mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2024-11-20 00:46:34 +00:00
satisfy clippy rules
This commit is contained in:
parent
c6c600aae1
commit
67a03dd38a
21 changed files with 172 additions and 219 deletions
3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
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@ -1,7 +1,8 @@
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{
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"rust-analyzer.checkOnSave.overrideCommand": [
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// "RUST_TARGET_PATH=`pwd`",
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"xargo",
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"check",
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"clippy",
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"--workspace",
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"--message-format=json",
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"--all-features"
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@ -14,7 +14,6 @@ bitflags = "1.2.1"
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parking_lot = { version = "0.11.0", features = ["nightly"] }
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lazy_static = "1.4.0"
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owo-colors = "1.1.3"
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paste = "1.0"
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[profile.dev]
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panic = "abort"
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@ -45,8 +45,8 @@ macro_rules! to_index_impl {
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};
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}
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pub fn random_option<T>(arg: &Vec<T>) -> &T {
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return &arg[get_random_int(arg.len() as i32) as usize];
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pub fn random_option<T>(arg: &[T]) -> &T {
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&arg[get_random_int(arg.len() as i32) as usize]
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}
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macro_rules! get_random_impl {
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@ -91,7 +91,7 @@ bitflags! {
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}
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impl Direction {
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pub fn into_angle(&self) -> f64 {
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pub fn into_angle(self) -> f64 {
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let index = self.into_index();
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if index == 0 {
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@ -100,8 +100,8 @@ impl Direction {
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(index as i32 - 1) as f64 * PI / 4.0
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}
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fn into_index(&self) -> i32 {
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return match *self {
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fn into_index(self) -> i32 {
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match self {
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Direction::OUT => 1,
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Direction::UP_OUT => 2,
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Direction::UP => 3,
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@ -110,8 +110,8 @@ impl Direction {
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Direction::DOWN_IN => 6,
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Direction::DOWN => 7,
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Direction::DOWN_OUT => 8,
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__ => 0,
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};
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_ => 0,
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}
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}
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to_vec_impl! {Direction}
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get_random_impl! {Direction}
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@ -131,8 +131,8 @@ bitflags! {
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}
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impl LedgeOption {
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pub fn into_status(&self) -> Option<i32> {
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Some(match *self {
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pub fn into_status(self) -> Option<i32> {
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Some(match self {
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LedgeOption::NEUTRAL => *FIGHTER_STATUS_KIND_CLIFF_CLIMB,
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LedgeOption::ROLL => *FIGHTER_STATUS_KIND_CLIFF_ESCAPE,
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LedgeOption::JUMP => *FIGHTER_STATUS_KIND_CLIFF_JUMP1,
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@ -228,18 +228,18 @@ bitflags! {
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const D_SMASH = 0x20000;
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const JAB = 0x40000;
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const F_TILT = 0x80000;
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const U_TILT = 0x100000;
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const D_TILT = 0x200000;
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const GRAB = 0x400000;
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const U_TILT = 0x0010_0000;
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const D_TILT = 0x0020_0000;
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const GRAB = 0x0040_0000;
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// TODO: Make work
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const DASH = 0x800000;
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const DASH_ATTACK = 0x1000000;
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const DASH = 0x0080_0000;
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const DASH_ATTACK = 0x0100_0000;
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}
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}
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impl Action {
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pub fn into_attack_air_kind(&self) -> Option<i32> {
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Some(match *self {
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pub fn into_attack_air_kind(self) -> Option<i32> {
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Some(match self {
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Action::NAIR => *FIGHTER_COMMAND_ATTACK_AIR_KIND_N,
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Action::FAIR => *FIGHTER_COMMAND_ATTACK_AIR_KIND_F,
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Action::BAIR => *FIGHTER_COMMAND_ATTACK_AIR_KIND_B,
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@ -274,17 +274,17 @@ bitflags! {
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const D17 = 0x20000;
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const D18 = 0x40000;
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const D19 = 0x80000;
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const D20 = 0x100000;
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const D21 = 0x200000;
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const D22 = 0x400000;
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const D23 = 0x800000;
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const D24 = 0x1000000;
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const D25 = 0x2000000;
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const D26 = 0x4000000;
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const D27 = 0x8000000;
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const D28 = 0x10000000;
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const D29 = 0x20000000;
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const D30 = 0x40000000;
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const D20 = 0x0010_0000;
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const D21 = 0x0020_0000;
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const D22 = 0x0040_0000;
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const D23 = 0x0080_0000;
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const D24 = 0x0100_0000;
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const D25 = 0x0200_0000;
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const D26 = 0x0400_0000;
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const D27 = 0x0800_0000;
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const D28 = 0x1000_0000;
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const D29 = 0x2000_0000;
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const D30 = 0x4000_0000;
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}
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}
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@ -305,11 +305,11 @@ impl BoolFlag {
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to_vec_impl! {BoolFlag}
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get_random_impl! {BoolFlag}
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pub fn into_bool(&self) -> bool {
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return match *self {
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pub fn into_bool(self) -> bool {
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match self {
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BoolFlag::TRUE => true,
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_ => false,
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};
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}
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}
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}
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@ -31,7 +31,7 @@ pub static mut MENU_STRUCT: consts::TrainingModpackMenu = consts::TrainingModpac
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input_delay: 0,
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};
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pub static mut MENU: &'static mut consts::TrainingModpackMenu = unsafe { &mut MENU_STRUCT };
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pub static mut MENU: &consts::TrainingModpackMenu = unsafe { &mut MENU_STRUCT };
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pub static mut FIGHTER_MANAGER_ADDR: usize = 0;
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pub static mut STAGE_MANAGER_ADDR: usize = 0;
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@ -45,7 +45,7 @@ extern "C" {
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}
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pub fn get_category(module_accessor: &mut app::BattleObjectModuleAccessor) -> i32 {
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return (module_accessor.info >> 28) as u8 as i32;
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(module_accessor.info >> 28) as u8 as i32
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}
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pub fn get_module_accessor(fighter_id: FighterId) -> *mut app::BattleObjectModuleAccessor {
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@ -54,10 +54,10 @@ fn get_hazard_flag_address() -> usize {
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let program_counter = flag_pos & !0xFFF; // Need program counter to mimic ADRP
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let adrp = unsafe { adrp_get_imm(*(flag_pos as *mut u32)) as usize };
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let add = unsafe { add_get_imm(*((flag_pos + 4) as *mut u32)) as usize };
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return program_counter + adrp + add + 0x9;
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program_counter + adrp + add + 0x9
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}
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fn get_hazard_hook_address() -> usize {
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fn get_hazard_hook_address() -> isize {
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let mut state = HookState::Begin;
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let mut flag_pos = 0;
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for (pos, instr) in TextIter::new() {
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@ -74,12 +74,13 @@ fn get_hazard_hook_address() -> usize {
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}
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}
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}
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return flag_pos;
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flag_pos as isize
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}
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// 8.1.0 Defaults
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static mut HAZARD_FLAG_ADDRESS: *mut u8 = 0x4ebbf95 as *mut u8;
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static mut LOAD_ADDRESS: usize = 0x214bde8;
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static mut HAZARD_FLAG_ADDRESS: *mut u8 = 0x04eb_bf95 as *mut u8;
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static mut LOAD_ADDRESS: isize = 0x0214_bde8;
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#[hook(offset = LOAD_ADDRESS, inline)]
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fn hazard_intercept(ctx: &skyline::hooks::InlineCtx) {
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@ -103,7 +104,7 @@ unsafe fn validate_hazards_addrs() -> std::result::Result<(), ()> {
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let mut error_string: String = String::new();
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let mut error_id = 0;
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if HAZARD_FLAG_ADDRESS == 0 as *mut u8 {
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if HAZARD_FLAG_ADDRESS.is_null() {
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error_string += &String::from("The Ultimate Training Modpack was unable to locate stage loading code in your version of the game.\n\n");
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error_id += 1000;
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}
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@ -89,10 +89,11 @@ pub unsafe fn generate_hitbox_effects(
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}
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for i in 0..n_effects {
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let mut t = 0.0;
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if n_effects > 1 {
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t = (i as f32) / ((n_effects - 1) as f32);
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}
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let t = if n_effects > 1 {
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(i as f32) / ((n_effects - 1) as f32)
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} else {
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0.0
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};
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let x_curr = x + x_dist * t;
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let y_curr = y + y_dist * t;
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let z_curr = z + z_dist * t;
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@ -185,14 +186,11 @@ pub unsafe fn get_command_flag_cat(module_accessor: &mut app::BattleObjectModule
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let attack_data = *AttackModule::attack_data(module_accessor, i, false);
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let is_capsule = attack_data.x2 != 0.0 || attack_data.y2 != 0.0 || attack_data.z2 != 0.0;
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let mut x2 = None;
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let mut y2 = None;
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let mut z2 = None;
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if is_capsule {
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x2 = Some(attack_data.x2);
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y2 = Some(attack_data.y2);
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z2 = Some(attack_data.z2);
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}
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let (x2, y2, z2) = if is_capsule {
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(Some(attack_data.x2), Some(attack_data.y2), Some(attack_data.z2))
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} else {
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(None, None, None)
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};
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generate_hitbox_effects(
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module_accessor,
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attack_data.node, // joint
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@ -310,7 +308,7 @@ unsafe fn mod_handle_handle_set_rebound(
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module_accessor: *mut app::BattleObjectModuleAccessor,
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rebound: bool,
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) {
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if rebound != false {
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if rebound {
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return;
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}
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19
src/lib.rs
19
src/lib.rs
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@ -23,16 +23,13 @@ fn nro_main(nro: &NroInfo<'_>) {
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return;
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}
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match nro.name {
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"common" => {
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skyline::install_hooks!(
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training::shield::handle_sub_guard_cont,
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training::directional_influence::handle_correct_damage_vector_common,
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training::sdi::process_hit_stop_delay,
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training::tech::handle_change_status
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);
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}
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_ => (),
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if nro.name == "common" {
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skyline::install_hooks!(
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training::shield::handle_sub_guard_cont,
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training::directional_influence::handle_correct_damage_vector_common,
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training::sdi::process_hit_stop_delay,
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training::tech::handle_change_status
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);
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}
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}
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@ -63,7 +60,7 @@ pub fn main() {
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"Writing training_modpack.log with {}...",
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buffer
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);
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mkdir(c_str!("sd:/TrainingModpack/"), 0777);
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mkdir(c_str!("sd:/TrainingModpack/"), 777);
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// Only necessary upon version upgrade.
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// log!("[Training Modpack] Removing training_modpack_menu.conf...");
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@ -67,5 +67,5 @@ fn is_correct_status(module_accessor: &mut app::BattleObjectModuleAccessor) -> b
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return true;
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}
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return false;
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false
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}
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@ -71,16 +71,14 @@ pub unsafe fn is_enable_transition_term(
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PLAYER_ACTIONABLE = true;
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// if both are now active
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if PLAYER_ACTIONABLE && CPU_ACTIONABLE {
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if FRAME_ADVANTAGE_CHECK {
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let cpu_module_accessor = get_module_accessor(FighterId::CPU);
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if was_in_hitstun(cpu_module_accessor) || was_in_shieldstun(cpu_module_accessor) {
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FRAME_ADVANTAGE = (CPU_ACTIVE_FRAME as i64 - PLAYER_ACTIVE_FRAME as i64) as i32;
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}
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frame_counter::stop_counting(FRAME_COUNTER_INDEX);
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FRAME_ADVANTAGE_CHECK = false;
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if PLAYER_ACTIONABLE && CPU_ACTIONABLE && FRAME_ADVANTAGE_CHECK {
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let cpu_module_accessor = get_module_accessor(FighterId::CPU);
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if was_in_hitstun(cpu_module_accessor) || was_in_shieldstun(cpu_module_accessor) {
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FRAME_ADVANTAGE = (CPU_ACTIVE_FRAME as i64 - PLAYER_ACTIVE_FRAME as i64) as i32;
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}
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frame_counter::stop_counting(FRAME_COUNTER_INDEX);
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FRAME_ADVANTAGE_CHECK = false;
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}
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}
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}
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@ -126,14 +124,12 @@ pub unsafe fn get_command_flag_cat(
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}
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// if both are now active
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if PLAYER_ACTIONABLE && CPU_ACTIONABLE {
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if FRAME_ADVANTAGE_CHECK {
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if was_in_hitstun(cpu_module_accessor) || was_in_shieldstun(cpu_module_accessor) {
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FRAME_ADVANTAGE = (CPU_ACTIVE_FRAME as i64 - PLAYER_ACTIVE_FRAME as i64) as i32;
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}
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frame_counter::stop_counting(FRAME_COUNTER_INDEX);
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FRAME_ADVANTAGE_CHECK = false;
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if PLAYER_ACTIONABLE && CPU_ACTIONABLE && FRAME_ADVANTAGE_CHECK {
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if was_in_hitstun(cpu_module_accessor) || was_in_shieldstun(cpu_module_accessor) {
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FRAME_ADVANTAGE = (CPU_ACTIVE_FRAME as i64 - PLAYER_ACTIVE_FRAME as i64) as i32;
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}
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frame_counter::stop_counting(FRAME_COUNTER_INDEX);
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FRAME_ADVANTAGE_CHECK = false;
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}
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}
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|
|
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@ -47,8 +47,8 @@ pub fn should_reverse_angle() -> bool {
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let cpu_module_accessor = get_module_accessor(FighterId::CPU);
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let player_module_accessor = get_module_accessor(FighterId::Player);
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unsafe {
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return PostureModule::pos_x(player_module_accessor)
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> PostureModule::pos_x(cpu_module_accessor);
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PostureModule::pos_x(player_module_accessor)
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> PostureModule::pos_x(cpu_module_accessor)
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}
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}
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|
|
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@ -13,7 +13,7 @@ static mut FAST_FALL: bool = false;
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fn should_fast_fall() -> bool {
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unsafe {
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return FAST_FALL;
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FAST_FALL
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}
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}
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|
|
|
@ -57,7 +57,7 @@ pub fn should_delay(delay: u32, index: usize) -> bool {
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return false;
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}
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return true;
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true
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}
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pub fn get_frame_count(index: usize) -> u32 {
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|
|
|
@ -7,7 +7,7 @@ static mut FULL_HOP: bool = false;
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pub fn should_full_hop() -> bool {
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unsafe{
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return FULL_HOP;
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FULL_HOP
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}
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}
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|
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|
|
|
@ -32,19 +32,13 @@ pub unsafe fn handle_get_npad_state(
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let actual_state = *state;
|
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|
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if delayed_states.len() < MENU.input_delay as usize {
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(*state).Buttons = 0;
|
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(*state).LStickX = 0;
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(*state).LStickY = 0;
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(*state).RStickX = 0;
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(*state).RStickY = 0;
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(*state).Flags = 0;
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let update_count = (*state).updateCount;
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*state = NpadHandheldState::default();
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(*state).updateCount = update_count;
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} else if let Some(delayed_state) = delayed_states.back() {
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(*state).Buttons = delayed_state.Buttons;
|
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(*state).LStickX = delayed_state.LStickX;
|
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(*state).LStickY = delayed_state.LStickY;
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(*state).RStickX = delayed_state.RStickX;
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(*state).RStickY = delayed_state.RStickY;
|
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(*state).Flags = delayed_state.Flags;
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let update_count = (*state).updateCount;
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*state = *delayed_state;
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(*state).updateCount = update_count;
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}
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|
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delayed_states.push_front(actual_state);
|
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|
|
|
@ -1,19 +1,16 @@
|
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use skyline::nn::hid::NpadHandheldState;
|
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use smash::app::{BattleObjectModuleAccessor, lua_bind::*};
|
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use smash::lib::lua_const::*;
|
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use lazy_static::lazy_static;
|
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use parking_lot::Mutex;
|
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use crate::training::input_delay::p1_controller_id;
|
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|
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pub static mut P1_NPAD_STATES: &mut [NpadHandheldState; 90] = &mut [{
|
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NpadHandheldState {
|
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updateCount: 0,
|
||||
Buttons: 0,
|
||||
LStickX: 0,
|
||||
LStickY: 0,
|
||||
RStickX: 0,
|
||||
RStickY: 0,
|
||||
Flags: 0,
|
||||
}
|
||||
}; 90];
|
||||
lazy_static! {
|
||||
static ref P1_NPAD_STATES: Mutex<[NpadHandheldState; 90]> =
|
||||
Mutex::new([{
|
||||
NpadHandheldState::default()
|
||||
}; 90]);
|
||||
}
|
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|
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pub static mut INPUT_RECORD: InputRecordState = InputRecordState::None;
|
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pub static mut INPUT_RECORD_FRAME: usize = 0;
|
||||
|
@ -47,7 +44,7 @@ pub unsafe fn get_command_flag_cat(module_accessor: &mut BattleObjectModuleAcces
|
|||
|
||||
|
||||
if INPUT_RECORD == Record || INPUT_RECORD == Playback {
|
||||
if INPUT_RECORD_FRAME >= P1_NPAD_STATES.len() - 1 {
|
||||
if INPUT_RECORD_FRAME >= P1_NPAD_STATES.lock().len() - 1 {
|
||||
if INPUT_RECORD == Record {
|
||||
INPUT_RECORD = Playback;
|
||||
}
|
||||
|
@ -61,16 +58,8 @@ pub unsafe fn get_command_flag_cat(module_accessor: &mut BattleObjectModuleAcces
|
|||
|
||||
pub unsafe fn record() {
|
||||
INPUT_RECORD = Record;
|
||||
P1_NPAD_STATES.iter_mut().for_each(|state| {
|
||||
*state = NpadHandheldState {
|
||||
updateCount: 0,
|
||||
Buttons: 0,
|
||||
LStickX: 0,
|
||||
LStickY: 0,
|
||||
RStickX: 0,
|
||||
RStickY: 0,
|
||||
Flags: 0,
|
||||
}
|
||||
P1_NPAD_STATES.lock().iter_mut().for_each(|state| {
|
||||
*state = NpadHandheldState::default();
|
||||
});
|
||||
INPUT_RECORD_FRAME = 0;
|
||||
}
|
||||
|
@ -86,16 +75,11 @@ pub unsafe fn handle_get_npad_state(
|
|||
) {
|
||||
if *controller_id == p1_controller_id() {
|
||||
if INPUT_RECORD == Record {
|
||||
P1_NPAD_STATES[INPUT_RECORD_FRAME] = *state;
|
||||
}
|
||||
} else {
|
||||
if INPUT_RECORD == Record || INPUT_RECORD == Playback {
|
||||
(*state).Buttons = P1_NPAD_STATES[INPUT_RECORD_FRAME].Buttons;
|
||||
(*state).LStickX = P1_NPAD_STATES[INPUT_RECORD_FRAME].LStickX;
|
||||
(*state).LStickY = P1_NPAD_STATES[INPUT_RECORD_FRAME].LStickY;
|
||||
(*state).RStickX = P1_NPAD_STATES[INPUT_RECORD_FRAME].RStickX;
|
||||
(*state).RStickY = P1_NPAD_STATES[INPUT_RECORD_FRAME].RStickY;
|
||||
(*state).Flags = P1_NPAD_STATES[INPUT_RECORD_FRAME].Flags;
|
||||
P1_NPAD_STATES.lock()[INPUT_RECORD_FRAME] = *state;
|
||||
}
|
||||
} else if INPUT_RECORD == Record || INPUT_RECORD == Playback {
|
||||
let update_count = (*state).updateCount;
|
||||
*state = P1_NPAD_STATES.lock()[INPUT_RECORD_FRAME];
|
||||
(*state).updateCount = update_count;
|
||||
}
|
||||
}
|
|
@ -18,7 +18,7 @@ static mut AERIAL_DELAY: u32 = 0;
|
|||
|
||||
pub fn buffer_action(action: Action) {
|
||||
unsafe {
|
||||
if QUEUE.len() > 0 {
|
||||
if !QUEUE.is_empty() {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -55,11 +55,11 @@ pub fn buffer_follow_up() {
|
|||
|
||||
pub fn get_current_buffer() -> Action {
|
||||
unsafe {
|
||||
if QUEUE.len() == 0 {
|
||||
if !QUEUE.is_empty() {
|
||||
return Action::empty();
|
||||
}
|
||||
|
||||
return *QUEUE.last().unwrap();
|
||||
*QUEUE.last().unwrap()
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -78,7 +78,7 @@ fn reset() {
|
|||
|
||||
pub fn full_reset() {
|
||||
unsafe {
|
||||
while QUEUE.len() > 0 {
|
||||
while !QUEUE.is_empty() {
|
||||
reset();
|
||||
}
|
||||
}
|
||||
|
@ -115,11 +115,11 @@ pub unsafe fn get_command_flag_cat(
|
|||
|
||||
check_buffer(module_accessor);
|
||||
|
||||
return perform_action(module_accessor);
|
||||
perform_action(module_accessor)
|
||||
}
|
||||
|
||||
unsafe fn check_buffer(module_accessor: &mut app::BattleObjectModuleAccessor) {
|
||||
if QUEUE.len() > 0 {
|
||||
if !QUEUE.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -145,7 +145,7 @@ fn should_buffer(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool
|
|||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
false
|
||||
}
|
||||
|
||||
// Temp Translation
|
||||
|
@ -167,46 +167,42 @@ unsafe fn perform_action(module_accessor: &mut app::BattleObjectModuleAccessor)
|
|||
|
||||
match action {
|
||||
Action::AIR_DODGE => {
|
||||
let expected_status;
|
||||
let command_flag;
|
||||
// Shield if grounded instead
|
||||
if is_grounded(module_accessor) {
|
||||
let (expected_status, command_flag) = if is_grounded(module_accessor) {
|
||||
// Shield if grounded instead
|
||||
/*
|
||||
Doesn't actually cause the shield, but will clear the buffer once shield is possible.
|
||||
Shield hold is performed through shield::should_hold_shield and request_shield
|
||||
*/
|
||||
expected_status = *FIGHTER_STATUS_KIND_GUARD_ON;
|
||||
command_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE;
|
||||
(*FIGHTER_STATUS_KIND_GUARD_ON, *FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE)
|
||||
} else {
|
||||
expected_status = *FIGHTER_STATUS_KIND_ESCAPE_AIR;
|
||||
command_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE;
|
||||
}
|
||||
(*FIGHTER_STATUS_KIND_ESCAPE_AIR, *FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE)
|
||||
};
|
||||
|
||||
return get_flag(module_accessor, expected_status, command_flag);
|
||||
get_flag(module_accessor, expected_status, command_flag)
|
||||
}
|
||||
Action::JUMP => {
|
||||
return update_jump_flag(module_accessor);
|
||||
update_jump_flag(module_accessor)
|
||||
}
|
||||
Action::SPOT_DODGE => {
|
||||
return get_flag(
|
||||
get_flag(
|
||||
module_accessor,
|
||||
*FIGHTER_STATUS_KIND_ESCAPE,
|
||||
*FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE,
|
||||
);
|
||||
)
|
||||
}
|
||||
Action::ROLL_F => {
|
||||
return get_flag(
|
||||
get_flag(
|
||||
module_accessor,
|
||||
*FIGHTER_STATUS_KIND_ESCAPE_F,
|
||||
*FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F,
|
||||
);
|
||||
)
|
||||
}
|
||||
Action::ROLL_B => {
|
||||
return get_flag(
|
||||
get_flag(
|
||||
module_accessor,
|
||||
*FIGHTER_STATUS_KIND_ESCAPE_B,
|
||||
*FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B,
|
||||
);
|
||||
)
|
||||
}
|
||||
Action::SHIELD => {
|
||||
if !is_grounded(module_accessor) {
|
||||
|
@ -216,11 +212,11 @@ unsafe fn perform_action(module_accessor: &mut app::BattleObjectModuleAccessor)
|
|||
Doesn't actually cause the shield, but will clear the buffer once shield is possible.
|
||||
Shield hold is performed through shield::should_hold_shield and request_shield
|
||||
*/
|
||||
return get_flag(
|
||||
get_flag(
|
||||
module_accessor,
|
||||
*FIGHTER_STATUS_KIND_GUARD_ON,
|
||||
*FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE,
|
||||
);
|
||||
)
|
||||
}
|
||||
Action::DASH => {
|
||||
let dash_transition = *FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH;
|
||||
|
@ -228,20 +224,18 @@ 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);
|
||||
get_flag(module_accessor, *FIGHTER_STATUS_KIND_DASH, 0)
|
||||
}
|
||||
_ => return get_attack_flag(module_accessor, action),
|
||||
_ => get_attack_flag(module_accessor, action),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn request_shield(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
|
||||
match get_current_buffer() {
|
||||
Action::SHIELD => return true,
|
||||
Action::AIR_DODGE => return is_grounded(module_accessor),
|
||||
_ => {}
|
||||
Action::SHIELD => true,
|
||||
Action::AIR_DODGE => is_grounded(module_accessor),
|
||||
_ => false
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
unsafe fn update_jump_flag(module_accessor: &mut app::BattleObjectModuleAccessor) -> i32 {
|
||||
|
@ -254,7 +248,7 @@ unsafe fn update_jump_flag(module_accessor: &mut app::BattleObjectModuleAccessor
|
|||
};
|
||||
let command_flag = *FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON;
|
||||
|
||||
return get_flag(module_accessor, check_flag, command_flag);
|
||||
get_flag(module_accessor, check_flag, command_flag)
|
||||
}
|
||||
|
||||
unsafe fn get_attack_flag(
|
||||
|
@ -355,7 +349,7 @@ unsafe fn get_attack_flag(
|
|||
_ => return 0,
|
||||
}
|
||||
|
||||
return get_flag(module_accessor, status, command_flag);
|
||||
get_flag(module_accessor, status, command_flag)
|
||||
}
|
||||
|
||||
unsafe fn get_aerial_flag(
|
||||
|
@ -402,7 +396,7 @@ unsafe fn get_aerial_flag(
|
|||
|
||||
flag |= get_flag(module_accessor, status, command_flag);
|
||||
|
||||
return flag;
|
||||
flag
|
||||
}
|
||||
|
||||
pub fn init() {
|
||||
|
@ -437,7 +431,7 @@ fn should_delay_aerial(module_accessor: &mut app::BattleObjectModuleAccessor) ->
|
|||
return true;
|
||||
}
|
||||
|
||||
return frame_counter::should_delay(AERIAL_DELAY, AERIAL_DELAY_COUNTER);
|
||||
frame_counter::should_delay(AERIAL_DELAY, AERIAL_DELAY_COUNTER)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -461,7 +455,7 @@ unsafe fn get_flag(
|
|||
reset();
|
||||
}
|
||||
|
||||
return command_flag;
|
||||
command_flag
|
||||
}
|
||||
|
||||
fn try_change_status(
|
||||
|
@ -482,7 +476,7 @@ fn try_change_status(
|
|||
StatusModule::change_status_request_from_script(module_accessor, expected_status, true);
|
||||
}
|
||||
|
||||
return true;
|
||||
true
|
||||
}
|
||||
|
||||
pub unsafe fn perform_defensive_option() {
|
||||
|
|
|
@ -209,11 +209,11 @@ pub unsafe fn handle_change_motion(
|
|||
unk5: bool,
|
||||
unk6: bool,
|
||||
) -> u64 {
|
||||
let mut mod_motion_kind = motion_kind;
|
||||
|
||||
if is_training_mode() {
|
||||
mod_motion_kind = tech::change_motion(module_accessor, motion_kind).unwrap_or(motion_kind);
|
||||
}
|
||||
let mod_motion_kind = if is_training_mode() {
|
||||
tech::change_motion(module_accessor, motion_kind).unwrap_or(motion_kind)
|
||||
} else {
|
||||
motion_kind
|
||||
};
|
||||
|
||||
original!()(
|
||||
module_accessor,
|
||||
|
|
|
@ -35,7 +35,7 @@ fn should_reset(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
|
|||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
true
|
||||
}
|
||||
|
||||
pub fn on_reset() {
|
||||
|
|
|
@ -68,14 +68,12 @@ pub unsafe fn get_param_int(
|
|||
|
||||
pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor) {
|
||||
let status = StatusModule::status_kind(module_accessor) as i32;
|
||||
let save_state: &mut SavedState;
|
||||
if WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID)
|
||||
== FighterId::CPU as i32
|
||||
{
|
||||
save_state = &mut SAVE_STATE_CPU;
|
||||
let save_state = if WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID)
|
||||
== FighterId::CPU as i32 {
|
||||
&mut SAVE_STATE_CPU
|
||||
} else {
|
||||
save_state = &mut SAVE_STATE_PLAYER;
|
||||
}
|
||||
&mut SAVE_STATE_PLAYER
|
||||
};
|
||||
|
||||
// Grab + Dpad up: reset state
|
||||
if ControlModule::check_button_on(module_accessor, *CONTROL_PAD_BUTTON_CATCH)
|
||||
|
@ -95,27 +93,25 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
|
|||
SoundModule::stop_all_sound(module_accessor);
|
||||
if status == FIGHTER_STATUS_KIND_REBIRTH {
|
||||
save_state.state = PosMove;
|
||||
} else {
|
||||
if status != FIGHTER_STATUS_KIND_DEAD && status != FIGHTER_STATUS_KIND_STANDBY {
|
||||
// Try moving off-screen so we don't see effects.
|
||||
let pos = Vector3f {
|
||||
x: -300.0,
|
||||
y: -100.0,
|
||||
z: 0.0,
|
||||
};
|
||||
PostureModule::set_pos(module_accessor, &pos);
|
||||
} else if status != FIGHTER_STATUS_KIND_DEAD && status != FIGHTER_STATUS_KIND_STANDBY {
|
||||
// Try moving off-screen so we don't see effects.
|
||||
let pos = Vector3f {
|
||||
x: -300.0,
|
||||
y: -100.0,
|
||||
z: 0.0,
|
||||
};
|
||||
PostureModule::set_pos(module_accessor, &pos);
|
||||
|
||||
MotionAnimcmdModule::set_sleep(module_accessor, true);
|
||||
SoundModule::pause_se_all(module_accessor, true);
|
||||
ControlModule::stop_rumble(module_accessor, true);
|
||||
SoundModule::stop_all_sound(module_accessor);
|
||||
MotionAnimcmdModule::set_sleep(module_accessor, true);
|
||||
SoundModule::pause_se_all(module_accessor, true);
|
||||
ControlModule::stop_rumble(module_accessor, true);
|
||||
SoundModule::stop_all_sound(module_accessor);
|
||||
|
||||
StatusModule::change_status_request(
|
||||
module_accessor,
|
||||
*FIGHTER_STATUS_KIND_DEAD,
|
||||
false,
|
||||
);
|
||||
}
|
||||
StatusModule::change_status_request(
|
||||
module_accessor,
|
||||
*FIGHTER_STATUS_KIND_DEAD,
|
||||
false,
|
||||
);
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -192,8 +188,6 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
|
|||
{
|
||||
SAVE_STATE_PLAYER.state = Save;
|
||||
SAVE_STATE_CPU.state = Save;
|
||||
|
||||
// crate::training::input_record::record();
|
||||
}
|
||||
|
||||
if save_state.state == Save {
|
||||
|
|
|
@ -32,8 +32,7 @@ pub unsafe fn process_hit_stop_delay(
|
|||
if is_training_mode() {
|
||||
let option = mod_sdi_direction(fighter);
|
||||
|
||||
if option.is_some() {
|
||||
let angle = option.unwrap();
|
||||
if let Some(angle) = option {
|
||||
new_x = (angle.cos() as f32).into();
|
||||
new_y = (angle.sin() as f32).into();
|
||||
}
|
||||
|
@ -64,7 +63,7 @@ fn mod_sdi_direction(fighter: &mut L2CFighterCommon) -> Option<f64> {
|
|||
angle = PI - angle;
|
||||
}
|
||||
|
||||
return Some(angle);
|
||||
Some(angle)
|
||||
}
|
||||
|
||||
#[skyline::hook(replace = FighterControlModuleImpl::check_hit_stop_delay_command)]
|
||||
|
@ -107,5 +106,5 @@ fn mod_check_hit_stop_delay_command(
|
|||
}
|
||||
}
|
||||
|
||||
return Some(1);
|
||||
Some(1)
|
||||
}
|
||||
|
|
|
@ -94,7 +94,7 @@ pub fn get_command_flag_cat(module_accessor: &mut app::BattleObjectModuleAccesso
|
|||
// Reset when not shielding
|
||||
unsafe {
|
||||
let status_kind = StatusModule::status_kind(module_accessor);
|
||||
if !(status_kind == FIGHTER_STATUS_KIND_GUARD) {
|
||||
if status_kind != FIGHTER_STATUS_KIND_GUARD {
|
||||
set_shield_decay(false);
|
||||
}
|
||||
}
|
||||
|
@ -261,21 +261,21 @@ unsafe fn handle_escape_option(
|
|||
fighter
|
||||
.fighter_base
|
||||
.change_status(FIGHTER_STATUS_KIND_ESCAPE.as_lua_int(), LUA_TRUE);
|
||||
return true;
|
||||
true
|
||||
}
|
||||
Action::ROLL_F => {
|
||||
fighter
|
||||
.fighter_base
|
||||
.change_status(FIGHTER_STATUS_KIND_ESCAPE_F.as_lua_int(), LUA_TRUE);
|
||||
return true;
|
||||
true
|
||||
}
|
||||
Action::ROLL_B => {
|
||||
fighter
|
||||
.fighter_base
|
||||
.change_status(FIGHTER_STATUS_KIND_ESCAPE_B.as_lua_int(), LUA_TRUE);
|
||||
return true;
|
||||
true
|
||||
}
|
||||
_ => return false,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -306,12 +306,8 @@ fn needs_oos_handling_drop_shield() -> bool {
|
|||
|
||||
pub fn is_aerial(action: Action) -> bool {
|
||||
match action {
|
||||
Action::NAIR => return true,
|
||||
Action::FAIR => return true,
|
||||
Action::BAIR => return true,
|
||||
Action::UAIR => return true,
|
||||
Action::DAIR => return true,
|
||||
_ => return false,
|
||||
Action::NAIR | Action::FAIR | Action::BAIR | Action::UAIR | Action::DAIR => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue