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is_transitioning_dash
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1 changed files with 6 additions and 6 deletions
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@ -21,13 +21,11 @@ static CURRENT_AERIAL: RwLock<Action> = RwLock::new(Action::NAIR);
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static QUEUE: RwLock<Vec<Action>> = RwLock::new(Vec::new());
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static FALLING_AERIAL: RwLock<bool> = RwLock::new(false);
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static AERIAL_DELAY: RwLock<u32> = RwLock::new(0);
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static IS_TRANSITIONING_DASH: RwLock<bool> = RwLock::new(false);
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static AERIAL_DELAY_COUNTER: LazyLock<usize> =
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LazyLock::new(|| frame_counter::register_counter(frame_counter::FrameCounterType::InGame));
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// Track if we're about to do another command flag cat run in the same frame for a dash or dash attack
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static mut IS_TRANSITIONING_DASH: bool = false;
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unsafe fn is_beginning_dash_attack(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
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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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@ -42,7 +40,8 @@ unsafe fn is_beginning_dash_attack(module_accessor: &mut app::BattleObjectModule
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}
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unsafe fn dash_transition_check(module_accessor: &mut app::BattleObjectModuleAccessor) {
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IS_TRANSITIONING_DASH &= is_dashing_for_dash_attack(module_accessor);
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let mut is_transitioning_dash = lock_write_rwlock(&IS_TRANSITIONING_DASH);
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*is_transitioning_dash &= is_dashing_for_dash_attack(module_accessor);
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}
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pub fn is_playback_queued() -> bool {
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@ -490,9 +489,10 @@ unsafe fn get_attack_flag(
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if current_status == *FIGHTER_STATUS_KIND_DASH && motion_frame == 0.0 && is_motion_dash
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{
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if !IS_TRANSITIONING_DASH {
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let mut is_transitioning_dash = lock_write_rwlock(&IS_TRANSITIONING_DASH);
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if !*is_transitioning_dash {
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// The first time these conditions are met, we aren't ready to begin dash attacking, so get ready to transition next frame
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IS_TRANSITIONING_DASH = true;
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*is_transitioning_dash = true;
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} else {
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// Begin dash attacking now that we've dashed for one frame
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StatusModule::change_status_request_from_script(module_accessor, status, true);
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