* Update mash.rs
Use StatusModule::change_status_request_from_script
* Extract Method
* Fix Air Dodge
* Add Reset Trigger
* Update Mash
Split up buffering and performing the action
Moved performing hook to fix being a frame late
* Add Module
Added separate module for character specific handling
* Formatting
* Update Fast Fall
Updated status check
Check against possible statuses instead of impossible ones
* Add Character Check
* Apply Character Check
* Fix Late Mash
Fixed being a frame late
Flag is now immediately returned until the action is performed
Also restore Airdodge => Shield when grounded behavior
* Update TrainingModpackOverlay
* Add Follow Ups WIP
Attack followups will currently overwrite the aerial toggle
* Simplify Shield
Extra attack handling is no longer needed
* Apply Action Enum
Replacing Mash
* Fix Random OOS
* Implement Queued Mashes
* Update Shield Suspension
Removed need for frame counter.
Update shield suspension when the mash buffer is updated.
Fixes follow ups oos
* Cleanup
* Cleanup
* Update Aerial Flags
* Fix Aerial Flag
* Fix Copy Paste Error
* Use Mash Toggles For Ledge Jump
Moved menu logic to buffer_menu_mash
* Fix Late Mash
Fixed being a frame late
Flag is now immediately returned until the action is performed
Also restore Airdodge => Shield when grounded behavior
* Update TrainingModpackOverlay
* Fix Full Hop Rising Aerials
* Add Fast Fall Delay
* Fix Frame Counter Reset
Fixed not resetting if landing before being able to fastfall
* Update Frame Counter
Moved delay logic to frame counter module
Update unsafe blocks
* Add OOS Reaction Time
* Add Frame Counter Module
* Allow Multiple Frame Counters
* Apply Frame Counter
* Add Enum For Fighter Id
* Simplify Calculation
* Restore Original Indentation
* Add Transition Checks
Check if the transition is possible before setting the flag
* Add Normal Attacks
* Update Mash
Recactored attack options
Extracted sub functions
* Remove deprecated function
* Update Mash Module
Handle all attack options through the mash module.
* Fix Some OOS Options
Jump/Aerial/UpB
* Update Mash Module
Return the flag in get_command_flag so we don't need to borrow a mut
Removed transition check for usmash for now
* Fix Multi Buffer
Fixed buffering more than once per shield interaction
* Fix drop shield options
Options that require shield drop now work
* Use Minimal Checks
Commented out unnecessary checks
* Fix USmash OOS
* Fix Roll/Dodge OOS
* Fix Aerials
Fixed starting 1 frame late
* Fix USmash OOS again
* Remove PrintLns
* Update TrainingModpackOverlay
* Remove unused Methods
* Default To FastFall Off
* Update Defensive Options
Remove Shield Button Checks outside shield module.
* Update Defensive Options
Now handled through mash buffer
* Formatting
* Cleanup
* Reimplement Random Mash
* Add ToDos
* Rename Enum
DirectionalInfluence => Direction
* Move Angle Calculation To Common
Renamed NO_DI to ANGLE_NONE and moved to common
* Simplify Condition
Removed need to check for no DI twice
* Reuse Angle Calculation
get_random now returns a random direction instead of the angle directly
* Add Left Stick Mod
Currently only used for air dodges
* Extract Shared Condition
* Remove Unused Includes
* Fix Air Dodge Mash
Fixed always flashing shield when set to air dodge mash
* Update Menu
* Update TrainingModpackOverlay
* Add Mash Toggle
Added toggle to set the cpu to also mash in neutral
* Add Utility Functions
is_grounded
is_airborne
* Fix Neutral Mashing Aerials
Added jump flag
* Update README.md
* Changed Button Combination
Changed mash Toggle to Attack + Dpad Up/Down
* use Tesla overlay for mash in neutral
* add menu commit for neutral mash
* Update README.md
Co-authored-by: jugeeya <jugeeya@live.com>
* Add Roll Options
Added forward/backwards roll options
* Update TrainingModpackOverlay
* Change Option Order
* Update TrainingModpackOverlay
* Add OOS Offset
Allow delaying OOS options until a certain number of hits have connected on shield
* Update TrainingModpackOverlay
* get_param_float fix
Fixed applying to non CPU values
* Remove Debugging
* Update Hold Shield Mode
Shield decay is paused until hit for the first time to simulate a frame perfect shield hold
* Update Readme
* Remove Debugging Code