#ifndef TAUNT_TOGGLES_H #define TAUNT_TOGGLES_H #define NONE 0 // Up Taunt bool HITBOX_VIS = 1; // Side Taunt // DI float DI_stick_x = 0; float DI_stick_y = 0; int DI_STATE = NONE; #define SET_DI 1 #define DI_RANDOM_IN_AWAY 2 #define NUM_DI_STATES 3 // Attack Option #define MASH_NAIR 0 #define MASH_FAIR 1 #define MASH_BAIR 2 #define MASH_UPAIR 3 #define MASH_DAIR 4 #define MASH_NEUTRAL_B 5 #define MASH_SIDE_B 6 #define MASH_UP_B 7 #define MASH_DOWN_B 8 int ATTACK_STATE = MASH_NAIR; #define NUM_ATTACK_STATES 9 // Ledge Option #define RANDOM_LEDGE 0 #define NEUTRAL_LEDGE 1 #define ROLL_LEDGE 2 #define JUMP_LEDGE 3 #define ATTACK_LEDGE 4 int LEDGE_STATE = RANDOM_LEDGE; #define NUM_LEDGE_STATES 5 // Down Taunt #define MASH_TOGGLES 0 #define ESCAPE_TOGGLES 1 #define SHIELD_TOGGLES 2 int TOGGLE_STATE = MASH_TOGGLES; #define NUM_TOGGLE_STATES 3 // Mash States #define MASH_AIRDODGE 1 #define MASH_JUMP 2 #define MASH_RANDOM 3 int MASH_STATE = NONE; #define NUM_MASH_STATES 4 #define MASH_ATTACK 4 // unused for now // Escape States #define ESCAPE_LEDGE 1 int ESCAPE_STATE = ESCAPE_LEDGE; #define NUM_ESCAPE_STATES 2 // Shield States #define SHIELD_INFINITE 1 #define SHIELD_HOLD 2 int SHIELD_STATE = NONE; #define NUM_SHIELD_STATES 3 #endif // TAUNT_TOGGLES_H