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Fix Save State Slot Effect Removal (#521)
* Initial * Clippy + Format * Update save_states.rs * selected vs random * fix * Formats * Format * Format * Fix for effect removal * Updated copy, 2 randomize_slots, 2 save_slot_state * Update to 5.1, fix random logic --------- Co-authored-by: Matthew Edell <edell.matthew@gmail.com>
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1 changed files with 11 additions and 8 deletions
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@ -152,8 +152,16 @@ static mut MIRROR_STATE: f32 = 1.0;
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static mut RANDOM_SLOT: usize = 0;
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static mut RANDOM_SLOT: usize = 0;
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unsafe fn get_slot() -> usize {
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if MENU.randomize_slots == OnOff::On {
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RANDOM_SLOT
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} else {
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MENU.save_state_slot as u32 as usize
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}
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}
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pub unsafe fn is_killing() -> bool {
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pub unsafe fn is_killing() -> bool {
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let selected_slot = MENU.save_state_slot as u32 as usize;
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let selected_slot = get_slot();
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(save_state_player(selected_slot).state == KillPlayer
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(save_state_player(selected_slot).state == KillPlayer
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|| save_state_player(selected_slot).state == WaitForAlive)
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|| save_state_player(selected_slot).state == WaitForAlive)
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|| (save_state_cpu(selected_slot).state == KillPlayer
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|| (save_state_cpu(selected_slot).state == KillPlayer
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@ -161,7 +169,7 @@ pub unsafe fn is_killing() -> bool {
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}
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}
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pub unsafe fn is_loading() -> bool {
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pub unsafe fn is_loading() -> bool {
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let selected_slot = MENU.save_state_slot as u32 as usize;
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let selected_slot = get_slot();
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save_state_player(selected_slot).state != NoAction
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save_state_player(selected_slot).state != NoAction
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|| save_state_cpu(selected_slot).state != NoAction
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|| save_state_cpu(selected_slot).state != NoAction
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}
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}
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@ -337,12 +345,7 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
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return;
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return;
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}
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}
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let selected_slot = if MENU.randomize_slots == OnOff::On {
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let selected_slot = get_slot();
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RANDOM_SLOT
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} else {
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MENU.save_state_slot as u32 as usize
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};
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let status = StatusModule::status_kind(module_accessor);
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let status = StatusModule::status_kind(module_accessor);
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let is_cpu = WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID)
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let is_cpu = WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID)
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== FighterId::CPU as i32;
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== FighterId::CPU as i32;
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