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https://github.com/jugeeya/UltimateTrainingModpack.git
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Format Rust code using rustfmt
This commit is contained in:
parent
365d8107dc
commit
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1 changed files with 257 additions and 253 deletions
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@ -1,253 +1,257 @@
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use crate::common::consts::*;
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use crate::is_operation_cpu;
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use crate::training::frame_counter;
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use crate::training::handle_add_limit;
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use smash::app::{self, lua_bind::*};
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use smash::lib::lua_const::*;
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static mut BUFF_DELAY_COUNTER: usize = 0;
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static mut BUFF_REMAINING_PLAYER: i32 = 0;
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static mut BUFF_REMAINING_CPU: i32 = 0;
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static mut IS_BUFFING_PLAYER: bool = false;
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static mut IS_BUFFING_CPU: bool = false;
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pub fn init() {
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unsafe {
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BUFF_DELAY_COUNTER = frame_counter::register_counter();
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}
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}
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pub unsafe fn restart_buff(module_accessor: &mut app::BattleObjectModuleAccessor) {
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if is_operation_cpu(module_accessor) {
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IS_BUFFING_CPU = false;
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return;
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}
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IS_BUFFING_PLAYER = false;
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}
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pub unsafe fn start_buff(module_accessor: &mut app::BattleObjectModuleAccessor) {
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if is_operation_cpu(module_accessor) {
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IS_BUFFING_CPU = true;
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return;
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}
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IS_BUFFING_PLAYER = true;
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}
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pub unsafe fn is_buffing(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
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if is_operation_cpu(module_accessor) {
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return IS_BUFFING_CPU;
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}
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IS_BUFFING_PLAYER
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}
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pub unsafe fn set_buff_rem(module_accessor: &mut app::BattleObjectModuleAccessor, new_value: i32) {
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if is_operation_cpu(module_accessor) {
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BUFF_REMAINING_CPU = new_value;
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return;
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}
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BUFF_REMAINING_PLAYER = new_value;
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}
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pub unsafe fn get_buff_rem(module_accessor: &mut app::BattleObjectModuleAccessor) -> i32 {
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if is_operation_cpu(module_accessor) {
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return BUFF_REMAINING_CPU;
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}
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BUFF_REMAINING_PLAYER
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}
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fn get_spell_vec() -> Vec<BuffOption> {
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unsafe {
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let menu_buff = MENU.buff_state.to_vec();
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let menu_iter = menu_buff.iter();
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let mut spell_buff: Vec<BuffOption> = Vec::new();
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for buff in menu_iter {
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if buff.into_int().unwrap_or(1) != 1 {
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// all non-spells into_int as 1
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spell_buff.push(*buff);
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}
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}
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spell_buff
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}
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}
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pub unsafe fn handle_buffs(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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fighter_kind: i32,
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status: i32,
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percent: f32,
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) -> bool {
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SoundModule::stop_all_sound(module_accessor); // silences buff sfx other than KO Punch
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ControlModule::stop_rumble(module_accessor, false);
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MotionAnimcmdModule::set_sleep(module_accessor, false);
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CameraModule::stop_quake(module_accessor, *CAMERA_QUAKE_KIND_M); // stops Psyche-Up quake
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let menu_vec = MENU.buff_state.to_vec();
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if fighter_kind == *FIGHTER_KIND_BRAVE {
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return buff_hero(module_accessor, status);
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} else if fighter_kind == *FIGHTER_KIND_JACK && menu_vec.contains(&BuffOption::ARSENE) {
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return buff_joker(module_accessor);
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} else if fighter_kind == *FIGHTER_KIND_WIIFIT && menu_vec.contains(&BuffOption::BREATHING) {
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return buff_wiifit(module_accessor, status, percent);
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} else if fighter_kind == *FIGHTER_KIND_CLOUD && menu_vec.contains(&BuffOption::LIMIT) {
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return buff_cloud(module_accessor);
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} else if fighter_kind == *FIGHTER_KIND_LITTLEMAC && menu_vec.contains(&BuffOption::KO) {
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return buff_mac(module_accessor);
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} else if fighter_kind == *FIGHTER_KIND_EDGE && menu_vec.contains(&BuffOption::WING) {
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return buff_sepiroth(module_accessor, percent);
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}
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true
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}
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unsafe fn buff_hero(module_accessor: &mut app::BattleObjectModuleAccessor, status: i32) -> bool {
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let buff_vec = get_spell_vec();
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if !is_buffing(module_accessor) {
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// Initial set up for spells
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start_buff(module_accessor);
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set_buff_rem(module_accessor, buff_vec.len() as i32);
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// Since it's the first step of buffing, we need to set up how many buffs there are
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}
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if get_buff_rem(module_accessor) <= 0 {
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// If there are no buffs selected/left, we're done
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return true;
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}
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buff_hero_single(module_accessor, status, buff_vec);
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false
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}
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unsafe fn buff_hero_single(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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status: i32,
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buff_vec: Vec<BuffOption>,
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) {
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let prev_status_kind = StatusModule::prev_status_kind(module_accessor, 0);
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if prev_status_kind == FIGHTER_BRAVE_STATUS_KIND_SPECIAL_LW_START {
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// If we just applied a buff successfully, subtract from buffs remaining
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let new_rem_value = get_buff_rem(module_accessor) - 1;
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set_buff_rem(module_accessor, new_rem_value);
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}
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let spell_index = get_buff_rem(module_accessor) - 1;
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// Used to get spell from our vector
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let spell_option = buff_vec.get(spell_index as usize);
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if spell_option.is_none() {
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// There are no spells selected, or something went wrong with making the vector
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return;
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}
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let real_spell_value = spell_option.unwrap().into_int().unwrap();
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if status != FIGHTER_BRAVE_STATUS_KIND_SPECIAL_LW_START {
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WorkModule::set_int(
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module_accessor,
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real_spell_value,
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*FIGHTER_BRAVE_INSTANCE_WORK_ID_INT_SPECIAL_LW_DECIDE_COMMAND,
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);
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StatusModule::change_status_force(
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module_accessor,
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*FIGHTER_BRAVE_STATUS_KIND_SPECIAL_LW_START,
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true,
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// True to prevent Shielding over the spells
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);
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}
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if status == FIGHTER_BRAVE_STATUS_KIND_SPECIAL_LW_START {
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MotionModule::set_rate(module_accessor, 50.0);
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}
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}
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unsafe fn buff_cloud(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
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if !is_buffing(module_accessor) {
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// Only need to add to the limit gauge once
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start_buff(module_accessor);
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handle_add_limit(100.0, module_accessor, 0);
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}
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if frame_counter::should_delay(2_u32, BUFF_DELAY_COUNTER) {
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// Need to wait 2 frames to make sure we stop the limit SFX, since it's a bit delayed
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return false;
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}
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true
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}
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unsafe fn buff_joker(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
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if !is_buffing(module_accessor) {
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// Only need to add to the rebel gauge once
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start_buff(module_accessor);
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let entry_id = app::FighterEntryID(FighterId::CPU as i32);
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// Strangely, this doesn't actually matter and works for both fighters
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app::FighterSpecializer_Jack::add_rebel_gauge(module_accessor, entry_id, 120.0);
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}
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if frame_counter::should_delay(2_u32, BUFF_DELAY_COUNTER) {
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// Need to wait 2 frames to make sure we stop the voice call, since it's a bit delayed
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return false;
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}
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true
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}
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unsafe fn buff_mac(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
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WorkModule::set_float(
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module_accessor,
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100.0,
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*FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE,
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);
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// Trying to stop KO Punch from playing seems to make it play multiple times in rapid succession
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// Look at 0x7100c44b60 for the func that handles this
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// Need to figure out how to update the KO meter if this is fixed
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true
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}
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unsafe fn buff_sepiroth(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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percent: f32,
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) -> bool {
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start_buff(module_accessor);
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if WorkModule::get_int(
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module_accessor,
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*FIGHTER_EDGE_INSTANCE_WORK_ID_INT_ONE_WINGED_WING_STATE,
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) == 1
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{
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// Once we're in wing, heal to correct damage
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DamageModule::heal(
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module_accessor,
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-1.0 * DamageModule::damage(module_accessor, 0),
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0,
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);
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DamageModule::add_damage(module_accessor, percent, 0);
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return true;
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} else {
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// if we're not in wing, add damage
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DamageModule::add_damage(module_accessor, 1000.0, 0);
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}
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false
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}
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unsafe fn buff_wiifit(module_accessor: &mut app::BattleObjectModuleAccessor, status: i32, percent: f32) -> bool {
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if is_buffing(module_accessor) {
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if frame_counter::should_delay(2_u32, BUFF_DELAY_COUNTER) {
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// Need to wait 2 frames to make sure we stop breathing SFX
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return false;
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}
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// Deep Breathing can heal, so we need to reset the damage
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DamageModule::heal(
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module_accessor,
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-1.0 * DamageModule::damage(module_accessor, 0),
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0,
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);
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DamageModule::add_damage(module_accessor, percent, 0);
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return true;
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}
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let prev_status_kind = StatusModule::prev_status_kind(module_accessor, 0);
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if prev_status_kind == FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS {
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start_buff(module_accessor);
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return false;
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}
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if status != FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS {
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StatusModule::change_status_force(
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module_accessor,
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*FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS,
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false,
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);
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} else {
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MotionModule::set_rate(module_accessor, 40.0);
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}
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false
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}
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use crate::common::consts::*;
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use crate::is_operation_cpu;
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use crate::training::frame_counter;
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use crate::training::handle_add_limit;
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use smash::app::{self, lua_bind::*};
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use smash::lib::lua_const::*;
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static mut BUFF_DELAY_COUNTER: usize = 0;
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static mut BUFF_REMAINING_PLAYER: i32 = 0;
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static mut BUFF_REMAINING_CPU: i32 = 0;
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static mut IS_BUFFING_PLAYER: bool = false;
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static mut IS_BUFFING_CPU: bool = false;
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pub fn init() {
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unsafe {
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BUFF_DELAY_COUNTER = frame_counter::register_counter();
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}
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}
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pub unsafe fn restart_buff(module_accessor: &mut app::BattleObjectModuleAccessor) {
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if is_operation_cpu(module_accessor) {
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IS_BUFFING_CPU = false;
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return;
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}
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IS_BUFFING_PLAYER = false;
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}
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pub unsafe fn start_buff(module_accessor: &mut app::BattleObjectModuleAccessor) {
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if is_operation_cpu(module_accessor) {
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IS_BUFFING_CPU = true;
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return;
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}
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IS_BUFFING_PLAYER = true;
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}
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pub unsafe fn is_buffing(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
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if is_operation_cpu(module_accessor) {
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return IS_BUFFING_CPU;
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}
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IS_BUFFING_PLAYER
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}
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pub unsafe fn set_buff_rem(module_accessor: &mut app::BattleObjectModuleAccessor, new_value: i32) {
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if is_operation_cpu(module_accessor) {
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BUFF_REMAINING_CPU = new_value;
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return;
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}
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BUFF_REMAINING_PLAYER = new_value;
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}
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pub unsafe fn get_buff_rem(module_accessor: &mut app::BattleObjectModuleAccessor) -> i32 {
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if is_operation_cpu(module_accessor) {
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return BUFF_REMAINING_CPU;
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}
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BUFF_REMAINING_PLAYER
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}
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fn get_spell_vec() -> Vec<BuffOption> {
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unsafe {
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let menu_buff = MENU.buff_state.to_vec();
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let menu_iter = menu_buff.iter();
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let mut spell_buff: Vec<BuffOption> = Vec::new();
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for buff in menu_iter {
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if buff.into_int().unwrap_or(1) != 1 {
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// all non-spells into_int as 1
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spell_buff.push(*buff);
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}
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}
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spell_buff
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}
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}
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pub unsafe fn handle_buffs(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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fighter_kind: i32,
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status: i32,
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percent: f32,
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) -> bool {
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SoundModule::stop_all_sound(module_accessor); // silences buff sfx other than KO Punch
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ControlModule::stop_rumble(module_accessor, false);
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MotionAnimcmdModule::set_sleep(module_accessor, false);
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CameraModule::stop_quake(module_accessor, *CAMERA_QUAKE_KIND_M); // stops Psyche-Up quake
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let menu_vec = MENU.buff_state.to_vec();
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if fighter_kind == *FIGHTER_KIND_BRAVE {
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return buff_hero(module_accessor, status);
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} else if fighter_kind == *FIGHTER_KIND_JACK && menu_vec.contains(&BuffOption::ARSENE) {
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return buff_joker(module_accessor);
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} else if fighter_kind == *FIGHTER_KIND_WIIFIT && menu_vec.contains(&BuffOption::BREATHING) {
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return buff_wiifit(module_accessor, status, percent);
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} else if fighter_kind == *FIGHTER_KIND_CLOUD && menu_vec.contains(&BuffOption::LIMIT) {
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return buff_cloud(module_accessor);
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} else if fighter_kind == *FIGHTER_KIND_LITTLEMAC && menu_vec.contains(&BuffOption::KO) {
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return buff_mac(module_accessor);
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} else if fighter_kind == *FIGHTER_KIND_EDGE && menu_vec.contains(&BuffOption::WING) {
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return buff_sepiroth(module_accessor, percent);
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}
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true
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}
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unsafe fn buff_hero(module_accessor: &mut app::BattleObjectModuleAccessor, status: i32) -> bool {
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let buff_vec = get_spell_vec();
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if !is_buffing(module_accessor) {
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// Initial set up for spells
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start_buff(module_accessor);
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set_buff_rem(module_accessor, buff_vec.len() as i32);
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// Since it's the first step of buffing, we need to set up how many buffs there are
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}
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if get_buff_rem(module_accessor) <= 0 {
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// If there are no buffs selected/left, we're done
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return true;
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}
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buff_hero_single(module_accessor, status, buff_vec);
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false
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}
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unsafe fn buff_hero_single(
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module_accessor: &mut app::BattleObjectModuleAccessor,
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status: i32,
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buff_vec: Vec<BuffOption>,
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) {
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let prev_status_kind = StatusModule::prev_status_kind(module_accessor, 0);
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if prev_status_kind == FIGHTER_BRAVE_STATUS_KIND_SPECIAL_LW_START {
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// If we just applied a buff successfully, subtract from buffs remaining
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let new_rem_value = get_buff_rem(module_accessor) - 1;
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set_buff_rem(module_accessor, new_rem_value);
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}
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let spell_index = get_buff_rem(module_accessor) - 1;
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// Used to get spell from our vector
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let spell_option = buff_vec.get(spell_index as usize);
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if spell_option.is_none() {
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// There are no spells selected, or something went wrong with making the vector
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return;
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}
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let real_spell_value = spell_option.unwrap().into_int().unwrap();
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if status != FIGHTER_BRAVE_STATUS_KIND_SPECIAL_LW_START {
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WorkModule::set_int(
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module_accessor,
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real_spell_value,
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*FIGHTER_BRAVE_INSTANCE_WORK_ID_INT_SPECIAL_LW_DECIDE_COMMAND,
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);
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StatusModule::change_status_force(
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module_accessor,
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*FIGHTER_BRAVE_STATUS_KIND_SPECIAL_LW_START,
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true,
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// True to prevent Shielding over the spells
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);
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}
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if status == FIGHTER_BRAVE_STATUS_KIND_SPECIAL_LW_START {
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MotionModule::set_rate(module_accessor, 50.0);
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}
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}
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unsafe fn buff_cloud(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
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if !is_buffing(module_accessor) {
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// Only need to add to the limit gauge once
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start_buff(module_accessor);
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handle_add_limit(100.0, module_accessor, 0);
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}
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if frame_counter::should_delay(2_u32, BUFF_DELAY_COUNTER) {
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// Need to wait 2 frames to make sure we stop the limit SFX, since it's a bit delayed
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return false;
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}
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true
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}
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unsafe fn buff_joker(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
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if !is_buffing(module_accessor) {
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// Only need to add to the rebel gauge once
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start_buff(module_accessor);
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let entry_id = app::FighterEntryID(FighterId::CPU as i32);
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// Strangely, this doesn't actually matter and works for both fighters
|
||||
app::FighterSpecializer_Jack::add_rebel_gauge(module_accessor, entry_id, 120.0);
|
||||
}
|
||||
if frame_counter::should_delay(2_u32, BUFF_DELAY_COUNTER) {
|
||||
// Need to wait 2 frames to make sure we stop the voice call, since it's a bit delayed
|
||||
return false;
|
||||
}
|
||||
true
|
||||
}
|
||||
|
||||
unsafe fn buff_mac(module_accessor: &mut app::BattleObjectModuleAccessor) -> bool {
|
||||
WorkModule::set_float(
|
||||
module_accessor,
|
||||
100.0,
|
||||
*FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE,
|
||||
);
|
||||
// Trying to stop KO Punch from playing seems to make it play multiple times in rapid succession
|
||||
// Look at 0x7100c44b60 for the func that handles this
|
||||
// Need to figure out how to update the KO meter if this is fixed
|
||||
true
|
||||
}
|
||||
|
||||
unsafe fn buff_sepiroth(
|
||||
module_accessor: &mut app::BattleObjectModuleAccessor,
|
||||
percent: f32,
|
||||
) -> bool {
|
||||
start_buff(module_accessor);
|
||||
if WorkModule::get_int(
|
||||
module_accessor,
|
||||
*FIGHTER_EDGE_INSTANCE_WORK_ID_INT_ONE_WINGED_WING_STATE,
|
||||
) == 1
|
||||
{
|
||||
// Once we're in wing, heal to correct damage
|
||||
DamageModule::heal(
|
||||
module_accessor,
|
||||
-1.0 * DamageModule::damage(module_accessor, 0),
|
||||
0,
|
||||
);
|
||||
DamageModule::add_damage(module_accessor, percent, 0);
|
||||
return true;
|
||||
} else {
|
||||
// if we're not in wing, add damage
|
||||
DamageModule::add_damage(module_accessor, 1000.0, 0);
|
||||
}
|
||||
false
|
||||
}
|
||||
|
||||
unsafe fn buff_wiifit(
|
||||
module_accessor: &mut app::BattleObjectModuleAccessor,
|
||||
status: i32,
|
||||
percent: f32,
|
||||
) -> bool {
|
||||
if is_buffing(module_accessor) {
|
||||
if frame_counter::should_delay(2_u32, BUFF_DELAY_COUNTER) {
|
||||
// Need to wait 2 frames to make sure we stop breathing SFX
|
||||
return false;
|
||||
}
|
||||
// Deep Breathing can heal, so we need to reset the damage
|
||||
DamageModule::heal(
|
||||
module_accessor,
|
||||
-1.0 * DamageModule::damage(module_accessor, 0),
|
||||
0,
|
||||
);
|
||||
DamageModule::add_damage(module_accessor, percent, 0);
|
||||
return true;
|
||||
}
|
||||
let prev_status_kind = StatusModule::prev_status_kind(module_accessor, 0);
|
||||
if prev_status_kind == FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS {
|
||||
start_buff(module_accessor);
|
||||
return false;
|
||||
}
|
||||
if status != FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS {
|
||||
StatusModule::change_status_force(
|
||||
module_accessor,
|
||||
*FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS,
|
||||
false,
|
||||
);
|
||||
} else {
|
||||
MotionModule::set_rate(module_accessor, 40.0);
|
||||
}
|
||||
false
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue