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https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2025-03-14 02:16:10 +00:00
refactor to .h files
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parent
e9b0386509
commit
e5185a6c8f
11 changed files with 39 additions and 41 deletions
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@ -10,7 +10,7 @@
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#include "acmd_wrapper.h"
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#include "lib/l2c_imports.h"
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#include "saltysd/saltysd_helper.h"
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#include "training/common.hpp"
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#include "training/common.h"
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#include "useful/const_value_table.h"
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#include "useful/raygun_printer.h"
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@ -14,8 +14,8 @@
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#include "saltysd/saltysd_ipc.h"
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#include "saltysd/saltysd_helper.h"
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#include "hitbox_visualizer.hpp"
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#include "training_mods.hpp"
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#include "hitbox_visualizer.h"
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#include "training_mods.h"
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extern "C" {
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extern u32 __start__;
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@ -34,8 +34,8 @@ bool is_in_shieldstun(u64 module_accessor) {
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int status_kind = StatusModule::status_kind(module_accessor);
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int prev_status = StatusModule::prev_status_kind(module_accessor, 0);
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// If we are taking shield damage or we are droping shield from taking shield damage we are in hitstun
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if(status_kind == FIGHTER_STATUS_KIND_GUARD_DAMAGE || (prev_status == FIGHTER_STATUS_KIND_GUARD_DAMAGE && status_kind == FIGHTER_STATUS_KIND_GUARD_OFF))
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{
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if(status_kind == FIGHTER_STATUS_KIND_GUARD_DAMAGE ||
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(prev_status == FIGHTER_STATUS_KIND_GUARD_DAMAGE && status_kind == FIGHTER_STATUS_KIND_GUARD_OFF)) {
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return true;
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}
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@ -49,28 +49,6 @@ bool is_in_landing(u64 module_accessor) {
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status_kind <= FIGHTER_STATUS_KIND_LANDING_DAMAGE_LIGHT;
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}
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bool should_hold_shield(u64 module_accessor)
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{
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// We should hold shield if the state requires it
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if (menu.SHIELD_STATE == SHIELD_HOLD || menu.SHIELD_STATE == SHIELD_INFINITE) {
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// If we are not mashing then we will always hold shield
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if(menu.MASH_STATE == NONE)
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return true;
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if(!is_in_shieldstun(module_accessor))
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return true;
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// We will only drop shield if we are in shieldstun and our attack can be performed OOS
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if(menu.MASH_STATE == MASH_ATTACK)
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{
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if(menu.ATTACK_STATE == MASH_NEUTRAL_B || menu.ATTACK_STATE == MASH_SIDE_B || menu.ATTACK_STATE == MASH_DOWN_B)
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return true;
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}
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}
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return false;
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}
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void perform_defensive_option(u64 module_accessor) {
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if (menu.DEFENSIVE_STATE == RANDOM_DEFENSIVE) {
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@ -1,4 +1,4 @@
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#include "common.hpp"
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#include "common.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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@ -1,5 +1,5 @@
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#pragma once
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#include "common.hpp"
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#include "common.h"
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typedef struct FrameInput {
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int cat1_flag;
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@ -1,4 +1,4 @@
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#include "common.hpp"
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#include "common.h"
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namespace Ledge {
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void force_option(u64 module_accessor) {
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@ -1,4 +1,4 @@
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#include "common.hpp"
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#include "common.h"
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namespace Mash {
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int get_attack_air_kind(u64 module_accessor, bool& replace) {
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@ -1,5 +1,5 @@
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#pragma once
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#include "common.hpp"
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#include "common.h"
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#define SAVE_STATE 1
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#define DEFAULT 2
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@ -1,4 +1,4 @@
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#include "common.hpp"
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#include "common.h"
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#include "useful/crc32.h"
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namespace Shield {
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@ -27,6 +27,26 @@ float get_param_float(u64 module_accessor, u64 param_type, u64 param_hash, bool&
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return 0.0;
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}
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bool should_hold_shield(u64 module_accessor) {
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// We should hold shield if the state requires it
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if (menu.SHIELD_STATE == SHIELD_HOLD || menu.SHIELD_STATE == SHIELD_INFINITE) {
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// If we are not mashing then we will always hold shield
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if(menu.MASH_STATE == NONE)
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return true;
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if(!is_in_shieldstun(module_accessor))
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return true;
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// We will only drop shield if we are in shieldstun and our attack can be performed OOS
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if(menu.MASH_STATE == MASH_ATTACK) {
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if(menu.ATTACK_STATE == MASH_NEUTRAL_B || menu.ATTACK_STATE == MASH_SIDE_B || menu.ATTACK_STATE == MASH_DOWN_B)
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return true;
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}
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}
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return false;
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}
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bool check_button_on(u64 module_accessor, int button, bool& replace) {
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if (button == CONTROL_PAD_BUTTON_GUARD_HOLD || button == CONTROL_PAD_BUTTON_GUARD) {
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if (is_training_mode() && is_operation_cpu(module_accessor)) {
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@ -1,4 +1,4 @@
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#include "common.hpp"
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#include "common.h"
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namespace Tech {
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void init_settings(u64 module_accessor, int status_kind, bool& replace) {
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@ -14,14 +14,14 @@
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#include "saltysd/saltysd_helper.h"
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#include "taunt_toggles.h"
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#include "training/common.hpp"
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#include "training/save_states.hpp"
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#include "training/directional_influence.hpp"
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#include "training/ledge.hpp"
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#include "training/mash.hpp"
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#include "training/shield.hpp"
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#include "training/common.h"
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#include "training/save_states.h"
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#include "training/directional_influence.h"
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#include "training/ledge.h"
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#include "training/mash.h"
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#include "training/shield.h"
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#include "training/tech.h"
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#include "training/input_recorder.hpp"
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#include "training/input_recorder.h"
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using namespace lib;
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using namespace app::lua_bind;
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