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Format Rust code using rustfmt
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parent
1d8c3bcf48
commit
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2 changed files with 14 additions and 8 deletions
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@ -86,7 +86,8 @@ pub fn is_operation_cpu(module_accessor: &mut app::BattleObjectModuleAccessor) -
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return false;
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}
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let entry_id_int = WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID) as i32;
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let entry_id_int =
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WorkModule::get_int(module_accessor, *FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID) as i32;
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if entry_id_int == 0 {
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return false;
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@ -94,7 +95,8 @@ pub fn is_operation_cpu(module_accessor: &mut app::BattleObjectModuleAccessor) -
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let entry_id = app::FighterEntryID(entry_id_int);
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let mgr = *(FIGHTER_MANAGER_ADDR as *mut *mut app::FighterManager);
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let fighter_information = FighterManager::get_fighter_information(mgr, entry_id) as *mut app::FighterInformation;
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let fighter_information =
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FighterManager::get_fighter_information(mgr, entry_id) as *mut app::FighterInformation;
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FighterInformation::is_operation_cpu(fighter_information)
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}
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@ -178,7 +178,9 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
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// move to correct pos
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if save_state.state == PosMove || save_state.state == NanaPosMove {
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let status_kind = StatusModule::status_kind(module_accessor) as i32;
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if save_state.state == NanaPosMove && (!fighter_is_nana || (status_kind == FIGHTER_STATUS_KIND_STANDBY)) {
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if save_state.state == NanaPosMove
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&& (!fighter_is_nana || (status_kind == FIGHTER_STATUS_KIND_STANDBY))
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{
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return;
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}
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SoundModule::stop_all_sound(module_accessor);
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@ -252,14 +254,16 @@ pub unsafe fn save_states(module_accessor: &mut app::BattleObjectModuleAccessor)
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// Grab + Dpad down: Save state
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if ControlModule::check_button_on(module_accessor, *CONTROL_PAD_BUTTON_CATCH)
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&& ControlModule::check_button_trigger(module_accessor, *CONTROL_PAD_BUTTON_APPEAL_LW)
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&& !fighter_is_nana // Don't begin saving state if Nana's delayed input is captured
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&& !fighter_is_nana
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// Don't begin saving state if Nana's delayed input is captured
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{
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MIRROR_STATE = 1.0;
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SAVE_STATE_PLAYER.state = Save;
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SAVE_STATE_CPU.state = Save;
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}
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if save_state.state == Save && !fighter_is_nana { // Don't save states with Nana. Should already be fine, just a safety.
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if save_state.state == Save && !fighter_is_nana {
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// Don't save states with Nana. Should already be fine, just a safety.
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save_state.state = NoAction;
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save_state.x = PostureModule::pos_x(module_accessor);
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