_kind == SITUATION_KIND_GROUND)
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FIGHTER_STATUS_KIND_WAIT, 1); if (save_state_situtation_kind_player ==
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StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_WAIT, 1);
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SITUATION_KIND_AIR)
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if (save_state_situtation_kind_player == SITUATION_KIND_AIR)
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StatusModule::change_status_request_from_script(module_accessor,
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StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_FALL, 1);
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FIGHTER_STATUS_KIND_FALL, 1); if (*save_state_situation_kind ==
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if (*save_state_situation_kind == SITUATION_KIND_CLIFF)
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SITUATION_KIND_CLIFF)
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StatusModule::change_status_request_from_script(module_accessor, FIGHTER_STATUS_KIND_CLIFF_CATCH, 1);
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StatusModule::change_status_request_from_script(module_accessor,
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FIGHTER_STATUS_KIND_CLIFF_CATCH, 1);
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*/
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*/
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}
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}
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// Grab + Dpad up: Save state
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// Grab + Dpad up: Save state
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if (ControlModule::check_button_on(module_accessor,
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if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
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CONTROL_PAD_BUTTON_CATCH) &&
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ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_LW)) {
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ControlModule::check_button_trigger(module_accessor,
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CONTROL_PAD_BUTTON_APPEAL_LW)) {
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save_state_player_state = SAVE_STATE;
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save_state_player_state = SAVE_STATE;
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save_state_cpu_state = SAVE_STATE;
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save_state_cpu_state = SAVE_STATE;
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}
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}
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@ -295,8 +286,7 @@ void perform_jump(u64 module_accessor) {
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*save_state_y = PostureModule::pos_y(module_accessor);
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*save_state_y = PostureModule::pos_y(module_accessor);
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*save_state_lr = PostureModule::lr(module_accessor);
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*save_state_lr = PostureModule::lr(module_accessor);
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*save_state_percent = DamageModule::damage(module_accessor, 0);
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*save_state_percent = DamageModule::damage(module_accessor, 0);
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*save_state_situation_kind =
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*save_state_situation_kind = StatusModule::situation_kind(module_accessor);
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StatusModule::situation_kind(module_accessor);
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}
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}
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}
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}
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