#ifndef CONST_VALUE_TABLE_H #define CONST_VALUE_TABLE_H #define LUA_SCRIPT_LINE_MAX lua_const("LUA_SCRIPT_LINE_MAX") #define LUA_SCRIPT_LINE_SYSTEM lua_const("LUA_SCRIPT_LINE_SYSTEM") #define LUA_SCRIPT_LINE_SYSTEM_POST lua_const("LUA_SCRIPT_LINE_SYSTEM_POST") #define LUA_SCRIPT_LINE_STATUS lua_const("LUA_SCRIPT_LINE_STATUS") #define LUA_SCRIPT_LINE_STATUS_SYSTEM lua_const("LUA_SCRIPT_LINE_STATUS_SYSTEM") #define LUA_SCRIPT_LINE_STATUS_END lua_const("LUA_SCRIPT_LINE_STATUS_END") #define LUA_SCRIPT_LINE_STATUS_SHIFT lua_const("LUA_SCRIPT_LINE_STATUS_SHIFT") #define LUA_SCRIPT_LINE_FIX_CAMERA lua_const("LUA_SCRIPT_LINE_FIX_CAMERA") #define LUA_SCRIPT_LINE_MAP_CORRECTION lua_const("LUA_SCRIPT_LINE_MAP_CORRECTION") #define LUA_SCRIPT_LINE_FIX_POS_SLOW lua_const("LUA_SCRIPT_LINE_FIX_POS_SLOW") #define LUA_SCRIPT_LINE_WAZA_CUSTOMIZE lua_const("LUA_SCRIPT_LINE_WAZA_CUSTOMIZE") #define LUA_SCRIPT_STATUS_FUNC_EXEC_STATUS lua_const("LUA_SCRIPT_STATUS_FUNC_EXEC_STATUS") #define LUA_SCRIPT_STATUS_FUNC_EXEC_STOP lua_const("LUA_SCRIPT_STATUS_FUNC_EXEC_STOP") #define LUA_SCRIPT_STATUS_FUNC_INIT_STATUS lua_const("LUA_SCRIPT_STATUS_FUNC_INIT_STATUS") #define LUA_SCRIPT_STATUS_FUNC_STATUS_PRE lua_const("LUA_SCRIPT_STATUS_FUNC_STATUS_PRE") #define LUA_SCRIPT_STATUS_FUNC_STATUS_MAIN lua_const("LUA_SCRIPT_STATUS_FUNC_STATUS_MAIN") #define LUA_SCRIPT_STATUS_FUNC_EXEC_STATUS_POST lua_const("LUA_SCRIPT_STATUS_FUNC_EXEC_STATUS_POST") #define LUA_SCRIPT_STATUS_FUNC_MAP_CORRECTION lua_const("LUA_SCRIPT_STATUS_FUNC_MAP_CORRECTION") #define LUA_SCRIPT_STATUS_FUNC_FIX_CAMERA lua_const("LUA_SCRIPT_STATUS_FUNC_FIX_CAMERA") #define LUA_SCRIPT_STATUS_FUNC_FIX_POS_SLOW lua_const("LUA_SCRIPT_STATUS_FUNC_FIX_POS_SLOW") #define LUA_SCRIPT_STATUS_FUNC_STATUS_END lua_const("LUA_SCRIPT_STATUS_FUNC_STATUS_END") #define LUA_SCRIPT_STATUS_FUNC_EXIT_STATUS lua_const("LUA_SCRIPT_STATUS_FUNC_EXIT_STATUS") #define SITUATION_KIND_GROUND lua_const("SITUATION_KIND_GROUND") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_SPECIAL lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_SPECIAL") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ITEM lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ITEM") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_CATCH lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_CATCH") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ATTACK") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ESCAPE lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_ESCAPE") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_GUARD lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_GUARD") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_JUMP lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND_JUMP") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_GROUND") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_LANDING lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_LANDING") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_SPECIAL lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_SPECIAL") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ITEM_THROW lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ITEM_THROW") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_LASSO lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_LASSO") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ESCAPE lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ESCAPE") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_ATTACK") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_TREAD_JUMP lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_TREAD_JUMP") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_WALL_JUMP lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_WALL_JUMP") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_JUMP_AERIAL lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_JUMP_AERIAL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER") #define FIGHTER_STATUS_KIND_HAMMER_FALL lua_const("FIGHTER_STATUS_KIND_HAMMER_FALL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_KNOCKOUT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KNOCKOUT") #define FIGHTER_STATUS_KIND_DOWN_DAMAGE lua_const("FIGHTER_STATUS_KIND_DOWN_DAMAGE") #define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_HI") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_HI lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_HI") #define FIGHTER_STATUS_KIND_SPECIAL_HI lua_const("FIGHTER_STATUS_KIND_SPECIAL_HI") #define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_S") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_S lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_S") #define FIGHTER_STATUS_KIND_SPECIAL_S lua_const("FIGHTER_STATUS_KIND_SPECIAL_S") #define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_LW") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_LW lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_LW") #define FIGHTER_STATUS_KIND_SPECIAL_LW lua_const("FIGHTER_STATUS_KIND_SPECIAL_LW") #define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_N") #define FIGHTER_STATUS_TRANSITION_TERM_ID_FINAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_FINAL") #define FIGHTER_STATUS_KIND_FINAL lua_const("FIGHTER_STATUS_KIND_FINAL") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N") #define FIGHTER_STATUS_KIND_SPECIAL_N lua_const("FIGHTER_STATUS_KIND_SPECIAL_N") #define FIGHTER_PAD_CMD_CAT1_FLAG_CATCH lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_CATCH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_FORCE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_FORCE") #define MA_MSC_ITEM_CHECK_HAVE_ITEM_TRAIT lua_const("MA_MSC_ITEM_CHECK_HAVE_ITEM_TRAIT") #define ITEM_TRAIT_FLAG_NO_THROW lua_const("ITEM_TRAIT_FLAG_NO_THROW") #define FIGHTER_STATUS_KIND_ITEM_THROW lua_const("FIGHTER_STATUS_KIND_ITEM_THROW") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_ALL lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_ALL") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW") #define ITEM_TRAIT_FLAG_THROW lua_const("ITEM_TRAIT_FLAG_THROW") #define ITEM_TRAIT_FLAG_SHOOT lua_const("ITEM_TRAIT_FLAG_SHOOT") #define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_CATCH_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_CATCH_FRAME") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH") #define FIGHTER_STATUS_KIND_CATCH lua_const("FIGHTER_STATUS_KIND_CATCH") #define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N") #define ITEM_KIND_SPECIALFLAG lua_const("ITEM_KIND_SPECIALFLAG") #define ITEM_KIND_BOMBER lua_const("ITEM_KIND_BOMBER") #define FIGHTER_STATUS_KIND_ITEM_SPECIALFLAG_HOIST lua_const("FIGHTER_STATUS_KIND_ITEM_SPECIALFLAG_HOIST") #define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S4 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S4") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_4") #define ITEM_TRAIT_FLAG_SWING lua_const("ITEM_TRAIT_FLAG_SWING") #define FIGHTER_STATUS_KIND_ITEM_SWING_S4_START lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_S4_START") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_S4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_S4") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_WAIT lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WAIT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4_START lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4_START") #define FIGHTER_STATUS_KIND_ATTACK_S4_START lua_const("FIGHTER_STATUS_KIND_ATTACK_S4_START") #define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI4 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI4") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4_START lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4_START") #define FIGHTER_STATUS_KIND_ATTACK_HI4_START lua_const("FIGHTER_STATUS_KIND_ATTACK_HI4_START") #define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW4 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW4") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4_START lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4_START") #define FIGHTER_STATUS_KIND_ATTACK_LW4_START lua_const("FIGHTER_STATUS_KIND_ATTACK_LW4_START") #define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI3 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_HI3") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI3") #define FIGHTER_STATUS_KIND_ATTACK_HI3 lua_const("FIGHTER_STATUS_KIND_ATTACK_HI3") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_PICKUP_HEAVY lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_PICKUP_HEAVY") #define MA_MSC_ITEM_IS_PICKABLE_ITEM_HEAVY lua_const("MA_MSC_ITEM_IS_PICKABLE_ITEM_HEAVY") #define FIGHTER_STATUS_KIND_ITEM_HEAVY_PICKUP lua_const("FIGHTER_STATUS_KIND_ITEM_HEAVY_PICKUP") #define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S3 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_S3") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_3") #define FIGHTER_STATUS_KIND_ITEM_SWING_S3 lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_S3") #define FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW3 lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_LW3") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW3") #define FIGHTER_STATUS_KIND_ATTACK_LW3 lua_const("FIGHTER_STATUS_KIND_ATTACK_LW3") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_S3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_S3") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S3 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S3") #define FIGHTER_STATUS_KIND_ATTACK_S3 lua_const("FIGHTER_STATUS_KIND_ATTACK_S3") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_PICKUP_LIGHT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_PICKUP_LIGHT") #define ITEM_SIZE_LIGHT lua_const("ITEM_SIZE_LIGHT") #define MA_MSC_CMD_ITEM_IS_GET_PICKABLE_ITEM lua_const("MA_MSC_CMD_ITEM_IS_GET_PICKABLE_ITEM") #define FIGHTER_STATUS_KIND_ITEM_LIGHT_PICKUP lua_const("FIGHTER_STATUS_KIND_ITEM_LIGHT_PICKUP") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING") #define FIGHTER_STATUS_KIND_ITEM_SWING lua_const("FIGHTER_STATUS_KIND_ITEM_SWING") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_100 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_100") #define FIGHTER_COMBO_TYPE_UNIQ_DANCE lua_const("FIGHTER_COMBO_TYPE_UNIQ_DANCE") #define FIGHTER_STATUS_KIND_ATTACK_100 lua_const("FIGHTER_STATUS_KIND_ATTACK_100") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK") #define FIGHTER_STATUS_KIND_ATTACK lua_const("FIGHTER_STATUS_KIND_ATTACK") #define CONTROL_PAD_BUTTON_GUARD lua_const("CONTROL_PAD_BUTTON_GUARD") #define CONTROL_PAD_BUTTON_SPECIAL lua_const("CONTROL_PAD_BUTTON_SPECIAL") #define CONTROL_PAD_BUTTON_SPECIAL_RAW lua_const("CONTROL_PAD_BUTTON_SPECIAL_RAW") #define CONTROL_PAD_BUTTON_GUARD_HOLD lua_const("CONTROL_PAD_BUTTON_GUARD_HOLD") #define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_ESCAPE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_ESCAPE_FRAME") #define FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE") #define FIGHTER_STATUS_KIND_ESCAPE lua_const("FIGHTER_STATUS_KIND_ESCAPE") #define FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_F") #define FIGHTER_STATUS_KIND_ESCAPE_F lua_const("FIGHTER_STATUS_KIND_ESCAPE_F") #define FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_B") #define FIGHTER_STATUS_KIND_ESCAPE_B lua_const("FIGHTER_STATUS_KIND_ESCAPE_B") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD_ON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD_ON") #define FIGHTER_STATUS_KIND_GUARD_ON lua_const("FIGHTER_STATUS_KIND_GUARD_ON") #define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_GUARD_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_GUARD_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_GUARD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_GUARD") #define FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_SQUAT_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_SQUAT_BUTTON") #define FIGHTER_PAD_CMD_CAT1_FLAG_JUMP lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_JUMP") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_SQUAT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_SQUAT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_JUMP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_JUMP") #define FIGHTER_PAD_COMMAND_CATEGORY1 lua_const("FIGHTER_PAD_COMMAND_CATEGORY1") #define FIGHTER_PAD_CMD_CAT1_JUMP lua_const("FIGHTER_PAD_CMD_CAT1_JUMP") #define FIGHTER_INSTANCE_WORK_ID_INT_STICK_JUMP_COMMAND_LIFE lua_const("FIGHTER_INSTANCE_WORK_ID_INT_STICK_JUMP_COMMAND_LIFE") #define FIGHTER_STATUS_KIND_JUMP_SQUAT lua_const("FIGHTER_STATUS_KIND_JUMP_SQUAT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_AERIAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_AERIAL") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_AERIAL_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_JUMP_AERIAL_BUTTON") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY_BUTTON") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY_NEXT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_FLY_NEXT") #define STATUS_KIND_NONE lua_const("STATUS_KIND_NONE") #define FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT") #define FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_INT_JUMP_COUNT_MAX") #define FIGHTER_STATUS_KIND_JUMP_AERIAL lua_const("FIGHTER_STATUS_KIND_JUMP_AERIAL") #define FIGHTER_STATUS_KIND_FLY lua_const("FIGHTER_STATUS_KIND_FLY") #define FIGHTER_STATUS_JUMP_FLAG_FLY_NEXT lua_const("FIGHTER_STATUS_JUMP_FLAG_FLY_NEXT") #define CONTROL_PAD_BUTTON_ATTACK lua_const("CONTROL_PAD_BUTTON_ATTACK") #define FIGHTER_INSTANCE_WORK_ID_FLAG_RESERVE_JUMP_MINI_ATTACK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RESERVE_JUMP_MINI_ATTACK") #define FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_MINI_ATTACK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_MINI_ATTACK") #define FIGHTER_KINETIC_ENERGY_ID_MOTION lua_const("FIGHTER_KINETIC_ENERGY_ID_MOTION") #define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_HI lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_HI") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_U lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_U") #define FIGHTER_STATUS_KIND_APPEAL lua_const("FIGHTER_STATUS_KIND_APPEAL") #define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_LW lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_LW") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_LW lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_LW") #define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_S_L lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_S_L") #define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_S_R lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_S_R") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_S lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_APPEAL_S") #define FIGHTER_PAD_CMD_CAT1_FLAG_TURN_DASH lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_TURN_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN_DASH") #define FIGHTER_STATUS_KIND_TURN_DASH lua_const("FIGHTER_STATUS_KIND_TURN_DASH") #define FIGHTER_PAD_CMD_CAT1_FLAG_DASH lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_DASH") #define FIGHTER_STATUS_KIND_DASH lua_const("FIGHTER_STATUS_KIND_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT") #define FIGHTER_STATUS_KIND_SQUAT lua_const("FIGHTER_STATUS_KIND_SQUAT") #define FIGHTER_STATUS_KIND_SQUAT_WAIT lua_const("FIGHTER_STATUS_KIND_SQUAT_WAIT") #define FIGHTER_PAD_CMD_CAT1_FLAG_TURN lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_TURN") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN") #define FIGHTER_STATUS_KIND_TURN lua_const("FIGHTER_STATUS_KIND_TURN") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_WALK lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_WALK") #define FIGHTER_STATUS_KIND_WALK lua_const("FIGHTER_STATUS_KIND_WALK") #define FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_LIGHT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_LIGHT") #define FIGHTER_INSTANCE_WORK_ID_INT_SPEED_Y_STABLE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SPEED_Y_STABLE_FRAME") #define FIGHTER_STATUS_KIND_LANDING_LIGHT lua_const("FIGHTER_STATUS_KIND_LANDING_LIGHT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING") #define FIGHTER_STATUS_KIND_LANDING lua_const("FIGHTER_STATUS_KIND_LANDING") #define SITUATION_KIND_AIR lua_const("SITUATION_KIND_AIR") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CLIFF_CATCH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CLIFF_CATCH") #define FIGHTER_INSTANCE_WORK_ID_INT_CLIFF_NO_CATCH_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CLIFF_NO_CATCH_FRAME") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CLIFF_CATCH_MOVE lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CLIFF_CATCH_MOVE") #define FIGHTER_STATUS_KIND_CLIFF_CATCH_MOVE lua_const("FIGHTER_STATUS_KIND_CLIFF_CATCH_MOVE") #define FIGHTER_KIND_BAYONETTA lua_const("FIGHTER_KIND_BAYONETTA") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_ALL lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_ALL") #define FIGHTER_PAD_CMD_CAT2_FLAG_AIR_LASSO lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_AIR_LASSO") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CAN_SPECIAL_COMMAND lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CAN_SPECIAL_COMMAND") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_AIR_LASSO lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_AIR_LASSO") #define FIGHTER_AIR_LASSO_TYPE_NONE lua_const("FIGHTER_AIR_LASSO_TYPE_NONE") #define FIGHTER_LINK_NO_CONSTRAINT lua_const("FIGHTER_LINK_NO_CONSTRAINT") #define FIGHTER_STATUS_KIND_AIR_LASSO lua_const("FIGHTER_STATUS_KIND_AIR_LASSO") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_ESCAPE_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_ESCAPE_AIR") #define FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_AIR lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ESCAPE_AIR") #define FIGHTER_STATUS_KIND_ESCAPE_AIR lua_const("FIGHTER_STATUS_KIND_ESCAPE_AIR") #define FIGHTER_JUMP_AERIAL_TYPE_NORMAL lua_const("FIGHTER_JUMP_AERIAL_TYPE_NORMAL") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_AIR lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_AIR") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_AIR lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_AIR") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_AIR lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_AIR") #define FIGHTER_STATUS_KIND_ATTACK_AIR lua_const("FIGHTER_STATUS_KIND_ATTACK_AIR") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_FB lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_FB") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_FB4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_FB4") #define FIGHTER_INSTANCE_WORK_ID_INT_TREAD_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_TREAD_JUMP_COUNT") #define KINETIC_ENERGY_RESERVE_ATTRIBUTE_MAIN lua_const("KINETIC_ENERGY_RESERVE_ATTRIBUTE_MAIN") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP") #define FIGHTER_INSTANCE_WORK_ID_INT_NO_TREAD_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_TREAD_FRAME") #define FIGHTER_STATUS_KIND_TREAD_JUMP lua_const("FIGHTER_STATUS_KIND_TREAD_JUMP") #define FIGHTER_PAD_FLAG_JUMP_TRIGGER lua_const("FIGHTER_PAD_FLAG_JUMP_TRIGGER") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP_BUTTON") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP_NO_TRIGGER lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TREAD_JUMP_NO_TRIGGER") #define FIGHTER_ATTACH_WALL_TYPE_NORMAL lua_const("FIGHTER_ATTACH_WALL_TYPE_NORMAL") #define FIGHTER_STATUS_KIND_ATTACH_WALL lua_const("FIGHTER_STATUS_KIND_ATTACH_WALL") #define FIGHTER_WALL_JUMP_TYPE_NORMAL lua_const("FIGHTER_WALL_JUMP_TYPE_NORMAL") #define FIGHTER_STATUS_KIND_WALL_JUMP lua_const("FIGHTER_STATUS_KIND_WALL_JUMP") #define FIGHTER_JUMP_AERIAL_TYPE_FLY lua_const("FIGHTER_JUMP_AERIAL_TYPE_FLY") #define CONTROL_PAD_BUTTON_JUMP lua_const("CONTROL_PAD_BUTTON_JUMP") #define FIGHTER_STATUS_KIND_ITEM_SCREW_JUMP_AERIAL lua_const("FIGHTER_STATUS_KIND_ITEM_SCREW_JUMP_AERIAL") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_FLY lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_FLY") #define FIGHTER_JUMP_AERIAL_TYPE_FLY_BUTTON lua_const("FIGHTER_JUMP_AERIAL_TYPE_FLY_BUTTON") #define FIGHTER_PAD_CMD_CAT2_FLAG_SPECIAL_N_REVERSE_LR lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_SPECIAL_N_REVERSE_LR") #define FIGHTER_STATUS_KIND_WARPSTAR lua_const("FIGHTER_STATUS_KIND_WARPSTAR") #define FIGHTER_STATUS_KIND_DRAGOON_RIDE lua_const("FIGHTER_STATUS_KIND_DRAGOON_RIDE") #define FIGHTER_STATUS_KIND_GENESIS_GET lua_const("FIGHTER_STATUS_KIND_GENESIS_GET") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ABNORMAL_FAIL_IN_ATTACK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ABNORMAL_FAIL_IN_ATTACK") #define FIGHTER_STATUS_KIND_SLIP lua_const("FIGHTER_STATUS_KIND_SLIP") #define SITUATION_KIND_CLIFF lua_const("SITUATION_KIND_CLIFF") #define FIGHTER_STATUS_KIND_FALL_SPECIAL lua_const("FIGHTER_STATUS_KIND_FALL_SPECIAL") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_DIVE lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_DIVE") #define FIGHTER_KINETIC_ENERGY_ID_GRAVITY lua_const("FIGHTER_KINETIC_ENERGY_ID_GRAVITY") #define GROUND_TOUCH_FLAG_LEFT lua_const("GROUND_TOUCH_FLAG_LEFT") #define GROUND_TOUCH_FLAG_RIGHT lua_const("GROUND_TOUCH_FLAG_RIGHT") #define FIGHTER_INSTANCE_WORK_ID_INT_NO_ATTACH_WALL_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_ATTACH_WALL_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_WALL_JUMP_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_WALL_JUMP_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_WALL_JUMP_DIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_WALL_JUMP_DIR") #define FIGHTER_INSTANCE_WORK_ID_INT_WALL_JUMP_PAST_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WALL_JUMP_PAST_FRAME") #define FIGHTER_KINETIC_ENERGY_ID_JOSTLE lua_const("FIGHTER_KINETIC_ENERGY_ID_JOSTLE") #define FIGHTER_PAD_CMD_CAT1_FLAG_WALL_JUMP_LEFT lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_WALL_JUMP_LEFT") #define FIGHTER_PAD_CMD_CAT1_FLAG_WALL_JUMP_RIGHT lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_WALL_JUMP_RIGHT") #define GROUND_CLIFF_CHECK_KIND_NONE lua_const("GROUND_CLIFF_CHECK_KIND_NONE") #define FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_CLIFF lua_const("FIGHTER_STATUS_TRANSITION_GROUP_CHK_AIR_CLIFF") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_PICKUP_ITEM lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_PICKUP_ITEM") #define FIGHTER_HAVE_ITEM_WORK_MAIN lua_const("FIGHTER_HAVE_ITEM_WORK_MAIN") #define ITEM_TRAIT_ALL lua_const("ITEM_TRAIT_ALL") #define QUICK_ITEM_TREAT_TYPE_FORCE_USE lua_const("QUICK_ITEM_TREAT_TYPE_FORCE_USE") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_GET_AIR lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_GET_AIR") #define FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_HANG_DATA lua_const("FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_HANG_DATA") #define GROUND_CLIFF_CHECK_KIND_ALWAYS lua_const("GROUND_CLIFF_CHECK_KIND_ALWAYS") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DROP_ITEM lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DROP_ITEM") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_DROP_AIR lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_DROP_AIR") #define MA_MSC_CMD_ITEM_THROW_DROP_ITEM lua_const("MA_MSC_CMD_ITEM_THROW_DROP_ITEM") #define FIGHTER_ANIMCMD_EXPRESSION lua_const("FIGHTER_ANIMCMD_EXPRESSION") #define FIGHTER_KINETIC_TYPE_GROUND_STOP lua_const("FIGHTER_KINETIC_TYPE_GROUND_STOP") #define GROUND_CORRECT_KIND_GROUND lua_const("GROUND_CORRECT_KIND_GROUND") #define FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MOT_AIR_KIND") #define FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MOT_KIND lua_const("FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MOT_KIND") #define FIGHTER_STATUS_WORK_ID_UTILITY_WORK_FLAG_MOTION_TRANSITION_TERM_ID_MOT_END lua_const("FIGHTER_STATUS_WORK_ID_UTILITY_WORK_FLAG_MOTION_TRANSITION_TERM_ID_MOT_END") #define FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MTRANS lua_const("FIGHTER_STATUS_WORK_ID_UTILITY_WORK_INT_MTRANS") #define FIGHTER_STATUS_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_WAIT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_FALL") #define FIGHTER_KINETIC_TYPE_FALL lua_const("FIGHTER_KINETIC_TYPE_FALL") #define GROUND_CORRECT_KIND_AIR lua_const("GROUND_CORRECT_KIND_AIR") #define FIGHTER_STATUS_KIND_CATCH_DASH lua_const("FIGHTER_STATUS_KIND_CATCH_DASH") #define FIGHTER_STATUS_KIND_CLIFF_ATTACK lua_const("FIGHTER_STATUS_KIND_CLIFF_ATTACK") #define FIGHTER_STATUS_KIND_GLIDE_ATTACK lua_const("FIGHTER_STATUS_KIND_GLIDE_ATTACK") #define FIGHTER_STATUS_KIND_SLIP_STAND_ATTACK lua_const("FIGHTER_STATUS_KIND_SLIP_STAND_ATTACK") #define FIGHTER_STATUS_KIND_ITEM_THROW_DASH lua_const("FIGHTER_STATUS_KIND_ITEM_THROW_DASH") #define FIGHTER_STATUS_KIND_ITEM_THROW_HEAVY lua_const("FIGHTER_STATUS_KIND_ITEM_THROW_HEAVY") #define FIGHTER_STATUS_KIND_ITEM_SWING_DASH lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_DASH") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_LANDING lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_LANDING") #define FIGHTER_STATUS_KIND_FALL lua_const("FIGHTER_STATUS_KIND_FALL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_END_TO_FALL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_END_TO_FALL") #define BATTLE_OBJECT_CATEGORY_FIGHTER lua_const("BATTLE_OBJECT_CATEGORY_FIGHTER") #define COLLISION_KIND_HIT lua_const("COLLISION_KIND_HIT") #define FIGHTER_STATUS_KIND_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_DAMAGE_FLY_ROLL lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_ROLL") #define FIGHTER_STATUS_KIND_DAMAGE_FLY_METEOR lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_METEOR") #define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL_JUMP_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL_JUMP_BUTTON") #define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL_JUMP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL_JUMP") #define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_WALL") #define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_CEIL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_CEIL") #define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_FB lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE_FB") #define FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_PASSIVE") #define FIGHTER_STATUS_DAMAGE_DISABLE_CLOUD_THROUGH lua_const("FIGHTER_STATUS_DAMAGE_DISABLE_CLOUD_THROUGH") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_REACTION_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_REACTION_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_REACTION_FRAME_LAST lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_REACTION_FRAME_LAST") #define FIGHTER_KINETIC_ENERGY_ID_STOP lua_const("FIGHTER_KINETIC_ENERGY_ID_STOP") #define ENERGY_STOP_RESET_TYPE_GROUND lua_const("ENERGY_STOP_RESET_TYPE_GROUND") #define FIGHTER_KINETIC_TYPE_AIR_STOP lua_const("FIGHTER_KINETIC_TYPE_AIR_STOP") #define ENERGY_STOP_RESET_TYPE_AIR lua_const("ENERGY_STOP_RESET_TYPE_AIR") #define FIGHTER_KINETIC_ENERGY_ID_CONTROL lua_const("FIGHTER_KINETIC_ENERGY_ID_CONTROL") #define ENERGY_CONTROLLER_RESET_TYPE_FALL_ADJUST lua_const("ENERGY_CONTROLLER_RESET_TYPE_FALL_ADJUST") #define ENERGY_GRAVITY_RESET_TYPE_GRAVITY lua_const("ENERGY_GRAVITY_RESET_TYPE_GRAVITY") #define GROUND_CORRECT_KIND_GROUND_CLIFF_STOP lua_const("GROUND_CORRECT_KIND_GROUND_CLIFF_STOP") #define LINK_NO_CAPTURE lua_const("LINK_NO_CAPTURE") #define FIGHTER_STATUS_KIND_CATCH_WAIT lua_const("FIGHTER_STATUS_KIND_CATCH_WAIT") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_FRAME") #define FIGHTER_STATUS_KIND_AIR_LASSO_HANG lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_HANG") #define CONSTRAINT_FLAG_POSITION lua_const("CONSTRAINT_FLAG_POSITION") #define CONSTRAINT_FLAG_ORIENTATION lua_const("CONSTRAINT_FLAG_ORIENTATION") #define CONSTRAINT_FLAG_OFFSET_ROT lua_const("CONSTRAINT_FLAG_OFFSET_ROT") #define LINK_ATTRIBUTE_REFERENCE_PARENT_INK_PAINT lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_INK_PAINT") #define LINK_ATTRIBUTE_REFERENCE_PARENT_STOP lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_STOP") #define LINK_ATTRIBUTE_REFERENCE_PARENT_SLOW lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_SLOW") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_ANGLE_INTP lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_ANGLE_INTP") #define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_EXTEND_ARM lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_EXTEND_ARM") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_ANGLE_INTP_MAX lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_ANGLE_INTP_MAX") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_BODY_OFFSET lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_BODY_OFFSET") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_FLIP lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_BODY_FLIP") #define FIGHTER_STATUS_AIR_LASSO_BODY_FLIP_X lua_const("FIGHTER_STATUS_AIR_LASSO_BODY_FLIP_X") #define FIGHTER_STATUS_AIR_LASSO_BODY_FLIP_Y lua_const("FIGHTER_STATUS_AIR_LASSO_BODY_FLIP_Y") #define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_NOT_ARM lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_NOT_ARM") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_BODY_ANGLE lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_BODY_ANGLE") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_UP_Z lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_UP_Z") #define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_LANDING lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_LANDING") #define FIGHTER_STATUS_KIND_CLIFF_WAIT lua_const("FIGHTER_STATUS_KIND_CLIFF_WAIT") #define FIGHTER_STATUS_KIND_AIR_LASSO_FAILURE lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_FAILURE") #define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_REWIND_START_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_REWIND_START_FRAME") #define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_MOTION_KIND") #define GROUND_TOUCH_FLAG_UP lua_const("GROUND_TOUCH_FLAG_UP") #define FIGHTER_STATUS_AIR_LASSO_REACH_FLAG_TOUCH lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_FLAG_TOUCH") #define FIGHTER_KINETIC_TYPE_MOTION_FALL lua_const("FIGHTER_KINETIC_TYPE_MOTION_FALL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NONE_FLOAT") #define FIGHTER_TREADED_KIND_NO_REAC lua_const("FIGHTER_TREADED_KIND_NO_REAC") #define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_ATTACK lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_ATTACK") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_AIR_LASSO lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_AIR_LASSO") #define FIGHTER_STATUS_ATTR_DISABLE_TURN_DAMAGE lua_const("FIGHTER_STATUS_ATTR_DISABLE_TURN_DAMAGE") #define FIGHTER_STATUS_ATTR_CLEAR_MOTION_ENERGY lua_const("FIGHTER_STATUS_ATTR_CLEAR_MOTION_ENERGY") #define FIGHTER_POWER_UP_ATTACK_BIT_CATCH lua_const("FIGHTER_POWER_UP_ATTACK_BIT_CATCH") #define FIGHTER_STATUS_AIR_LASSO_WORK_INT_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_INT_FRAME") #define FIGHTER_STATUS_AIR_LASSO_FLAG_CHECK lua_const("FIGHTER_STATUS_AIR_LASSO_FLAG_CHECK") #define FIGHTER_STATUS_AIR_LASSO_FLAG_IS_CHECK lua_const("FIGHTER_STATUS_AIR_LASSO_FLAG_IS_CHECK") #define FIGHTER_CLIFF_HANG_DATA_DEFAULT lua_const("FIGHTER_CLIFF_HANG_DATA_DEFAULT") #define FIGHTER_STATUS_AIR_LASSO_WORK_INT_ARTICLE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_INT_ARTICLE_ID") #define FIGHTER_STATUS_AIR_LASSO_WORK_INT_ARTICLE2_ID lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_INT_ARTICLE2_ID") #define FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_LANDING_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_LANDING_FRAME") #define FIGHTER_CLIFF_HANG_DATA_TERM lua_const("FIGHTER_CLIFF_HANG_DATA_TERM") #define FIGHTER_STATUS_AIR_LASSO_FLAG_LANDING lua_const("FIGHTER_STATUS_AIR_LASSO_FLAG_LANDING") #define FIGHTER_STATUS_KIND_AIR_LASSO_LANDING lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_LANDING") #define FIGHTER_STATUS_KIND_AIR_LASSO_REACH lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_REACH") #define COLLISION_KIND_SHIELD lua_const("COLLISION_KIND_SHIELD") #define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_ARTICLE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_ARTICLE_ID") #define WEAPON_LASSO_STATUS_SHOOT_WORK_ID_FLAG_HIT lua_const("WEAPON_LASSO_STATUS_SHOOT_WORK_ID_FLAG_HIT") #define ARTICLE_ID_NONE lua_const("ARTICLE_ID_NONE") #define GROUND_CORRECT_KIND_CLIFF lua_const("GROUND_CORRECT_KIND_CLIFF") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REACH_FLOAT") #define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_MOTION_KIND_FAILURE lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_MOTION_KIND_FAILURE") #define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_ARTICLE_STATUS lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_ARTICLE_STATUS") #define FIGHTER_STATUS_KIND_LANDING_FALL_SPECIAL lua_const("FIGHTER_STATUS_KIND_LANDING_FALL_SPECIAL") #define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_ARTICLE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_INT_ARTICLE_ID") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_LANDING_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_LANDING_FRAME") #define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_CLIFF_POS_X lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_CLIFF_POS_X") #define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_CLIFF_POS_Y lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_CLIFF_POS_Y") #define FIGHTER_STATUS_AIR_LASSO_REACH_FLAG_RAY_CHECK lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_FLAG_RAY_CHECK") #define GROUND_CORRECT_KIND_KEEP lua_const("GROUND_CORRECT_KIND_KEEP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_HANG_FLOAT") #define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_FALL_ENABLE lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_FALL_ENABLE") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_ARTICLE_TIP_NODE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_ARTICLE_TIP_NODE_ID") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_CHECK_CLIFF_JOINT_ID lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_INT_CHECK_CLIFF_JOINT_ID") #define FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_AIR_LASSO_COUNT") #define FIGHTER_INSTANCE_WORK_ID_INT_CLIFF_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CLIFF_COUNT") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_SPEED_X lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_SPEED_X") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_SPEED_Y") #define FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_ROT_X_PREV lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_WORK_FLOAT_ROT_X_PREV") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD_DOWN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD_DOWN") #define FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_TOUCH lua_const("FIGHTER_STATUS_AIR_LASSO_HANG_FLAG_TOUCH") #define FIGHTER_STATUS_KIND_AIR_LASSO_REWIND lua_const("FIGHTER_STATUS_KIND_AIR_LASSO_REWIND") #define FIGHTER_LOG_DATA_INT_CLIFF_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_NUM") #define FIGHTER_IK_SLOT_RIGHT_ARM_CLIFF lua_const("FIGHTER_IK_SLOT_RIGHT_ARM_CLIFF") #define FIGHTER_IK_SLOT_LEFT_ARM_CLIFF lua_const("FIGHTER_IK_SLOT_LEFT_ARM_CLIFF") #define FIGHTER_KINETIC_TYPE_RESET lua_const("FIGHTER_KINETIC_TYPE_RESET") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_REWIND_FLOAT") #define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_BODY_ANGLE_INTP lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_BODY_ANGLE_INTP") #define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_ARTICLE_ID lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_ARTICLE_ID") #define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_FRAME") #define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_MOTION_START_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_MOTION_START_FRAME") #define GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FREE_Y lua_const("GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FREE_Y") #define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_BODY_ANGLE_INTP_MAX lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_INT_BODY_ANGLE_INTP_MAX") #define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_FLOAT_BODY_ANGLE lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_FLOAT_BODY_ANGLE") #define FIGHTER_STATUS_AIR_LASSO_REWIND_FLAG_TOUCH lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_FLAG_TOUCH") #define FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_FLOAT_UP_Z lua_const("FIGHTER_STATUS_AIR_LASSO_REWIND_WORK_FLOAT_UP_Z") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_AIR_LASSO_FAILURE_FLOAT") #define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_FLAG_REWIND lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_FLAG_REWIND") #define FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_WAIT_FRAME lua_const("FIGHTER_STATUS_AIR_LASSO_FAILURE_WORK_INT_WAIT_FRAME") #define WEAPON_LASSO_STATUS_REACH_WORK_ID_INT_REWIND_FRAME lua_const("WEAPON_LASSO_STATUS_REACH_WORK_ID_INT_REWIND_FRAME") #define FIGHTER_TREADED_KIND_ENABLE lua_const("FIGHTER_TREADED_KIND_ENABLE") #define FIGHTER_STATUS_KIND_WAIT lua_const("FIGHTER_STATUS_KIND_WAIT") #define FIGHTER_STATUS_ATTACH_WALL_FLAG_STICK_Y_NEUTRAL lua_const("FIGHTER_STATUS_ATTACH_WALL_FLAG_STICK_Y_NEUTRAL") #define FIGHTER_STATUS_KIND_DETACH_WALL_FALL lua_const("FIGHTER_STATUS_KIND_DETACH_WALL_FALL") #define FIGHTER_STATUS_ATTACH_WALL_FLAG_MOT_STOP lua_const("FIGHTER_STATUS_ATTACH_WALL_FLAG_MOT_STOP") #define FIGHTER_STATUS_KIND_ATTACH_WALL_WAIT lua_const("FIGHTER_STATUS_KIND_ATTACH_WALL_WAIT") #define GROUND_TOUCH_FLAG_DOWN lua_const("GROUND_TOUCH_FLAG_DOWN") #define FIGHTER_STATUS_ATTACH_WALL_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ATTACH_WALL_WORK_INT_FRAME") #define FIGHTER_STATUS_KIND_DETACH_WALL_JUMP lua_const("FIGHTER_STATUS_KIND_DETACH_WALL_JUMP") #define FIGHTER_STATUS_KIND_DETACH_WALL lua_const("FIGHTER_STATUS_KIND_DETACH_WALL") #define FIGHTER_KINETIC_TYPE_DETACH_WALL lua_const("FIGHTER_KINETIC_TYPE_DETACH_WALL") #define GROUND_CLIFF_CHECK_KIND_ON_DROP_BOTH_SIDES lua_const("GROUND_CLIFF_CHECK_KIND_ON_DROP_BOTH_SIDES") #define FIGHTER_KINETIC_TYPE_DETACH_WALL_FALL lua_const("FIGHTER_KINETIC_TYPE_DETACH_WALL_FALL") #define GROUND_CLIFF_CHECK_KIND_ON_DROP lua_const("GROUND_CLIFF_CHECK_KIND_ON_DROP") #define FIGHTER_KINETIC_TYPE_DETACH_WALL_JUMP lua_const("FIGHTER_KINETIC_TYPE_DETACH_WALL_JUMP") #define FIGHTER_INSTANCE_WORK_ID_FLAG_INFINITY_SMASH_HOLD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_INFINITY_SMASH_HOLD") #define FIGHTER_KINETIC_TYPE_MOTION lua_const("FIGHTER_KINETIC_TYPE_MOTION") #define GROUND_CORRECT_KIND_GROUND_CLIFF_STOP_ATTACK lua_const("GROUND_CORRECT_KIND_GROUND_CLIFF_STOP_ATTACK") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_FLOAT") #define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_KEEP lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_KEEP") #define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_1 lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_1") #define FIGHTER_STATUS_ATTACK_WORK_INT_100_HIT_NEAR_COUNT lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_HIT_NEAR_COUNT") #define FIGHTER_STATUS_ATTACK_WORK_INT_ATTACK11_MOTION lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_ATTACK11_MOTION") #define FIGHTER_COMBO_TYPE_NONE lua_const("FIGHTER_COMBO_TYPE_NONE") #define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_RESTART lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_RESTART") #define FIGHTER_STATUS_ATTACK_FLAG_RESTART lua_const("FIGHTER_STATUS_ATTACK_FLAG_RESTART") #define FIGHTER_COMBO_TYPE_HIT lua_const("FIGHTER_COMBO_TYPE_HIT") #define FIGHTER_COMBO_TYPE_SUCCEED lua_const("FIGHTER_COMBO_TYPE_SUCCEED") #define FIGHTER_STATUS_ATTACK_WORK_INT_100_COUNT lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_COUNT") #define FIGHTER_PAD_FLAG_ATTACK_TRIGGER lua_const("FIGHTER_PAD_FLAG_ATTACK_TRIGGER") #define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO_PRECEDE lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO_PRECEDE") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_ATTACK_DISABLE_MINI_JUMP_ATTACK lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_ATTACK_DISABLE_MINI_JUMP_ATTACK") #define FIGHTER_STATUS_WORK_ID_INT_RESERVE_ATTACK_MINI_JUMP_ATTACK_FRAME lua_const("FIGHTER_STATUS_WORK_ID_INT_RESERVE_ATTACK_MINI_JUMP_ATTACK_FRAME") #define FIGHTER_STATUS_ATTACK_FLAG_RESTART_ATTACK lua_const("FIGHTER_STATUS_ATTACK_FLAG_RESTART_ATTACK") #define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO") #define FIGHTER_STATUS_ATTACK_FLAG_CONNECT_COMBO lua_const("FIGHTER_STATUS_ATTACK_FLAG_CONNECT_COMBO") #define FIGHTER_STATUS_ATTACK_FLAG_RELEASE_BUTTON lua_const("FIGHTER_STATUS_ATTACK_FLAG_RELEASE_BUTTON") #define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_NO_HIT_COMBO lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_NO_HIT_COMBO") #define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_NO_HIT_COMBO_TRIGGER lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_NO_HIT_COMBO_TRIGGER") #define FIGHTER_STATUS_ATTACK_FLAG_RESTART_COMBO lua_const("FIGHTER_STATUS_ATTACK_FLAG_RESTART_COMBO") #define MA_MSC_CMD_CANCEL_UNABLE_CANCEL lua_const("MA_MSC_CMD_CANCEL_UNABLE_CANCEL") #define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_100 lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_100") #define FIGHTER_STATUS_WORK_ID_INT_RESERVE_LOG_ATTACK_KIND lua_const("FIGHTER_STATUS_WORK_ID_INT_RESERVE_LOG_ATTACK_KIND") #define FIGHTER_COMBO_KIND_S1 lua_const("FIGHTER_COMBO_KIND_S1") #define FIGHTER_KIND_RYU lua_const("FIGHTER_KIND_RYU") #define FIGHTER_KIND_KEN lua_const("FIGHTER_KIND_KEN") #define FIGHTER_ATTACK100_TYPE_NONE lua_const("FIGHTER_ATTACK100_TYPE_NONE") #define BATTLE_OBJECT_CATEGORY_INVALID lua_const("BATTLE_OBJECT_CATEGORY_INVALID") #define BATTLE_OBJECT_CATEGORY_ITEM lua_const("BATTLE_OBJECT_CATEGORY_ITEM") #define BATTLE_OBJECT_CATEGORY_WEAPON lua_const("BATTLE_OBJECT_CATEGORY_WEAPON") #define BATTLE_OBJECT_CATEGORY_ENEMY lua_const("BATTLE_OBJECT_CATEGORY_ENEMY") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_REBOUND_ATTACK_SPEED lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_REBOUND_ATTACK_SPEED") #define GROUND_TOUCH_FLAG_SIDE lua_const("GROUND_TOUCH_FLAG_SIDE") #define FIGHTER_STATUS_ATTACK_WORK_INT_100_HIT_NEAR_COUNT_CLIFF_STOP lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_HIT_NEAR_COUNT_CLIFF_STOP") #define FIGHTER_STATUS_ATTACK_100_STEP_START lua_const("FIGHTER_STATUS_ATTACK_100_STEP_START") #define FIGHTER_STATUS_ATTACK_WORK_INT_100_STEP lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_STEP") #define FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE") #define FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE_CHECK lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE_CHECK") #define FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE_INPUT lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_CONTINUE_INPUT") #define FIGHTER_STATUS_ATTACK_100_STEP_LOOP lua_const("FIGHTER_STATUS_ATTACK_100_STEP_LOOP") #define FIGHTER_STATUS_ATTACK_100_STEP_END lua_const("FIGHTER_STATUS_ATTACK_100_STEP_END") #define FIGHTER_LOG_ATTACK_SUB_KIND_UNIQ lua_const("FIGHTER_LOG_ATTACK_SUB_KIND_UNIQ") #define FIGHTER_INSTANCE_WORK_ID_INT_TRICK_SUB lua_const("FIGHTER_INSTANCE_WORK_ID_INT_TRICK_SUB") #define FIGHTER_STATUS_ATTACK_FLAG_100_LOOPED lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_LOOPED") #define FIGHTER_STATUS_ATTACK_FLAG_100_CHECK_COMBO_NUM lua_const("FIGHTER_STATUS_ATTACK_FLAG_100_CHECK_COMBO_NUM") #define FIGHTER_STATUS_ATTACK_WORK_INT_100_CONTINUE_COUNT lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_100_CONTINUE_COUNT") #define FIGHTER_LOG_ATTACK_SUB_KIND_NONE lua_const("FIGHTER_LOG_ATTACK_SUB_KIND_NONE") #define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_DASH lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_DASH") #define FIGHTER_STATUS_ATTACK_DASH_WORK_INT_CATCH_FRAME lua_const("FIGHTER_STATUS_ATTACK_DASH_WORK_INT_CATCH_FRAME") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH_TURN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH_TURN") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CATCH_DASH") #define FIGHTER_STATUS_ATTACK_DASH_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ATTACK_DASH_WORK_INT_FRAME") #define FIGHTER_STATUS_ATTACK_DASH_FLAG_ATTACK_HI4_DISABLE lua_const("FIGHTER_STATUS_ATTACK_DASH_FLAG_ATTACK_HI4_DISABLE") #define FIGHTER_STATUS_KIND_CATCH_TURN lua_const("FIGHTER_STATUS_KIND_CATCH_TURN") #define FIGHTER_ATTACK_DASH_TYPE_SQUAT_WAIT lua_const("FIGHTER_ATTACK_DASH_TYPE_SQUAT_WAIT") #define FIGHTER_STATUS_KIND_TURN_RUN lua_const("FIGHTER_STATUS_KIND_TURN_RUN") #define FIGHTER_KINETIC_TYPE_MOTION_RUN_STOP lua_const("FIGHTER_KINETIC_TYPE_MOTION_RUN_STOP") #define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_3 lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_3") #define FIGHTER_STATUS_ATTACK_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_FRAME") #define FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO_INPUT lua_const("FIGHTER_STATUS_ATTACK_FLAG_ENABLE_COMBO_INPUT") #define FIGHTER_COMBO_KIND_S3 lua_const("FIGHTER_COMBO_KIND_S3") #define FIGHTER_COMMAND_ATTACK3_KIND_B lua_const("FIGHTER_COMMAND_ATTACK3_KIND_B") #define FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_COUNT") #define FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_COUNT_CLIFF_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_COUNT_CLIFF_STOP") #define FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACK_LW3_HIT_NEAR_FRAME") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_START_FLOAT") #define FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_FRAME") #define MA_MSC_CMD_PHYSICS_STOP_CHARGE lua_const("MA_MSC_CMD_PHYSICS_STOP_CHARGE") #define FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_HOLD_KEEP_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_HOLD_KEEP_FRAME") #define FIGHTER_STATUS_KIND_ATTACK_S4_HOLD lua_const("FIGHTER_STATUS_KIND_ATTACK_S4_HOLD") #define FIGHTER_STATUS_KIND_ATTACK_S4 lua_const("FIGHTER_STATUS_KIND_ATTACK_S4") #define FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_PREV_LR lua_const("FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_PREV_LR") #define FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_TARGET_LR lua_const("FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_TARGET_LR") #define FIGHTER_STATUS_KIND_CAPTURE_PULLED lua_const("FIGHTER_STATUS_KIND_CAPTURE_PULLED") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4_HOLD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4_HOLD") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_S4") #define FIGHTER_STATUS_ATTACK_FLAG_START_SMASH_HOLD lua_const("FIGHTER_STATUS_ATTACK_FLAG_START_SMASH_HOLD") #define FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_RESTART_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_FLOAT_SMASH_RESTART_FRAME") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLOAT") #define FS_SUCCEEDS_KEEP_VISIBILITY lua_const("FS_SUCCEEDS_KEEP_VISIBILITY") #define FS_SUCCEEDS_KEEP_EFFECT lua_const("FS_SUCCEEDS_KEEP_EFFECT") #define FS_SUCCEEDS_KEEP_SOUND lua_const("FS_SUCCEEDS_KEEP_SOUND") #define FS_SUCCEEDS_KEEP_NO_REACTION lua_const("FS_SUCCEEDS_KEEP_NO_REACTION") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S4") #define FIGHTER_LOG_MASK_FLAG_HAJIKI lua_const("FIGHTER_LOG_MASK_FLAG_HAJIKI") #define FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_BASE_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_BASE_FRAME") #define FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_TOTAL_FRAME lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_SMASH_LOOP_TOTAL_FRAME") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_4_FLOAT") #define FS_SUCCEEDS_KEEP_HIT lua_const("FS_SUCCEEDS_KEEP_HIT") #define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_4 lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_4") #define FIGHTER_STATUS_ATTACK_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_ATTACK_WORK_INT_MOTION_KIND") #define FIGHTER_STATUS_ATTACK_FLAG_SMASH_SMASH_HOLD_TO_ATTACK lua_const("FIGHTER_STATUS_ATTACK_FLAG_SMASH_SMASH_HOLD_TO_ATTACK") #define FIGHTER_COMBO_KIND_S4 lua_const("FIGHTER_COMBO_KIND_S4") #define FIGHTER_STATUS_KIND_ATTACK_LW4_HOLD lua_const("FIGHTER_STATUS_KIND_ATTACK_LW4_HOLD") #define FIGHTER_STATUS_KIND_ATTACK_HI4_HOLD lua_const("FIGHTER_STATUS_KIND_ATTACK_HI4_HOLD") #define FIGHTER_STATUS_KIND_ITEM_SWING_S4_HOLD lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_S4_HOLD") #define FIGHTER_STATUS_KIND_ATTACK_LW4 lua_const("FIGHTER_STATUS_KIND_ATTACK_LW4") #define FIGHTER_STATUS_KIND_ATTACK_HI4 lua_const("FIGHTER_STATUS_KIND_ATTACK_HI4") #define FIGHTER_STATUS_KIND_ITEM_SWING_S4 lua_const("FIGHTER_STATUS_KIND_ITEM_SWING_S4") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_HOLD lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_HOLD") #define FIGHTER_STATUS_ATTACK_FLAG_HOLD lua_const("FIGHTER_STATUS_ATTACK_FLAG_HOLD") #define FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_HOLD_RATE lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_HOLD_RATE") #define FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_FRAME") #define FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_TOTAL_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_TOTAL_FRAME") #define FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_BASE_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_LOOP_BASE_FRAME") #define ITEM_KIND_CLUB lua_const("ITEM_KIND_CLUB") #define FIGHTER_STATUS_ITEM_SWING_WORK_INT_S4_HOLD_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_S4_HOLD_FRAME") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4_HOLD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4_HOLD") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_HI4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_HI4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_HI4") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4_HOLD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4_HOLD") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_LW4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_LW4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_LW4") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLOAT") #define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_NONE lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_NONE") #define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_AIR lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_AIR") #define FIGHTER_STATUS_ATTACK_AIR_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_ATTACK_AIR_WORK_INT_MOTION_KIND") #define FIGHTER_COMMAND_ATTACK_AIR_KIND_N lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_N") #define FIGHTER_LOG_ACTION_CATEGORY_ATTACK lua_const("FIGHTER_LOG_ACTION_CATEGORY_ATTACK") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_N lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_N") #define FIGHTER_COMMAND_ATTACK_AIR_KIND_F lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_F") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F") #define FIGHTER_COMMAND_ATTACK_AIR_KIND_B lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_B") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_B lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_B") #define FIGHTER_COMMAND_ATTACK_AIR_KIND_HI lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_HI") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_HI lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_HI") #define FIGHTER_COMMAND_ATTACK_AIR_KIND_LW lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_LW") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_LW lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_LW") #define FIGHTER_STATUS_ATTACK_AIR_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ATTACK_AIR_WORK_INT_FRAME") #define FIGHTER_STATUS_ATTACK_AIR_FLAG_KEEP_AIR lua_const("FIGHTER_STATUS_ATTACK_AIR_FLAG_KEEP_AIR") #define FIGHTER_STATUS_ATTACK_AIR_FLAG_ENABLE_LANDING lua_const("FIGHTER_STATUS_ATTACK_AIR_FLAG_ENABLE_LANDING") #define FIGHTER_STATUS_KIND_LANDING_ATTACK_AIR lua_const("FIGHTER_STATUS_KIND_LANDING_ATTACK_AIR") #define FIGHTER_STATUS_ATTACK_AIR_FLAG_LANDING_CLEAR_SPEED lua_const("FIGHTER_STATUS_ATTACK_AIR_FLAG_LANDING_CLEAR_SPEED") #define FIGHTER_INSTANCE_WORK_ID_FLAG_IGNORE_2ND_MOTION lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_IGNORE_2ND_MOTION") #define FIGHTER_KINETIC_TYPE_JUMP_AERIAL_MOTION_2ND lua_const("FIGHTER_KINETIC_TYPE_JUMP_AERIAL_MOTION_2ND") #define FS_SUCCEEDS_KEEP_COLOR_BLEND lua_const("FS_SUCCEEDS_KEEP_COLOR_BLEND") #define FS_SUCCEEDS_KEEP_SLOPE lua_const("FS_SUCCEEDS_KEEP_SLOPE") #define FS_SUCCEEDS_KEEP_ROT_Y_LR lua_const("FS_SUCCEEDS_KEEP_ROT_Y_LR") #define FIGHTER_KIND_KIRBY lua_const("FIGHTER_KIND_KIRBY") #define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH_TURN") #define FIGHTER_KIND_LITTLEMAC lua_const("FIGHTER_KIND_LITTLEMAC") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH_TURN lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH_TURN") #define SITUATION_KIND_NONE lua_const("SITUATION_KIND_NONE") #define FIGHTER_KINETIC_TYPE_REBOUND lua_const("FIGHTER_KINETIC_TYPE_REBOUND") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_STOP_FLOAT") #define FIGHTER_STATUS_WORK_ID_FLAG_CATCH_REBOUND lua_const("FIGHTER_STATUS_WORK_ID_FLAG_CATCH_REBOUND") #define FIGHTER_STATUS_WORK_ID_FLAG_CATCH_REBOUND_AIR lua_const("FIGHTER_STATUS_WORK_ID_FLAG_CATCH_REBOUND_AIR") #define FIGHTER_STATUS_KIND_REBOUND lua_const("FIGHTER_STATUS_KIND_REBOUND") #define FIGHTER_STATUS_KIND_REBOUND_JUMP lua_const("FIGHTER_STATUS_KIND_REBOUND_JUMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_FLOAT") #define FIGHTER_STATUS_WORK_ID_FLOAT_REBOUND_MOTION_RATE lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_REBOUND_MOTION_RATE") #define FIGHTER_KINETIC_TYPE_REBOUND_JUMP lua_const("FIGHTER_KINETIC_TYPE_REBOUND_JUMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REBOUND_JUMP_FLAG") #define MA_MSC_CMD_PHYSICS_SET_SWING_INTP lua_const("MA_MSC_CMD_PHYSICS_SET_SWING_INTP") #define FIGHTER_STATUS_REBOUND_JUMP_WORK_INT_CENCEL_FRAME lua_const("FIGHTER_STATUS_REBOUND_JUMP_WORK_INT_CENCEL_FRAME") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK11 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK11") #define FIGHTER_LOG_MASK_FLAG_ACTION_TRIGGER_ON lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_TRIGGER_ON") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK12 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK12") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK13 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK13") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK100 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK100") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_DASH") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3_S2 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3_S2") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3_S3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_S3_S3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_HI3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_HI3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_LW3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_LW3") #define GROUND_CORRECT_KIND_NONE lua_const("GROUND_CORRECT_KIND_NONE") #define FIGHTER_TREADED_KIND_DISABLE lua_const("FIGHTER_TREADED_KIND_DISABLE") #define FIGHTER_STATUS_ATTR_NO_DROP_ITEM lua_const("FIGHTER_STATUS_ATTR_NO_DROP_ITEM") #define FIGHTER_INSTANCE_WORK_ID_FLAG_LOUPE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_LOUPE") #define FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_MOTION_SHARE_TYPE_TARO lua_const("FIGHTER_MOTION_SHARE_TYPE_TARO") #define FIGHTER_MOTION_SHARE_TYPE_BIG lua_const("FIGHTER_MOTION_SHARE_TYPE_BIG") #define FIGHTER_MOTION_SHARE_TYPE_GIRL lua_const("FIGHTER_MOTION_SHARE_TYPE_GIRL") #define FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_PARENT_SITUATION lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_PARENT_SITUATION") #define FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_RATE_FRAME lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_INT_MOTION_RATE_FRAME") #define FIGHTER_STATUS_KIND_BITTEN_WARIO_END lua_const("FIGHTER_STATUS_KIND_BITTEN_WARIO_END") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ON_SCALING lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ON_SCALING") #define FIGHTER_STATUS_KIND_CAPTURE_CUT lua_const("FIGHTER_STATUS_KIND_CAPTURE_CUT") #define LINK_ATTRIBUTE_REFERENCE_PARENT_COLOR_BLEND lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_COLOR_BLEND") #define FIGHTER_STATUS_BITTEN_WARIO_WORK_FLOAT_MOTION_END_FRAME lua_const("FIGHTER_STATUS_BITTEN_WARIO_WORK_FLOAT_MOTION_END_FRAME") #define FIGHTER_STATUS_KIND_BITTEN_WARIO lua_const("FIGHTER_STATUS_KIND_BITTEN_WARIO") #define GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FIX lua_const("GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FIX") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CALC_CURSOR_POS_FORCE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CALC_CURSOR_POS_FORCE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD") #define FIGHTER_KIND_KOOPAG lua_const("FIGHTER_KIND_KOOPAG") #define FIGHTER_KIND_KOOPA lua_const("FIGHTER_KIND_KOOPA") #define FIGHTER_KIND_GANON lua_const("FIGHTER_KIND_GANON") #define ITEM_KIND_KOOPAG lua_const("ITEM_KIND_KOOPAG") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NAME_CURSOR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NAME_CURSOR") #define FIGHTER_STATUS_BOSS_DEAD_FLAG_CHANGED_MOTION lua_const("FIGHTER_STATUS_BOSS_DEAD_FLAG_CHANGED_MOTION") #define FIGHTER_STATUS_BOSS_DEAD_WORK_INT_SITUATION_KIND_PREVIOUS lua_const("FIGHTER_STATUS_BOSS_DEAD_WORK_INT_SITUATION_KIND_PREVIOUS") #define FIGHTER_STATUS_BOSS_DEAD_FLAG_KEYOFF_BGM lua_const("FIGHTER_STATUS_BOSS_DEAD_FLAG_KEYOFF_BGM") #define FIGHTER_STATUS_BOSS_DEAD_FLAG_BOSS_STOP_SE lua_const("FIGHTER_STATUS_BOSS_DEAD_FLAG_BOSS_STOP_SE") #define BOSS_COMMON_PARAM_INT_SE_FADE_TIME lua_const("BOSS_COMMON_PARAM_INT_SE_FADE_TIME") #define FIGHTER_STATUS_BOSS_DEAD_FLAG_FINISH lua_const("FIGHTER_STATUS_BOSS_DEAD_FLAG_FINISH") #define FIGHTER_STATUS_DEAD_FLAG_END_ACTION lua_const("FIGHTER_STATUS_DEAD_FLAG_END_ACTION") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_END lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_END") #define FIGHTER_STATUS_BURY_WORK_INT_MERIKOMI_EFFECT_HANDLE lua_const("FIGHTER_STATUS_BURY_WORK_INT_MERIKOMI_EFFECT_HANDLE") #define FIGHTER_STATUS_BURY_WORK_FLOAT_START_CLATTER_TIME lua_const("FIGHTER_STATUS_BURY_WORK_FLOAT_START_CLATTER_TIME") #define MA_MSC_EFFECT_SET_POS lua_const("MA_MSC_EFFECT_SET_POS") #define MA_MSC_EFFECT_SET_ROT lua_const("MA_MSC_EFFECT_SET_ROT") #define MA_MSC_EFFECT_SET_SCALE lua_const("MA_MSC_EFFECT_SET_SCALE") #define FIGHTER_STATUS_BURY_WORK_INT_SMOKE_EFFECT_FRAME lua_const("FIGHTER_STATUS_BURY_WORK_INT_SMOKE_EFFECT_FRAME") #define FIGHTER_STATUS_BURY_WORK_INT_SMOKE2_EFFECT_FRAME lua_const("FIGHTER_STATUS_BURY_WORK_INT_SMOKE2_EFFECT_FRAME") #define FIGHTER_STATUS_BURY_WORK_FLAG_FEW_REMAINING_CLATTER_TIME_EFFECT lua_const("FIGHTER_STATUS_BURY_WORK_FLAG_FEW_REMAINING_CLATTER_TIME_EFFECT") #define FIGHTER_STATUS_BURY_WORK_FLAG_RECOVERY lua_const("FIGHTER_STATUS_BURY_WORK_FLAG_RECOVERY") #define LUA_SCRIPT_STATUS_FUNC_CHECK_DAMAGE lua_const("LUA_SCRIPT_STATUS_FUNC_CHECK_DAMAGE") #define FIGHTER_STATUS_KIND_BURY_JUMP lua_const("FIGHTER_STATUS_KIND_BURY_JUMP") #define FIGHTER_STATUS_BURY_WORK_FLAG_INVALID_NO_REACTION lua_const("FIGHTER_STATUS_BURY_WORK_FLAG_INVALID_NO_REACTION") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DAMGE_TO_BURY lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DAMGE_TO_BURY") #define FIGHTER_INSTANCE_WORK_ID_FLAG_PIT_FALL_TO_DOWN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PIT_FALL_TO_DOWN") #define FIGHTER_STATUS_KIND_DOWN lua_const("FIGHTER_STATUS_KIND_DOWN") #define FIGHTER_STATUS_KIND_DOWN_WAIT lua_const("FIGHTER_STATUS_KIND_DOWN_WAIT") #define FIGHTER_STATUS_KIND_DOWN_WAIT_CONTINUE lua_const("FIGHTER_STATUS_KIND_DOWN_WAIT_CONTINUE") #define FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_BURY_FLOAT") #define FIGHTER_STATUS_BURY_WORK_INT_FRAME lua_const("FIGHTER_STATUS_BURY_WORK_INT_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_BURY_STOP_FRAME_COUNTER lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BURY_STOP_FRAME_COUNTER") #define FIGHTER_INSTANCE_WORK_ID_FLAG_BURY_R lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_BURY_R") #define PHYSICS_SWING_SPECIAL_STATE_CURVE lua_const("PHYSICS_SWING_SPECIAL_STATE_CURVE") #define FIGHTER_STATUS_KIND_BURY_WAIT lua_const("FIGHTER_STATUS_KIND_BURY_WAIT") #define MA_MSC_CMD_SLOPE_SLOPE lua_const("MA_MSC_CMD_SLOPE_SLOPE") #define MA_MSC_CMD_SLOEP_SLOPE_KIND_NONE lua_const("MA_MSC_CMD_SLOEP_SLOPE_KIND_NONE") #define DAMAGE_NO_REACTION_MODE_NORMAL lua_const("DAMAGE_NO_REACTION_MODE_NORMAL") #define DAMAGE_LEVEL_1 lua_const("DAMAGE_LEVEL_1") #define HIT_HEIGHT_LOW lua_const("HIT_HEIGHT_LOW") #define HIT_HEIGHT_CENTER lua_const("HIT_HEIGHT_CENTER") #define HIT_HEIGHT_HIGH lua_const("HIT_HEIGHT_HIGH") #define DAMAGE_LEVEL_2 lua_const("DAMAGE_LEVEL_2") #define DAMAGE_LEVEL_3 lua_const("DAMAGE_LEVEL_3") #define CONTROL_CLATTER_CAUSE_NONE lua_const("CONTROL_CLATTER_CAUSE_NONE") #define FIGHTER_STATUS_BURY_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_STATUS_BURY_WORK_FLOAT_SPEED_Y") #define EFFECT_SUB_ATTRIBUTE_NONE lua_const("EFFECT_SUB_ATTRIBUTE_NONE") #define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_BURY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_BURY_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_BURY_R_THROW_OPPONENT_OBJECT_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BURY_R_THROW_OPPONENT_OBJECT_ID") #define FIGHTER_KIND_ROBOT lua_const("FIGHTER_KIND_ROBOT") #define PHYSICS_SWING_SPECIAL_STATE_BINDPOSE_SKIRT lua_const("PHYSICS_SWING_SPECIAL_STATE_BINDPOSE_SKIRT") #define FIGHTER_STATUS_BURY_WORK_FLAG_SWING_BINDPOSE_SKIRT lua_const("FIGHTER_STATUS_BURY_WORK_FLAG_SWING_BINDPOSE_SKIRT") #define FIGHTER_KIND_KOOPAJR lua_const("FIGHTER_KIND_KOOPAJR") #define FIGHTER_STATUS_BURY_WORK_FLOAT_OFFSET_Y lua_const("FIGHTER_STATUS_BURY_WORK_FLOAT_OFFSET_Y") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ALL_FLOAT") #define FIGHTER_STATUS_BURY_WORK_FLOAT_JUMP_FRAME lua_const("FIGHTER_STATUS_BURY_WORK_FLOAT_JUMP_FRAME") #define FIGHTER_KINETIC_TYPE_UNIQ lua_const("FIGHTER_KINETIC_TYPE_UNIQ") #define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_CAPTURE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_CAPTURE_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CHECK_CATCH lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CHECK_CATCH") #define FIGHTER_STATUS_KIND_CAPTURE_DAMAGE lua_const("FIGHTER_STATUS_KIND_CAPTURE_DAMAGE") #define FIGHTER_KIND_SNAKE lua_const("FIGHTER_KIND_SNAKE") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_AIR lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_AIR") #define FIGHTER_KIND_WIIFIT lua_const("FIGHTER_KIND_WIIFIT") #define FIGHTER_KIND_ROCKMAN lua_const("FIGHTER_KIND_ROCKMAN") #define FIGHTER_KIND_GAOGAEN lua_const("FIGHTER_KIND_GAOGAEN") #define GROUND_TOUCH_FLAG_UP_LEFT lua_const("GROUND_TOUCH_FLAG_UP_LEFT") #define GROUND_TOUCH_FLAG_DOWN_LEFT lua_const("GROUND_TOUCH_FLAG_DOWN_LEFT") #define GROUND_TOUCH_FLAG_UP_RIGHT lua_const("GROUND_TOUCH_FLAG_UP_RIGHT") #define GROUND_TOUCH_FLAG_DOWN_RIGHT lua_const("GROUND_TOUCH_FLAG_DOWN_RIGHT") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_STOP_PULL lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_STOP_PULL") #define MA_MSC_CMD_CAPTURE_IS_MOTION_HI_LW lua_const("MA_MSC_CMD_CAPTURE_IS_MOTION_HI_LW") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_GET_MOTION_KIND_RESULT lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_GET_MOTION_KIND_RESULT") #define FIGHTER_STATUS_KIND_CAPTURE_WAIT lua_const("FIGHTER_STATUS_KIND_CAPTURE_WAIT") #define FIGHTER_STATUS_KIND_THROWN lua_const("FIGHTER_STATUS_KIND_THROWN") #define FIGHTER_KINETIC_TYPE_CAPTURE lua_const("FIGHTER_KINETIC_TYPE_CAPTURE") #define FIGHTER_STATUS_ATTR_KEEP_2NDARY lua_const("FIGHTER_STATUS_ATTR_KEEP_2NDARY") #define FIGHTER_CAPTURE_MOTION_HEIGHT_HIGH lua_const("FIGHTER_CAPTURE_MOTION_HEIGHT_HIGH") #define FIGHTER_CAPTURE_MOTION_HEIGHT_LOW lua_const("FIGHTER_CAPTURE_MOTION_HEIGHT_LOW") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CATCHED_BUTTERFLYNET lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CATCHED_BUTTERFLYNET") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_KINETIC_ENERGY_ID_STOP_NO_STOP lua_const("FIGHTER_KINETIC_ENERGY_ID_STOP_NO_STOP") #define ENERGY_STOP_RESET_TYPE_FREE lua_const("ENERGY_STOP_RESET_TYPE_FREE") #define FL_MA_MSC_CMD_CAPTURE_PARENT_PARAM lua_const("FL_MA_MSC_CMD_CAPTURE_PARENT_PARAM") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_OFFSET lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_OFFSET") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_OFFSET_LW lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_MOTION_KIND_OFFSET_LW") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_SITUATION") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CAPTURE_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CAPTURE_WAIT") #define FIGHTER_KIND_LUIGI lua_const("FIGHTER_KIND_LUIGI") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_CAPTURE_PULLED_SE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_CAPTURE_PULLED_SE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_LANDING_CANCEL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_LANDING_CANCEL") #define FIGHTER_KIND_SZEROSUIT lua_const("FIGHTER_KIND_SZEROSUIT") #define FIGHTER_KIND_SHEIK lua_const("FIGHTER_KIND_SHEIK") #define FIGHTER_KIND_WOLF lua_const("FIGHTER_KIND_WOLF") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_FIRST lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_FIRST") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_MOTION_END_FLAG lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_MOTION_END_FLAG") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_JUMP lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_FLAG_JUMP") #define FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_JUMP_BUTTON_COUNT lua_const("FIGHTER_STATUS_CAPTURE_PULLED_WORK_INT_JUMP_BUTTON_COUNT") #define FIGHTER_STATUS_KIND_CAPTURE_PULLED_YOSHI lua_const("FIGHTER_STATUS_KIND_CAPTURE_PULLED_YOSHI") #define FIGHTER_STATUS_KIND_CAPTURE_WAIT_YOSHI lua_const("FIGHTER_STATUS_KIND_CAPTURE_WAIT_YOSHI") #define FIGHTER_STATUS_KIND_CAPTURE_DAMAGE_YOSHI lua_const("FIGHTER_STATUS_KIND_CAPTURE_DAMAGE_YOSHI") #define FIGHTER_STATUS_KIND_SHOULDERED_DONKEY_START lua_const("FIGHTER_STATUS_KIND_SHOULDERED_DONKEY_START") #define FIGHTER_STATUS_KIND_SHOULDERED_DONKEY lua_const("FIGHTER_STATUS_KIND_SHOULDERED_DONKEY") #define FIGHTER_STATUS_KIND_CAPTURE_WAIT_OCTOPUS lua_const("FIGHTER_STATUS_KIND_CAPTURE_WAIT_OCTOPUS") #define MA_MSC_CMD_CAPTURE_CAPTURE_CUT lua_const("MA_MSC_CMD_CAPTURE_CAPTURE_CUT") #define FIGHTER_STATUS_KIND_DOWN_SPOT lua_const("FIGHTER_STATUS_KIND_DOWN_SPOT") #define FIGHTER_STATUS_KIND_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_DAMAGE_FALL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_WAIT_FLOAT") #define FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_MOTION_KIND_OFFSET lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_MOTION_KIND_OFFSET") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CAPTURE_CUT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CAPTURE_CUT") #define FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_INT_SITUATION") #define FIGHTER_STATUS_KIND_CAPTURE_JUMP lua_const("FIGHTER_STATUS_KIND_CAPTURE_JUMP") #define FIGHTER_STATUS_CAPTURE_WAIT_WORK_FLAG_AIR lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_FLAG_AIR") #define FIGHTER_STATUS_CAPTURE_WAIT_WORK_FLAG_FIRST lua_const("FIGHTER_STATUS_CAPTURE_WAIT_WORK_FLAG_FIRST") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CAPTURE_DAMAGE_FLOAT") #define FIGHTER_STATUS_ATTR_DAMAGE lua_const("FIGHTER_STATUS_ATTR_DAMAGE") #define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_MOTION_KIND_OFFSET lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_MOTION_KIND_OFFSET") #define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_INT_SITUATION") #define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_FLAG_AIR lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_FLAG_AIR") #define FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_FLAG_FIRST lua_const("FIGHTER_STATUS_CAPTURE_DAMAGE_WORK_FLAG_FIRST") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_FORCE_CAPTURE_CUT_SPEED_X lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FORCE_CAPTURE_CUT_SPEED_X") #define FIGHTER_STATUS_CAPTURE_CUT_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CAPTURE_CUT_WORK_INT_SITUATION") #define FIGHTER_KINETIC_TYPE_CATCH_CUT lua_const("FIGHTER_KINETIC_TYPE_CATCH_CUT") #define FIGHTER_KINETIC_TYPE_CAPTURE_JUMP lua_const("FIGHTER_KINETIC_TYPE_CAPTURE_JUMP") #define FS_SUCCEEDS_KEEP_ATTACK_ABSOLUTE lua_const("FS_SUCCEEDS_KEEP_ATTACK_ABSOLUTE") #define FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_FLAG") #define FIGHTER_STATUS_KIND_DRAGGED_RIDLEY lua_const("FIGHTER_STATUS_KIND_DRAGGED_RIDLEY") #define FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROWN_FLOAT") #define FIGHTER_STATUS_THROWN_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_THROWN_WORK_INT_MOTION_KIND") #define CONSTRAINT_FLAG_OFFSET_TRANSLATE lua_const("CONSTRAINT_FLAG_OFFSET_TRANSLATE") #define WEAPON_KIND_PIKMIN_PIKMIN lua_const("WEAPON_KIND_PIKMIN_PIKMIN") #define FIGHTER_KIND_PIKMIN lua_const("FIGHTER_KIND_PIKMIN") #define FIGHTER_STATUS_KIND_LAY_DOWN lua_const("FIGHTER_STATUS_KIND_LAY_DOWN") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CAPTURE_YOSHI lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CAPTURE_YOSHI") #define FIGHTER_STATUS_ATTR_DISABLE_ITEM_INTERRUPT lua_const("FIGHTER_STATUS_ATTR_DISABLE_ITEM_INTERRUPT") #define FIGHTER_STATUS_ATTR_DETACH_PIKMIN lua_const("FIGHTER_STATUS_ATTR_DETACH_PIKMIN") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_SCALE_BACKUP lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_SCALE_BACKUP") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_PARAM_SCALING_FRAME lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_PARAM_SCALING_FRAME") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_FRAME_COUNT lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_FRAME_COUNT") #define HIT_STATUS_XLU lua_const("HIT_STATUS_XLU") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLAG_END lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLAG_END") #define FIGHTER_KINETIC_ENERGY_ID_DAMAGE lua_const("FIGHTER_KINETIC_ENERGY_ID_DAMAGE") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_X lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_X") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_Y lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_Y") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_Z lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_CATCH_POS_Z") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_INHALE_SPEED lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_FLOAT_INHALE_SPEED") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_CATCH_NODE lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_CATCH_NODE") #define FIGHTER_STATUS_KIND_CAPTURE_BLACKHOLE lua_const("FIGHTER_STATUS_KIND_CAPTURE_BLACKHOLE") #define ITEM_KIND_CRAZYHANDGRAVITYBALL lua_const("ITEM_KIND_CRAZYHANDGRAVITYBALL") #define FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_END_INVINCIBLE_FRAME lua_const("FIGHTER_STATUS_CAPTURE_BLACKHOLE_WORK_ID_INT_END_INVINCIBLE_FRAME") #define FIGHTER_STATUS_CAPTURE_MASTERHAND_WORK_FLAG_ENABLE_CLATTER lua_const("FIGHTER_STATUS_CAPTURE_MASTERHAND_WORK_FLAG_ENABLE_CLATTER") #define FIGHTER_STATUS_KIND_CAPTURE_MASTERHAND lua_const("FIGHTER_STATUS_KIND_CAPTURE_MASTERHAND") #define FIGHTER_STATUS_KIND_DAMAGE_SONG lua_const("FIGHTER_STATUS_KIND_DAMAGE_SONG") #define FIGHTER_STATUS_KIND_BURY lua_const("FIGHTER_STATUS_KIND_BURY") #define FIGHTER_STATUS_KIND_FINAL_VISUAL_ATTACK_OTHER lua_const("FIGHTER_STATUS_KIND_FINAL_VISUAL_ATTACK_OTHER") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CHECK_DEAD_AREA_FORCE lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CHECK_DEAD_AREA_FORCE") #define HIT_STATUS_NORMAL lua_const("HIT_STATUS_NORMAL") #define FIGHTER_STATUS_KIND_DEAD lua_const("FIGHTER_STATUS_KIND_DEAD") #define FIGHTER_STATUS_CAPTURE_NABBIT_WORK_INT_INVINCIBLE_FRAME lua_const("FIGHTER_STATUS_CAPTURE_NABBIT_WORK_INT_INVINCIBLE_FRAME") #define FIGHTER_STATUS_KIND_CAPTURE_NABBIT lua_const("FIGHTER_STATUS_KIND_CAPTURE_NABBIT") #define DAMAGE_NO_REACTION_MODE_ALWAYS lua_const("DAMAGE_NO_REACTION_MODE_ALWAYS") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_OCTOPUS_CAPTURE_PULLED_SPEED lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_OCTOPUS_CAPTURE_PULLED_SPEED") #define LINK_ATTRIBUTE_REFERENCE_PARENT_ATTACK_STOP lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_ATTACK_STOP") #define LINK_ATTRIBUTE_REFERENCE_PARENT_SHAKE lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_SHAKE") #define FIGHTER_STATUS_KIND_YOSHI_EGG lua_const("FIGHTER_STATUS_KIND_YOSHI_EGG") #define FIGHTER_INSTANCE_WORK_ID_INT_YOSHI_EGG_OBJECT_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_YOSHI_EGG_OBJECT_ID") #define FIGHTER_UTIL_CHECK_ATTACK_HI4_Y lua_const("FIGHTER_UTIL_CHECK_ATTACK_HI4_Y") #define FIGHTER_UTIL_CHECK_ATTACK_HI4_X lua_const("FIGHTER_UTIL_CHECK_ATTACK_HI4_X") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_SPEED_UP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_SPEED_UP") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_SPEED_UP_MAG lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_SPEED_UP_MAG") #define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_CONTROL_ACCEL_MUL lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_CONTROL_ACCEL_MUL") #define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_COUNT_FRAME lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_COUNT_FRAME") #define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_SCALE_BACKUP lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_SCALE_BACKUP") #define COLLISION_PART_BODY lua_const("COLLISION_PART_BODY") #define COLLISION_SHAPE_TYPE_CAPSULE lua_const("COLLISION_SHAPE_TYPE_CAPSULE") #define HIT_STATUS_OFF lua_const("HIT_STATUS_OFF") #define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_RECOVER_SPEED_X lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_RECOVER_SPEED_X") #define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_RECOVER_SPEED_Y lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_RECOVER_SPEED_Y") #define FIGHTER_STATUS_YOSHI_EGG_WORK_INT_RECOVER_XLU_FRAME lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_INT_RECOVER_XLU_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_BADGE_STOP_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BADGE_STOP_FRAME") #define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_CLATTER_TIME lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_CLATTER_TIME") #define FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_ANIM_FRAME lua_const("FIGHTER_STATUS_YOSHI_EGG_WORK_FLOAT_ANIM_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLAG_GEKIKARA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GEKIKARA") #define FIGHTER_KIND_DONKEY lua_const("FIGHTER_KIND_DONKEY") #define FIGHTER_STATUS_YOSHI_EGG_FLAG_SCALING_END lua_const("FIGHTER_STATUS_YOSHI_EGG_FLAG_SCALING_END") #define FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_NO_LIMIT_ONCE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_NO_LIMIT_ONCE") #define ENERGY_CONTROLLER_RESET_TYPE_FALL_ADJUST_NO_CAP lua_const("ENERGY_CONTROLLER_RESET_TYPE_FALL_ADJUST_NO_CAP") #define LINK_EVENT_SEND_ALL lua_const("LINK_EVENT_SEND_ALL") #define COLLISION_SHAPE_TYPE_SPHERE lua_const("COLLISION_SHAPE_TYPE_SPHERE") #define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_CATCH lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_CATCH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_F") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_B") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_HI lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_HI") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_LW lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_THROW_LW") #define FIGHTER_STATUS_CATCH_PULL_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_CATCH_PULL_WORK_INT_MOTION_KIND") #define FIGHTER_ANIMCMD_EFFECT lua_const("FIGHTER_ANIMCMD_EFFECT") #define FIGHTER_STATUS_KIND_CATCH_JUMP lua_const("FIGHTER_STATUS_KIND_CATCH_JUMP") #define FIGHTER_STATUS_KIND_CATCH_ATTACK lua_const("FIGHTER_STATUS_KIND_CATCH_ATTACK") #define FIGHTER_STATUS_CATCH_PULL_FLAG_UNNECESSARY_CLEAR_TRANS lua_const("FIGHTER_STATUS_CATCH_PULL_FLAG_UNNECESSARY_CLEAR_TRANS") #define FIGHTER_STATUS_CATCH_WAIT_WORK_INT_LAST_STRANS lua_const("FIGHTER_STATUS_CATCH_WAIT_WORK_INT_LAST_STRANS") #define FIGHTER_STATUS_CATCH_WAIT_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_CATCH_WAIT_WORK_INT_MOTION_KIND") #define FIGHTER_STATUS_CATCH_DASH_WORK_INT_CATCH_TURN_FRAME lua_const("FIGHTER_STATUS_CATCH_DASH_WORK_INT_CATCH_TURN_FRAME") #define FIGHTER_KINETIC_TYPE_CATCH_DASH lua_const("FIGHTER_KINETIC_TYPE_CATCH_DASH") #define FIGHTER_KINETIC_TYPE_RUN_STOP lua_const("FIGHTER_KINETIC_TYPE_RUN_STOP") #define FIGHTER_STATUS_KIND_CATCH_PULL lua_const("FIGHTER_STATUS_KIND_CATCH_PULL") #define FIGHTER_STATUS_KIND_CATCH_DASH_PULL lua_const("FIGHTER_STATUS_KIND_CATCH_DASH_PULL") #define FIGHTER_CATCH_IK_BOTH lua_const("FIGHTER_CATCH_IK_BOTH") #define FIGHTER_CATCH_IK_LEFT lua_const("FIGHTER_CATCH_IK_LEFT") #define FIGHTER_IK_SLOT_LEFT_ARM lua_const("FIGHTER_IK_SLOT_LEFT_ARM") #define FIGHTER_STATUS_CATCH_WAIT_WORK_INT_IK_LEFT_JOINT_ID lua_const("FIGHTER_STATUS_CATCH_WAIT_WORK_INT_IK_LEFT_JOINT_ID") #define FIGHTER_CATCH_IK_RIGHT lua_const("FIGHTER_CATCH_IK_RIGHT") #define FIGHTER_IK_SLOT_RIGHT_ARM lua_const("FIGHTER_IK_SLOT_RIGHT_ARM") #define FIGHTER_STATUS_CATCH_WAIT_WORK_INT_IK_RIGHT_JOINT_ID lua_const("FIGHTER_STATUS_CATCH_WAIT_WORK_INT_IK_RIGHT_JOINT_ID") #define FIGHTER_PAD_CMD_CAT2_FLAG_THROW_F lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_THROW_F") #define FIGHTER_PAD_CMD_CAT2_FLAG_THROW_B lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_THROW_B") #define FIGHTER_PAD_CMD_CAT2_FLAG_THROW_HI lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_THROW_HI") #define FIGHTER_PAD_CMD_CAT2_FLAG_THROW_LW lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_THROW_LW") #define FIGHTER_PAD_FLAG_SPECIAL_TRIGGER lua_const("FIGHTER_PAD_FLAG_SPECIAL_TRIGGER") #define FIGHTER_CATCH_IK_NONE lua_const("FIGHTER_CATCH_IK_NONE") #define FIGHTER_INSTANCE_WORK_ID_INT_IK_ARM_LEFT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_IK_ARM_LEFT") #define FIGHTER_INSTANCE_WORK_ID_INT_IK_ARM_RIGHT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_IK_ARM_RIGHT") #define FIGHTER_STATUS_KIND_CATCH_CUT lua_const("FIGHTER_STATUS_KIND_CATCH_CUT") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CATCH_ATTACK lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CATCH_ATTACK") #define FIGHTER_STATUS_CATCH_CUT_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_CATCH_CUT_WORK_INT_SITUATION") #define FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_THROW_FLOAT") #define FIGHTER_LOG_MASK_FLAG_THROW lua_const("FIGHTER_LOG_MASK_FLAG_THROW") #define FIGHTER_POWER_UP_ATTACK_BIT_THROW lua_const("FIGHTER_POWER_UP_ATTACK_BIT_THROW") #define FIGHTER_STATUS_THROW_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_STATUS_THROW_WORK_FLOAT_MOTION_RATE") #define FIGHTER_LOG_ATTACK_KIND_THROW_F lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_F") #define FIGHTER_LOG_ATTACK_KIND_THROW_B lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_B") #define FIGHTER_LOG_ATTACK_KIND_THROW_HI lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_HI") #define FIGHTER_LOG_ATTACK_KIND_THROW_LW lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_LW") #define MA_MSC_CMD_CATCH_IS_CATCH lua_const("MA_MSC_CMD_CATCH_IS_CATCH") #define FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP lua_const("FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP") #define FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_NO lua_const("FIGHTER_STATUS_THROW_WORK_INT_TARGET_HIT_NO") #define FIGHTER_STATUS_THROW_WORK_INT_TARGET_OBJECT lua_const("FIGHTER_STATUS_THROW_WORK_INT_TARGET_OBJECT") #define HIT_STATUS_INVINCIBLE lua_const("HIT_STATUS_INVINCIBLE") #define FIGHTER_STATUS_THROW_FLAG_INVINCIBLE lua_const("FIGHTER_STATUS_THROW_FLAG_INVINCIBLE") #define BODY_TYPE_MOTION_DX lua_const("BODY_TYPE_MOTION_DX") #define BODY_TYPE_MOTION_GIRL lua_const("BODY_TYPE_MOTION_GIRL") #define FIGHTER_STATUS_KIND_CATCHED_AIR_END_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_AIR_END_GANON") #define FIGHTER_STATUS_KIND_CATCHED_CUT_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_CUT_GANON") #define MA_MSC_CMD_CAPTURE_THROWN lua_const("MA_MSC_CMD_CAPTURE_THROWN") #define FIGHTER_STATUS_KIND_CATCHED_AIR_FALL_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_AIR_FALL_GANON") #define FIGHTER_STATUS_KIND_CATCHED_AIR_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_AIR_GANON") #define FIGHTER_INSTANCE_WORK_ID_FLAG_GANON_SPECIAL_S_DAMAGE_FALL_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GANON_SPECIAL_S_DAMAGE_FALL_AIR") #define FIGHTER_INSTANCE_WORK_ID_FLAG_GANON_SPECIAL_S_DAMAGE_FALL_GROUND lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GANON_SPECIAL_S_DAMAGE_FALL_GROUND") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_X lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_X") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_Y") #define BODY_TYPE_MOTION_BIG lua_const("BODY_TYPE_MOTION_BIG") #define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_X lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_X") #define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_Y lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_Y") #define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_Z lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_INIT_OFFSET_Z") #define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_INT_OFFSET_COUNT lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_INT_OFFSET_COUNT") #define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_SPEED_X lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_SPEED_X") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_CATCH lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_CATCH") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FALL") #define MA_MSC_CMD_CAPTURE_THROWN_CUT lua_const("MA_MSC_CMD_CAPTURE_THROWN_CUT") #define FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_CAPTURE_CUT_SPEED_X lua_const("FIGHTER_STATUS_CATCHED_RIDLEY_WORK_FLOAT_CAPTURE_CUT_SPEED_X") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_F lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_F") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_WALL lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_WALL") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_CLIFF lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_CLIFF") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_JUMP lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_DRAG_JUMP") #define FIGHTER_STATUS_CLIFF_WORK_FLOAT_HIT_NORMAL_FRAME lua_const("FIGHTER_STATUS_CLIFF_WORK_FLOAT_HIT_NORMAL_FRAME") #define FIGHTER_KINETIC_TYPE_MOTION_CLIFF_MOVE lua_const("FIGHTER_KINETIC_TYPE_MOTION_CLIFF_MOVE") #define FIGHTER_STATUS_CLIFF_CATCH_MOVE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_CLIFF_CATCH_MOVE_WORK_INT_FRAME") #define FIGHTER_STATUS_KIND_CLIFF_CATCH lua_const("FIGHTER_STATUS_KIND_CLIFF_CATCH") #define FIGHTER_KINETIC_ENERGY_ID_ENV_WIND lua_const("FIGHTER_KINETIC_ENERGY_ID_ENV_WIND") #define GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FRONT_FIX lua_const("GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_FRONT_FIX") #define FIGHTER_INSTANCE_WORK_ID_FLAG_SUB_FIGHTER lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SUB_FIGHTER") #define FIGHTER_KINETIC_TYPE_MOTION_CLIFF lua_const("FIGHTER_KINETIC_TYPE_MOTION_CLIFF") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CHANGE_STATUS_DLAY_MOTION lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_CHANGE_STATUS_DLAY_MOTION") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CLIFF_XLU lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CLIFF_XLU") #define FIGHTER_STATUS_KIND_CLIFF_CLIMB lua_const("FIGHTER_STATUS_KIND_CLIFF_CLIMB") #define FIGHTER_STATUS_KIND_CLIFF_ESCAPE lua_const("FIGHTER_STATUS_KIND_CLIFF_ESCAPE") #define FIGHTER_STATUS_KIND_CLIFF_JUMP1 lua_const("FIGHTER_STATUS_KIND_CLIFF_JUMP1") #define FIGHTER_STATUS_CLIFF_WORK_INT_CATCH_REST_TIME lua_const("FIGHTER_STATUS_CLIFF_WORK_INT_CATCH_REST_TIME") #define FIGHTER_STATUS_KIND_CLIFF_JUMP2 lua_const("FIGHTER_STATUS_KIND_CLIFF_JUMP2") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CATCH_CLIFF lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CATCH_CLIFF") #define FIGHTER_INSTANCE_WORK_ID_INT_FRAME_IN_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FRAME_IN_AIR") #define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_STATUS lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_STATUS") #define FIGHTER_SCALING_STATUS_TO_BIG lua_const("FIGHTER_SCALING_STATUS_TO_BIG") #define FIGHTER_SCALING_STATUS_TO_SMALL lua_const("FIGHTER_SCALING_STATUS_TO_SMALL") #define FIGHTER_SCALING_STATUS_END_BIG lua_const("FIGHTER_SCALING_STATUS_END_BIG") #define FIGHTER_SCALING_STATUS_END_SMALL lua_const("FIGHTER_SCALING_STATUS_END_SMALL") #define FIGHTER_STATUS_CLIFF_FLAG_NEUTRAL lua_const("FIGHTER_STATUS_CLIFF_FLAG_NEUTRAL") #define FIGHTER_STATUS_CLIFF_FLAG_TO_JUMP lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_JUMP") #define FIGHTER_STATUS_CLIFF_FLAG_TO_CLIMB lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_CLIMB") #define FIGHTER_STATUS_CLIFF_FLAG_TO_RELEASE lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_RELEASE") #define FIGHTER_STATUS_CLIFF_FLAG_TO_DAMAGE_FALL lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_DAMAGE_FALL") #define FIGHTER_STATUS_CLIFF_FLAG_TO_GROUND lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_GROUND") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_CLIFF_WAIT_FLOAT") #define FIGHTER_STATUS_ATTR_ENABLE_ROCKETBELT_EJECT lua_const("FIGHTER_STATUS_ATTR_ENABLE_ROCKETBELT_EJECT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_JUMP_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_JUMP_BUTTON") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_JUMP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_JUMP") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_ATTACK") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_SPEICAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_SPEICAL") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_ESCAPE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_ESCAPE") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_CLIMB lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_CLIMB") #define FIGHTER_STATUS_CLIFF_WORK_INT_WAIT_FRAME lua_const("FIGHTER_STATUS_CLIFF_WORK_INT_WAIT_FRAME") #define FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_ANY lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_SPECIAL_ANY") #define FIGHTER_PAD_CMD_CAT2_FLAG_COMMON_GUARD lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_COMMON_GUARD") #define FIGHTER_STATUS_CLIFF_FLAG_TO_ROB lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_ROB") #define FIGHTER_STATUS_KIND_CLIFF_ROBBED lua_const("FIGHTER_STATUS_KIND_CLIFF_ROBBED") #define FIGHTER_STATUS_CLIFF_FLAG_TO_FALL lua_const("FIGHTER_STATUS_CLIFF_FLAG_TO_FALL") #define FIGHTER_LOG_DATA_INT_CLIFF_RELEASE_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_RELEASE_NUM") #define FIGHTER_KINETIC_TYPE_MOTION_CLIFF_GROUND lua_const("FIGHTER_KINETIC_TYPE_MOTION_CLIFF_GROUND") #define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_CLIFF lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_CLIFF") #define FIGHTER_LOG_ATTACK_KIND_CLIFF_ATTACK_QUICK lua_const("FIGHTER_LOG_ATTACK_KIND_CLIFF_ATTACK_QUICK") #define FIGHTER_LOG_DATA_INT_CLIFF_ATTACK_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_ATTACK_NUM") #define FIGHTER_LOG_DATA_INT_CLIFF_CLIMB_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_CLIMB_NUM") #define FIGHTER_LOG_DATA_INT_CLIFF_ESCAPE_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_ESCAPE_NUM") #define FIGHTER_LOG_DATA_INT_CLIFF_JUMP_NUM lua_const("FIGHTER_LOG_DATA_INT_CLIFF_JUMP_NUM") #define SITUATION_KIND_LADDER lua_const("SITUATION_KIND_LADDER") #define FIGHTER_KINETIC_TYPE_JUMP_CLIFF lua_const("FIGHTER_KINETIC_TYPE_JUMP_CLIFF") #define FIGHTER_STATUS_CLIFF_JUMP_WORK_INT_FRAME lua_const("FIGHTER_STATUS_CLIFF_JUMP_WORK_INT_FRAME") #define FIGHTER_KINETIC_TYPE_JUMP_CLIFF_VERTICAL lua_const("FIGHTER_KINETIC_TYPE_JUMP_CLIFF_VERTICAL") #define FIGHTER_KINETIC_TYPE_MOTION_CLIFF_ROBBED lua_const("FIGHTER_KINETIC_TYPE_MOTION_CLIFF_ROBBED") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FALL_FLOAT") #define FIGHTER_INSTANCE_WORK_ID_INT_FRAME_CLIFF_ROBBED lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FRAME_CLIFF_ROBBED") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN") #define FIGHTER_STATUS_CLUNG_DIDDY_FLAG_USE_DX_MOTION lua_const("FIGHTER_STATUS_CLUNG_DIDDY_FLAG_USE_DX_MOTION") #define FIGHTER_KIND_GAMEWATCH lua_const("FIGHTER_KIND_GAMEWATCH") #define FIGHTER_KIND_PURIN lua_const("FIGHTER_KIND_PURIN") #define FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID") #define FIGHTER_STATUS_CLUNG_DIDDY_WORK_FLOAT_CLATTER_FRAME_GROUND lua_const("FIGHTER_STATUS_CLUNG_DIDDY_WORK_FLOAT_CLATTER_FRAME_GROUND") #define FIGHTER_STATUS_CLUNG_DIDDY_WORK_FLOAT_CLATTER_FRAME_AIR lua_const("FIGHTER_STATUS_CLUNG_DIDDY_WORK_FLOAT_CLATTER_FRAME_AIR") #define FIGHTER_STATUS_KIND_CLUNG_DAMAGE_DIDDY lua_const("FIGHTER_STATUS_KIND_CLUNG_DAMAGE_DIDDY") #define LINK_NO_CAPTURE_STOP lua_const("LINK_NO_CAPTURE_STOP") #define FIGHTER_STATUS_CLUNG_DIDDY_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_CLUNG_DIDDY_WORK_INT_MOTION_KIND") #define FIGHTER_STATUS_CLUNG_DIDDY_FLAG_CLUNG_THROWN_ATTACK_DIDDY lua_const("FIGHTER_STATUS_CLUNG_DIDDY_FLAG_CLUNG_THROWN_ATTACK_DIDDY") #define FIGHTER_KINETIC_TYPE_AIR_BRAKE lua_const("FIGHTER_KINETIC_TYPE_AIR_BRAKE") #define FIGHTER_STATUS_KIND_CLUNG_THROWN_DIDDY lua_const("FIGHTER_STATUS_KIND_CLUNG_THROWN_DIDDY") #define FIGHTER_STATUS_CLUNG_DIDDY_WORK_INT_THROWN_FRAME lua_const("FIGHTER_STATUS_CLUNG_DIDDY_WORK_INT_THROWN_FRAME") #define FIGHTER_STATUS_KIND_CLUNG_THROWN_BLANK_DIDDY lua_const("FIGHTER_STATUS_KIND_CLUNG_THROWN_BLANK_DIDDY") #define FIGHTER_STATUS_CLUNG_DIDDY_FLAG_CAPTURE_CUT_JUMP lua_const("FIGHTER_STATUS_CLUNG_DIDDY_FLAG_CAPTURE_CUT_JUMP") #define FIGHTER_KIND_DUCKHUNT lua_const("FIGHTER_KIND_DUCKHUNT") #define MOTION_NODE_ROTATE_COMPOSE_BEFORE lua_const("MOTION_NODE_ROTATE_COMPOSE_BEFORE") #define MOTION_NODE_ROTATE_COMPOSE_AFTER lua_const("MOTION_NODE_ROTATE_COMPOSE_AFTER") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y") #define FIGHTER_STATUS_DAMAGE_FLAG_ADJUST_VECTOR lua_const("FIGHTER_STATUS_DAMAGE_FLAG_ADJUST_VECTOR") #define FIGHTER_STATUS_DAMAGE_WORK_INT_CORRECT_DAMAGE_VECTOR_EFFECT_ID lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_CORRECT_DAMAGE_VECTOR_EFFECT_ID") #define EFFECT_HANDLE_NULL lua_const("EFFECT_HANDLE_NULL") #define FIGHTER_STATUS_DAMAGE_FLAG_ELEC lua_const("FIGHTER_STATUS_DAMAGE_FLAG_ELEC") #define FIGHTER_STATUS_DAMAGE_WORK_INT_HIT_STOP_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_HIT_STOP_FRAME") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_CORRECT_DAMAGE_VECTOR_ANGLE lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_CORRECT_DAMAGE_VECTOR_ANGLE") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_SPEED_UP_MAX_MAG lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DAMAGE_SPEED_UP_MAX_MAG") #define FIGHTER_KINETIC_TYPE_DAMAGE_GROUND lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_GROUND") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLOAT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FALL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FALL") #define FIGHTER_STATUS_DAMAGE_FLAG_END_REACTION lua_const("FIGHTER_STATUS_DAMAGE_FLAG_END_REACTION") #define FIGHTER_STATUS_DAMAGE_FLAG_REACTION_CANCEL lua_const("FIGHTER_STATUS_DAMAGE_FLAG_REACTION_CANCEL") #define FIGHTER_STATUS_KIND_MISS_FOOT lua_const("FIGHTER_STATUS_KIND_MISS_FOOT") #define FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_LR lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_LR") #define FIGHTER_KINETIC_TYPE_DAMAGE_AIR lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_START_FALL_Y lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_START_FALL_Y") #define FIGHTER_INSTANCE_WORK_ID_FLAG_GENESISSET lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GENESISSET") #define FIGHTER_STATUS_DAMAGE_WORK_INT_STOP_RELEASE_ACTION lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_STOP_RELEASE_ACTION") #define FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_GROUND_TO_AIR lua_const("FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_GROUND_TO_AIR") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_FLY_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_FLY_AIR") #define FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_NONE lua_const("FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_NONE") #define FIGHTER_STATUS_KIND_LANDING_DAMAGE_LIGHT lua_const("FIGHTER_STATUS_KIND_LANDING_DAMAGE_LIGHT") #define FIGHTER_STATUS_DAMAGE_FLAG_FALLING lua_const("FIGHTER_STATUS_DAMAGE_FLAG_FALLING") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_FLAG") #define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_END") #define FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_END lua_const("FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_END") #define FIGHTER_STATUS_THROWN_WORK_FLAG_DISABLE_PASSIVE lua_const("FIGHTER_STATUS_THROWN_WORK_FLAG_DISABLE_PASSIVE") #define FIGHTER_STATUS_DAMAGE_FLAG_FLY_DISABLE_PASSIVE lua_const("FIGHTER_STATUS_DAMAGE_FLAG_FLY_DISABLE_PASSIVE") #define FIGHTER_STATUS_KIND_SHEIK_FINAL_CAPTURE lua_const("FIGHTER_STATUS_KIND_SHEIK_FINAL_CAPTURE") #define FIGHTER_KINETIC_TYPE_DAMAGE_FLY lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_FLY") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_FLOAT") #define FIGHTER_STATUS_DAMAGE_FLAG_NO_DROP_ITEM lua_const("FIGHTER_STATUS_DAMAGE_FLAG_NO_DROP_ITEM") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET") #define MA_MSC_CMD_EFFECT_EFFECT_OFF_KIND lua_const("MA_MSC_CMD_EFFECT_EFFECT_OFF_KIND") #define MA_MSC_CMD_EFFECT_EFFECT lua_const("MA_MSC_CMD_EFFECT_EFFECT") #define FIGHTER_STATUS_DAMAGE_FLAG_DEAD_EFFECT lua_const("FIGHTER_STATUS_DAMAGE_FLAG_DEAD_EFFECT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_L lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_L") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_R lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_R") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_U lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_U") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_D lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DAMAGE_FLY_REFLECT_D") #define FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_S lua_const("FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_S") #define FIGHTER_STATUS_DAMAGE_WORK_INT_FLY_SE_KIND lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_FLY_SE_KIND") #define FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_M lua_const("FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_M") #define FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_L lua_const("FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_L") #define FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_LL lua_const("FIGHTER_STATUS_DAMAGE_FLY_SE_KIND_LL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_PACKMAN_EYE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PACKMAN_EYE") #define FIGHTER_STATUS_KIND_PASSIVE_WALL_JUMP lua_const("FIGHTER_STATUS_KIND_PASSIVE_WALL_JUMP") #define FIGHTER_STATUS_KIND_PASSIVE_WALL lua_const("FIGHTER_STATUS_KIND_PASSIVE_WALL") #define FIGHTER_STATUS_KIND_PASSIVE_CEIL lua_const("FIGHTER_STATUS_KIND_PASSIVE_CEIL") #define FIGHTER_STATUS_DAMAGE_FLY_REFLECT_WORK_FLOAT_REFLECT_CHK_FRAME lua_const("FIGHTER_STATUS_DAMAGE_FLY_REFLECT_WORK_FLOAT_REFLECT_CHK_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_FLY_REFLECT_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FLY_REFLECT_COUNT") #define FIGHTER_STATUS_WORK_ID_INT_DAMAGE_REFLECT_LAST_DIR lua_const("FIGHTER_STATUS_WORK_ID_INT_DAMAGE_REFLECT_LAST_DIR") #define FIGHTER_STATUS_DAMAGE_REFLECT_DIR_RIGHT lua_const("FIGHTER_STATUS_DAMAGE_REFLECT_DIR_RIGHT") #define FIGHTER_STATUS_DAMAGE_REFLECT_DIR_LEFT lua_const("FIGHTER_STATUS_DAMAGE_REFLECT_DIR_LEFT") #define FIGHTER_STATUS_DAMAGE_REFLECT_DIR_UP lua_const("FIGHTER_STATUS_DAMAGE_REFLECT_DIR_UP") #define FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_U lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_U") #define KINETIC_ENERGY_RESERVE_ATTRIBUTE_DAMAGE lua_const("KINETIC_ENERGY_RESERVE_ATTRIBUTE_DAMAGE") #define FIGHTER_STATUS_DAMAGE_REFLECT_DIR_DOWN lua_const("FIGHTER_STATUS_DAMAGE_REFLECT_DIR_DOWN") #define FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_D lua_const("FIGHTER_STATUS_KIND_DAMAGE_FLY_REFLECT_D") #define FIGHTER_STATUS_DAMAGE_FLAG_ENABLE_DOWN lua_const("FIGHTER_STATUS_DAMAGE_FLAG_ENABLE_DOWN") #define FIGHTER_STATUS_DAMAGE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_FRAME") #define FIGHTER_STATUS_DAMAGE_WORK_INT_ATTACK_DISABLE_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_ATTACK_DISABLE_FRAME") #define FIGHTER_STATUS_DAMAGE_WORK_INT_ESCAPE_DISABLE_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_ESCAPE_DISABLE_FRAME") #define FIGHTER_STATUS_WORK_ID_INT_RESERVE_DAMAGE_REFLECT_ESCAPE_DISABLE_FRAME lua_const("FIGHTER_STATUS_WORK_ID_INT_RESERVE_DAMAGE_REFLECT_ESCAPE_DISABLE_FRAME") #define FIGHTER_STATUS_KIND_PASSIVE_FB lua_const("FIGHTER_STATUS_KIND_PASSIVE_FB") #define FIGHTER_STATUS_KIND_PASSIVE lua_const("FIGHTER_STATUS_KIND_PASSIVE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_TO_PIERCE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_TO_PIERCE") #define FIGHTER_STATUS_DAMAGE_FLAG_GROUND lua_const("FIGHTER_STATUS_DAMAGE_FLAG_GROUND") #define FIGHTER_STATUS_KIND_RYU_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_RYU_FINAL_DAMAGE_FLY") #define FIGHTER_LINK_NO_FINAL lua_const("FIGHTER_LINK_NO_FINAL") #define FIGHTER_STATUS_DAMAGE_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_MOTION_KIND") #define FIGHTER_STATUS_DAMAGE_FLAG_PREVIOUS_DOWN lua_const("FIGHTER_STATUS_DAMAGE_FLAG_PREVIOUS_DOWN") #define FIGHTER_INSTANCE_WORK_ID_FLAG_PIERCE_GROUND_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PIERCE_GROUND_DAMAGE") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_DAMAGE_MOTION_RATE lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_DAMAGE_MOTION_RATE") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_ROT_ANGLE lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_ROT_ANGLE") #define FIGHTER_STATUS_DAMAGE_FLAG_FLY_ROLL_SET_ANGLE lua_const("FIGHTER_STATUS_DAMAGE_FLAG_FLY_ROLL_SET_ANGLE") #define FIGHTER_INSTANCE_WORK_ID_INT_FORCE_DAMAGE_MOTION_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FORCE_DAMAGE_MOTION_KIND") #define FIGHTER_STATUS_DAMAGE_FLAG_FLY_ROLL_ANGLE_RETURN lua_const("FIGHTER_STATUS_DAMAGE_FLAG_FLY_ROLL_ANGLE_RETURN") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_FLY_ROLL_ANGLE_RETURN_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_FLY_ROLL_ANGLE_RETURN_FRAME") #define FIGHTER_KINETIC_TYPE_DAMAGE_FALL lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_FALL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FALL_FLOAT") #define FIGHTER_STATUS_KIND_SAVING_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_SAVING_DAMAGE_FLY") #define FIGHTER_INSTANCE_WORK_ID_FLAG_BLACKBALL_AREA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_BLACKBALL_AREA") #define FIGHTER_STATUS_DAMAGE_FALL_WORK_FLOAT_PREV_MOT_RATE lua_const("FIGHTER_STATUS_DAMAGE_FALL_WORK_FLOAT_PREV_MOT_RATE") #define FIGHTER_STATUS_DAMAGE_FALL_WORK_FLOAT_MOT_RATE_COUNTER lua_const("FIGHTER_STATUS_DAMAGE_FALL_WORK_FLOAT_MOT_RATE_COUNTER") #define FIGHTER_STATUS_DAMAGE_FALL_FLAG_PREV_NO_COMP lua_const("FIGHTER_STATUS_DAMAGE_FALL_FLAG_PREV_NO_COMP") #define FIGHTER_STATUS_KIND_GIMMICK_BARREL lua_const("FIGHTER_STATUS_KIND_GIMMICK_BARREL") #define FIGHTER_STATUS_DAMAGE_FALL_FLAG_DISABLE_MOTION_RATE_TRANS lua_const("FIGHTER_STATUS_DAMAGE_FALL_FLAG_DISABLE_MOTION_RATE_TRANS") #define FIGHTER_STATUS_DAMAGE_FALL_FLAG_REVERSE_MOTION lua_const("FIGHTER_STATUS_DAMAGE_FALL_FLAG_REVERSE_MOTION") #define FIGHTER_STATUS_DAMAGE_FALL_WORK_INT_NO_TRANSITION_FRAME lua_const("FIGHTER_STATUS_DAMAGE_FALL_WORK_INT_NO_TRANSITION_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLAG_REFLECT_LR_REVERSE_MOTION lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REFLECT_LR_REVERSE_MOTION") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_FALL_RESERVE_FLIP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_FALL_RESERVE_FLIP") #define FIGHTER_STATUS_KIND_MEWTWO_THROWN lua_const("FIGHTER_STATUS_KIND_MEWTWO_THROWN") #define FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_THROW_COUNTER lua_const("FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_THROW_COUNTER") #define FIGHTER_STATUS_DAMAGE_FALL_FLAG_TRANSITION lua_const("FIGHTER_STATUS_DAMAGE_FALL_FLAG_TRANSITION") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ICE_FLOAT") #define FIGHTER_STATUS_ATTR_DISABLE_CURRY_SHOT lua_const("FIGHTER_STATUS_ATTR_DISABLE_CURRY_SHOT") #define FIGHTER_STATUS_ICE_FLAG_MTRANS_AIR lua_const("FIGHTER_STATUS_ICE_FLAG_MTRANS_AIR") #define FIGHTER_STATUS_ICE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ICE_WORK_INT_FRAME") #define FIGHTER_STATUS_ICE_WORK_INT_NO_GROUND_FRAME lua_const("FIGHTER_STATUS_ICE_WORK_INT_NO_GROUND_FRAME") #define FIGHTER_STATUS_KIND_ICE_JUMP lua_const("FIGHTER_STATUS_KIND_ICE_JUMP") #define FIGHTER_KINETIC_TYPE_FALL_ICE lua_const("FIGHTER_KINETIC_TYPE_FALL_ICE") #define FIGHTER_STATUS_KIND_ICE lua_const("FIGHTER_STATUS_KIND_ICE") #define FIGHTER_INSTANCE_WORK_ID_INT_ICE_DAMAGE_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ICE_DAMAGE_COUNT") #define FIGHTER_STATUS_ICE_WORK_INT_EFFECT lua_const("FIGHTER_STATUS_ICE_WORK_INT_EFFECT") #define FIGHTER_STATUS_ICE_WORK_FLOAT_ROT_X lua_const("FIGHTER_STATUS_ICE_WORK_FLOAT_ROT_X") #define FIGHTER_STATUS_ICE_WORK_INT_PREV_SHAPE_KIND lua_const("FIGHTER_STATUS_ICE_WORK_INT_PREV_SHAPE_KIND") #define GRCORRECT_SHAPE_RHOMBUS lua_const("GRCORRECT_SHAPE_RHOMBUS") #define ENERGY_STOP_RESET_TYPE_DAMAGE_GROUND lua_const("ENERGY_STOP_RESET_TYPE_DAMAGE_GROUND") #define ENERGY_STOP_RESET_TYPE_DAMAGE_AIR_ICE lua_const("ENERGY_STOP_RESET_TYPE_DAMAGE_AIR_ICE") #define FIGHTER_STATUS_ICE_WORK_FLOAT_ROT_X_SPEED lua_const("FIGHTER_STATUS_ICE_WORK_FLOAT_ROT_X_SPEED") #define FIGHTER_STATUS_ICE_FLAG_TOUCH_GROUND lua_const("FIGHTER_STATUS_ICE_FLAG_TOUCH_GROUND") #define GROUND_TOUCH_FLAG_ALL lua_const("GROUND_TOUCH_FLAG_ALL") #define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_ICE_DAMAGE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_ICE_DAMAGE_FRAME") #define FIGHTER_KINETIC_TYPE_JUMP_ICE lua_const("FIGHTER_KINETIC_TYPE_JUMP_ICE") #define FIGHTER_KINETIC_TYPE_MOTION_BIND lua_const("FIGHTER_KINETIC_TYPE_MOTION_BIND") #define FIGHTER_STATUS_KIND_FURAFURA_END lua_const("FIGHTER_STATUS_KIND_FURAFURA_END") #define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_BIND_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_BIND_FRAME") #define FIGHTER_KINETIC_TYPE_PIT_FALL lua_const("FIGHTER_KINETIC_TYPE_PIT_FALL") #define FIGHTER_STATUS_ATTR_DISABLE_CURRY_FACE lua_const("FIGHTER_STATUS_ATTR_DISABLE_CURRY_FACE") #define FIGHTER_STATUS_KIND_DAMAGE_SONG_END lua_const("FIGHTER_STATUS_KIND_DAMAGE_SONG_END") #define FIGHTER_KINETIC_TYPE_SONG_FALL lua_const("FIGHTER_KINETIC_TYPE_SONG_FALL") #define FIGHTER_STATUS_DAMAGE_WORK_INT_DAMAGE_MOTION_KIND lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_DAMAGE_MOTION_KIND") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_REACTION_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_REACTION_FRAME") #define FIGHTER_STATUS_KIND_DAMAGE_SONG_FALL lua_const("FIGHTER_STATUS_KIND_DAMAGE_SONG_FALL") #define FIGHTER_STATUS_KIND_DAMAGE lua_const("FIGHTER_STATUS_KIND_DAMAGE") #define FIGHTER_STATUS_KIND_DAMAGE_AIR lua_const("FIGHTER_STATUS_KIND_DAMAGE_AIR") #define FIGHTER_INSTANCE_WORK_ID_INT_BACK_DAMAGE_EFFECTIVE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BACK_DAMAGE_EFFECTIVE_FRAME") #define FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_DAMAGE_LR lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_DAMAGE_LR") #define FIGHTER_STATUS_DAMAGE_FLAG_NO_SMOKE lua_const("FIGHTER_STATUS_DAMAGE_FLAG_NO_SMOKE") #define FIGHTER_STATUS_KIND_DOWN_CONTINUE lua_const("FIGHTER_STATUS_KIND_DOWN_CONTINUE") #define FIGHTER_STATUS_KIND_DOWN_EAT lua_const("FIGHTER_STATUS_KIND_DOWN_EAT") #define FIGHTER_INSTANCE_WORK_ID_INT_INVALID_PARALYZE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_INVALID_PARALYZE_FRAME") #define FIGHTER_STATUS_KIND_FURAFURA lua_const("FIGHTER_STATUS_KIND_FURAFURA") #define FIGHTER_STATUS_KIND_SHIELD_BREAK_FLY lua_const("FIGHTER_STATUS_KIND_SHIELD_BREAK_FLY") #define FIGHTER_CONTROLLER_CLATTER_MAIN_CAUSE_DAMAGE_SONG lua_const("FIGHTER_CONTROLLER_CLATTER_MAIN_CAUSE_DAMAGE_SONG") #define FIGHTER_STATUS_KIND_BIND lua_const("FIGHTER_STATUS_KIND_BIND") #define FIGHTER_CONTROLLER_CLATTER_MAIN_CAUSE_BIND lua_const("FIGHTER_CONTROLLER_CLATTER_MAIN_CAUSE_BIND") #define FIGHTER_STATUS_KIND_SAVING_DAMAGE_AIR lua_const("FIGHTER_STATUS_KIND_SAVING_DAMAGE_AIR") #define FIGHTER_STATUS_DAMAGE_FLAG_ENABLE_KINE_GRAVITY lua_const("FIGHTER_STATUS_DAMAGE_FLAG_ENABLE_KINE_GRAVITY") #define FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_GROUND_TO_GROUND lua_const("FIGHTER_STATUS_DAMAGE_STOP_RELEASE_ACTION_GROUND_TO_GROUND") #define FIGHTER_INSTANCE_WORK_ID_FLAG_KOZUKATA_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KOZUKATA_DAMAGE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_PARALYZE_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PARALYZE_STOP") #define FIGHTER_INSTANCE_WORK_ID_FLAG_PARALYZE_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_PARALYZE_DAMAGE") #define DAMAGE_LEVEL_FLY lua_const("DAMAGE_LEVEL_FLY") #define HIT_HEIGHT_TERM lua_const("HIT_HEIGHT_TERM") #define DAMAGE_LEVEL_AIR_TERM lua_const("DAMAGE_LEVEL_AIR_TERM") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CURSOR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CURSOR") #define FIGHTER_INSTANCE_WORK_ID_INT_CURSOR_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CURSOR_FRAME") #define FIGHTER_LINK_NO_KAMUI_PIERCE lua_const("FIGHTER_LINK_NO_KAMUI_PIERCE") #define FIGHTER_STATUS_DAMAGE_FLAG_DAMAGE_REFLECT_STOP lua_const("FIGHTER_STATUS_DAMAGE_FLAG_DAMAGE_REFLECT_STOP") #define KINETIC_ENERGY_RESERVE_ATTRIBUTE_ALL lua_const("KINETIC_ENERGY_RESERVE_ATTRIBUTE_ALL") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_PACMAN_EYE_END_SPEED lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_PACMAN_EYE_END_SPEED") #define FIGHTER_STATUS_KIND_LUIGI_FINAL_SHOOT lua_const("FIGHTER_STATUS_KIND_LUIGI_FINAL_SHOOT") #define FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_LR lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_LR") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DAMAGE_FLY_REFLECT_FLOAT") #define CAMERA_QUAKE_KIND_SMALL lua_const("CAMERA_QUAKE_KIND_SMALL") #define GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_MIN_LR lua_const("GROUND_CORRECT_SHAPE_RHOMBUS_MODIFY_FLAG_MIN_LR") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_DAMAGE_REFLECT_MOTION_RATE lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_DAMAGE_REFLECT_MOTION_RATE") #define FIGHTER_STATUS_DAMAGE_WORK_INT_WALL_DAMAGE_REFLECT_MOTION_STOP_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_WALL_DAMAGE_REFLECT_MOTION_STOP_FRAME") #define FIGHTER_STATUS_DAMAGE_WORK_INT_DAMAGE_REFLECT_STOP_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_DAMAGE_REFLECT_STOP_FRAME") #define FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_U lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_U") #define FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_D lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR_REFLECT_D") #define FIGHTER_INSTANCE_WORK_ID_FLAG_MIIFIGHTER_100KICK_SET_REFLECT_ANGLE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_MIIFIGHTER_100KICK_SET_REFLECT_ANGLE") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_MIIFIGHTER_100KICK_LR lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_MIIFIGHTER_100KICK_LR") #define FIGHTER_STATUS_DAMAGE_WORK_INT_TERM lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_TERM") #define FIGHTER_STATUS_DAMAGE_WORK_FLOAT_FLY_DIST lua_const("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_FLY_DIST") #define MA_MSC_EFFECT_REMOVE lua_const("MA_MSC_EFFECT_REMOVE") #define FIGHTER_INSTANCE_WORK_ID_INT_ATTACKER_COLOR lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACKER_COLOR") #define FIGHTER_STATUS_DAMAGE_WORK_INT_ATTACKER_COLOR lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_ATTACKER_COLOR") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_DAMAGE_ELEC lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_DAMAGE_ELEC") #define FIGHTER_STATUS_DAMAGE_WORK_INT_EFFECT_ID lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_EFFECT_ID") #define FIGHTER_STATUS_DAMAGE_WORK_INT_AURA_FRAME lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_AURA_FRAME") #define FIGHTER_STATUS_DAMAGE_WORK_INT_AURA_EFFECT_ID lua_const("FIGHTER_STATUS_DAMAGE_WORK_INT_AURA_EFFECT_ID") #define FIGHTER_STATUS_KIND_SAVING_DAMAGE lua_const("FIGHTER_STATUS_KIND_SAVING_DAMAGE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_PARALYZE_EFFECT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_PARALYZE_EFFECT") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_SUCCEED_HIT_COUNT_HIT_STOP_DELAY_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SUCCEED_HIT_COUNT_HIT_STOP_DELAY_MUL") #define FIGHTER_INSTANCE_WORK_ID_INT_SUCCEED_HIT_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SUCCEED_HIT_COUNT") #define EFFECT_FLIP_NONE lua_const("EFFECT_FLIP_NONE") #define KINETIC_OUTSIDE_ENERGY_TYPE_DAMAGE_RESERVED lua_const("KINETIC_OUTSIDE_ENERGY_TYPE_DAMAGE_RESERVED") #define FIGHTER_INSTANCE_WORK_ID_INT_FINISH_CAMERA_COUNTER lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FINISH_CAMERA_COUNTER") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_INITIALIZED lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_INITIALIZED") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_DAMAGE_FLY lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINISH_CAMERA_TARGET_DAMAGE_FLY") #define FIGHTER_STATUS_DEAD_WORK_INT_FRAME lua_const("FIGHTER_STATUS_DEAD_WORK_INT_FRAME") #define SITUATION_KIND_OUTFIELD lua_const("SITUATION_KIND_OUTFIELD") #define FIGHTER_STATUS_ATTR_HIDE_NAME_CURSOR lua_const("FIGHTER_STATUS_ATTR_HIDE_NAME_CURSOR") #define FIGHTER_INSTANCE_WORK_ID_INT_ATTACH_ITEM_ON_DEAD lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACH_ITEM_ON_DEAD") #define FIGHTER_INSTANCE_WORK_ID_INT_DEAD_MODE lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DEAD_MODE") #define FIGHTER_DEAD_MODE_DEADUP_GALAGA lua_const("FIGHTER_DEAD_MODE_DEADUP_GALAGA") #define FIGHTER_LINK_NO_ITEM_TEMPORARY lua_const("FIGHTER_LINK_NO_ITEM_TEMPORARY") #define FIGHTER_STATUS_KIND_STANDBY lua_const("FIGHTER_STATUS_KIND_STANDBY") #define FIGHTER_DEAD_MODE_NORMAL lua_const("FIGHTER_DEAD_MODE_NORMAL") #define FIGHTER_DEAD_MODE_DEADUP_STAR lua_const("FIGHTER_DEAD_MODE_DEADUP_STAR") #define MA_MSC_CMD_PHYSICS_PH_SWING_OFF lua_const("MA_MSC_CMD_PHYSICS_PH_SWING_OFF") #define FIGHTER_INSTANCE_WORK_ID_INT_DEAD_REASON lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DEAD_REASON") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_AREA_OUT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_AREA_OUT") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_X lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_X") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_Y") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_Z lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_DEAD_POS_Z") #define FIGHTER_DEADUP_FALL_POS_UNKNOWN lua_const("FIGHTER_DEADUP_FALL_POS_UNKNOWN") #define FIGHTER_STATUS_DEAD_WORK_INT_OFFSET_X_FIRST_RAND lua_const("FIGHTER_STATUS_DEAD_WORK_INT_OFFSET_X_FIRST_RAND") #define FIGHTER_STATUS_DEAD_WORK_INT_ROT_Z_FIRST_RAND lua_const("FIGHTER_STATUS_DEAD_WORK_INT_ROT_Z_FIRST_RAND") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_POS_Y lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_POS_Y") #define GROUND_DEAD_AREA_CHECK_RESULT_NONE lua_const("GROUND_DEAD_AREA_CHECK_RESULT_NONE") #define GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_UP lua_const("GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_UP") #define GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_DOWN lua_const("GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_DOWN") #define GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_LEFT lua_const("GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_LEFT") #define GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_RIGHT lua_const("GROUND_DEAD_AREA_CHECK_RESULT_OUTSIDE_RIGHT") #define FIGHTER_DEAD_MODE_LOTTERY_CAMERA_HIT lua_const("FIGHTER_DEAD_MODE_LOTTERY_CAMERA_HIT") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_FALL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_FALL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_FALL_KOOPA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_FALL_KOOPA") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_GALAGA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DEAD_UP_GALAGA") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_FALL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_FALL") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_FIRST_DISTANCE lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_FIRST_DISTANCE") #define FIGHTER_STATUS_DEAD_WORK_INT_FIRST_DISTANCE_GROUP lua_const("FIGHTER_STATUS_DEAD_WORK_INT_FIRST_DISTANCE_GROUP") #define FIGHTER_DEAD_MODE_DEADUP_FALL lua_const("FIGHTER_DEAD_MODE_DEADUP_FALL") #define FIGHTER_STATUS_KIND_CAPTURE_BEITCRANE lua_const("FIGHTER_STATUS_KIND_CAPTURE_BEITCRANE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_IGNORE_DEADUP_PRODUCTION lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_IGNORE_DEADUP_PRODUCTION") #define FIGHTER_DEAD_MODE_LOTTERY_RANDOM lua_const("FIGHTER_DEAD_MODE_LOTTERY_RANDOM") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_FIGHTER lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_FIGHTER") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_STAR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_DEAD_UP_STAR") #define FIGHTER_DEAD_MODE_LOTTERY_NORMAL lua_const("FIGHTER_DEAD_MODE_LOTTERY_NORMAL") #define FIGHTER_DEAD_MODE_LOTTERY_STAR_FALL lua_const("FIGHTER_DEAD_MODE_LOTTERY_STAR_FALL") #define FIGHTER_DEAD_REASON_INSTANT_DEATH lua_const("FIGHTER_DEAD_REASON_INSTANT_DEATH") #define FIGHTER_COMMONSND_DEAD lua_const("FIGHTER_COMMONSND_DEAD") #define FIGHTER_COMMONSND_DEAD_RARE lua_const("FIGHTER_COMMONSND_DEAD_RARE") #define CAMERA_QUAKE_KIND_LARGE lua_const("CAMERA_QUAKE_KIND_LARGE") #define MA_MSC_CMD_CAMERA_SET_TEMPORARY_CAMERA lua_const("MA_MSC_CMD_CAMERA_SET_TEMPORARY_CAMERA") #define FIGHTER_DEADUP_STAR_STEP_MOVE lua_const("FIGHTER_DEADUP_STAR_STEP_MOVE") #define FIGHTER_STATUS_DEAD_WORK_INT_DEAD_UP_STEP lua_const("FIGHTER_STATUS_DEAD_WORK_INT_DEAD_UP_STEP") #define FIGHTER_COMMONSND_HOSHIKIE lua_const("FIGHTER_COMMONSND_HOSHIKIE") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_Y") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_Z lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_Z") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_SCALE_BACKUP lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SCALE_BACKUP") #define FIGHTER_DEADUP_FALL_STEP_MOVE lua_const("FIGHTER_DEADUP_FALL_STEP_MOVE") #define FIGHTER_STATUS_DEAD_FLAG_CAMERA_FOLLOW lua_const("FIGHTER_STATUS_DEAD_FLAG_CAMERA_FOLLOW") #define FIGHTER_DEADUP_FALL_POS_LEFT lua_const("FIGHTER_DEADUP_FALL_POS_LEFT") #define FIGHTER_DEADUP_FALL_POS_CENTER lua_const("FIGHTER_DEADUP_FALL_POS_CENTER") #define FIGHTER_DEADUP_FALL_POS_RIGHT lua_const("FIGHTER_DEADUP_FALL_POS_RIGHT") #define FIGHTER_DEADUP_FALL_CAPACITY lua_const("FIGHTER_DEADUP_FALL_CAPACITY") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_Z_RANDOM_OFFSET lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_Z_RANDOM_OFFSET") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_X lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_X") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_Y lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_Y") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_Z lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_OFFSET_Z") #define FIGHTER_STATUS_DEAD_WORK_INT_MOVE_FRAME lua_const("FIGHTER_STATUS_DEAD_WORK_INT_MOVE_FRAME") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_X lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_X") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_X lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_X") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_RADIUS lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_RADIUS") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_DEG lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_SPEED_DEG") #define FIGHTER_DEAD_PHASE_ACT lua_const("FIGHTER_DEAD_PHASE_ACT") #define FIGHTER_STATUS_DEAD_WORK_INT_PHASE lua_const("FIGHTER_STATUS_DEAD_WORK_INT_PHASE") #define FIGHTER_DEADUP_FALL_STEP_HIT_CAMERA_STOP lua_const("FIGHTER_DEADUP_FALL_STEP_HIT_CAMERA_STOP") #define CAMERA_QUAKE_KIND_XL lua_const("CAMERA_QUAKE_KIND_XL") #define FIGHTER_DEADUP_FALL_STEP_FALL lua_const("FIGHTER_DEADUP_FALL_STEP_FALL") #define MA_MSC_CMD_CAMERA_ENABLE_UPDATE_QUAKE_ONLY lua_const("MA_MSC_CMD_CAMERA_ENABLE_UPDATE_QUAKE_ONLY") #define FIGHTER_DEADUP_FALL_STEP_END lua_const("FIGHTER_DEADUP_FALL_STEP_END") #define FIGHTER_DEAD_PHASE_END lua_const("FIGHTER_DEAD_PHASE_END") #define FIGHTER_DEADUP_STAR_STEP_KIRA lua_const("FIGHTER_DEADUP_STAR_STEP_KIRA") #define FIGHTER_STATUS_DEAD_FLAG_CAMERA_FOLLOW_EXEC lua_const("FIGHTER_STATUS_DEAD_FLAG_CAMERA_FOLLOW_EXEC") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_X lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_X") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_Y lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_Y") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_Z lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_LAST_FOLLOW_POS_Z") #define FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_X_OFFSET lua_const("FIGHTER_STATUS_DEAD_WORK_FLOAT_ROT_X_OFFSET") #define FIGHTER_STATUS_DEAD_WORK_INT_ICE_EFFECT lua_const("FIGHTER_STATUS_DEAD_WORK_INT_ICE_EFFECT") #define FIGHTER_INSTANCE_WORK_ID_INT_DEAD_REBIRTH_WAIT_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DEAD_REBIRTH_WAIT_FRAME") #define FIGHTER_KINETIC_TYPE_NONE lua_const("FIGHTER_KINETIC_TYPE_NONE") #define FIGHTER_STATUS_ATTR_SLOPE_TOP_UNLIMIT lua_const("FIGHTER_STATUS_ATTR_SLOPE_TOP_UNLIMIT") #define FIGHTER_STATUS_DOWN_WORK_FLOAT_DOWN_FRAME lua_const("FIGHTER_STATUS_DOWN_WORK_FLOAT_DOWN_FRAME") #define FIGHTER_STATUS_DOWN_FLAG_UP lua_const("FIGHTER_STATUS_DOWN_FLAG_UP") #define FIGHTER_STATUS_DOWN_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_DOWN_WORK_INT_MOTION_KIND") #define FIGHTER_STATUS_DOWN_WORK_FLOAT_RAGDOLL_FRAME lua_const("FIGHTER_STATUS_DOWN_WORK_FLOAT_RAGDOLL_FRAME") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_FLOAT") #define FIGHTER_STATUS_DOWN_FLAG_PREV_STATUS_DOWN_EAT lua_const("FIGHTER_STATUS_DOWN_FLAG_PREV_STATUS_DOWN_EAT") #define FIGHTER_STATUS_KIND_GLIDE_LANDING lua_const("FIGHTER_STATUS_KIND_GLIDE_LANDING") #define FIGHTER_STATUS_ATTR_DISABLE_GROUND_FRICTION lua_const("FIGHTER_STATUS_ATTR_DISABLE_GROUND_FRICTION") #define FIGHTER_COMMAND_DOWN_STAND_FB_KIND_NONE lua_const("FIGHTER_COMMAND_DOWN_STAND_FB_KIND_NONE") #define FIGHTER_COMMAND_DOWN_STAND_FB_KIND_FRONT lua_const("FIGHTER_COMMAND_DOWN_STAND_FB_KIND_FRONT") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DOWN_ATTACK_U lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DOWN_ATTACK_U") #define FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_DOWN_STAND lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ATTACK_DOWN_STAND") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_DAMAGE_FLOAT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_STAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_STAND") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_WAIT") #define FIGHTER_STATUS_DOWN_FLAG_DAMAGE_3 lua_const("FIGHTER_STATUS_DOWN_FLAG_DAMAGE_3") #define MA_MSC_CMD_PHYSICS_SWING_FLOOR_HIT_ALL lua_const("MA_MSC_CMD_PHYSICS_SWING_FLOOR_HIT_ALL") #define FIGHTER_STATUS_DOWN_DAMAGE_FLAG_START_AIR lua_const("FIGHTER_STATUS_DOWN_DAMAGE_FLAG_START_AIR") #define FIGHTER_STATUS_KIND_DOWN_STAND lua_const("FIGHTER_STATUS_KIND_DOWN_STAND") #define FIGHTER_STATUS_DOWN_DAMAGE_FLAG_SITUATION_CHANGE lua_const("FIGHTER_STATUS_DOWN_DAMAGE_FLAG_SITUATION_CHANGE") #define FIGHTER_STATUS_DOWN_WORK_INT_NO_ACTION_FRAME lua_const("FIGHTER_STATUS_DOWN_WORK_INT_NO_ACTION_FRAME") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DOWN_REFLECT_FLOAT") #define FIGHTER_STATUS_KIND_DOWN_REFLECT_LR lua_const("FIGHTER_STATUS_KIND_DOWN_REFLECT_LR") #define FIGHTER_STATUS_KIND_DOWN_STAND_ATTACK lua_const("FIGHTER_STATUS_KIND_DOWN_STAND_ATTACK") #define FIGHTER_STATUS_KIND_DOWN_STAND_FB lua_const("FIGHTER_STATUS_KIND_DOWN_STAND_FB") #define FIGHTER_AREA_KIND_ITEM_PICKUP lua_const("FIGHTER_AREA_KIND_ITEM_PICKUP") #define MA_MSC_ITEM_CHECK_PICKABLE_ITEM_TRAIT lua_const("MA_MSC_ITEM_CHECK_PICKABLE_ITEM_TRAIT") #define ITEM_TRAIT_FLAG_FOOD lua_const("ITEM_TRAIT_FLAG_FOOD") #define FIGHTER_PAD_CMD_CAT2_FLAG_DOWN_TO_DOWN_STAND_FB lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_DOWN_TO_DOWN_STAND_FB") #define FIGHTER_PAD_CMD_CAT2_FLAG_DOWN_TO_DOWN_STAND lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_DOWN_TO_DOWN_STAND") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_DAMAGE_REFLECT_L lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_DAMAGE_REFLECT_L") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_DAMAGE_REFLECT_R lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DOWN_DAMAGE_REFLECT_R") #define FIGHTER_KIND_LINK lua_const("FIGHTER_KIND_LINK") #define FIGHTER_KIND_PEACH lua_const("FIGHTER_KIND_PEACH") #define FIGHTER_KIND_MARIO lua_const("FIGHTER_KIND_MARIO") #define FIGHTER_MARIO_GENERATE_ARTICLE_DOKAN lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_DOKAN") #define FIGHTER_KIND_FOX lua_const("FIGHTER_KIND_FOX") #define FIGHTER_FOX_GENERATE_ARTICLE_ARWING lua_const("FIGHTER_FOX_GENERATE_ARTICLE_ARWING") #define FIGHTER_KIND_FALCO lua_const("FIGHTER_KIND_FALCO") #define FIGHTER_FALCO_GENERATE_ARTICLE_ARWING lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_ARWING") #define FIGHTER_KIND_WARIO lua_const("FIGHTER_KIND_WARIO") #define FIGHTER_WARIO_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_BIKE_HP lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_BIKE_HP") #define FIGHTER_WARIO_GENERATE_ARTICLE_WARIOBIKE lua_const("FIGHTER_WARIO_GENERATE_ARTICLE_WARIOBIKE") #define FIGHTER_WARIO_INSTANCE_WORK_ID_FLAG_REMOVE_BIKE lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_FLAG_REMOVE_BIKE") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_ENTRY lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_ENTRY") #define FIGHTER_KIND_CAPTAIN lua_const("FIGHTER_KIND_CAPTAIN") #define FIGHTER_CAPTAIN_GENERATE_ARTICLE_BLUEFALCON lua_const("FIGHTER_CAPTAIN_GENERATE_ARTICLE_BLUEFALCON") #define FIGHTER_KIND_METAKNIGHT lua_const("FIGHTER_KIND_METAKNIGHT") #define FIGHTER_METAKNIGHT_GENERATE_ARTICLE_MANTLE lua_const("FIGHTER_METAKNIGHT_GENERATE_ARTICLE_MANTLE") #define FIGHTER_LUIGI_GENERATE_ARTICLE_DOKAN lua_const("FIGHTER_LUIGI_GENERATE_ARTICLE_DOKAN") #define FIGHTER_KIND_SAMUS lua_const("FIGHTER_KIND_SAMUS") #define FIGHTER_SAMUS_GENERATE_ARTICLE_TRANSPORTATION lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_TRANSPORTATION") #define FIGHTER_KIRBY_GENERATE_ARTICLE_WARPSTAR lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_WARPSTAR") #define FIGHTER_KIND_DIDDY lua_const("FIGHTER_KIND_DIDDY") #define FIGHTER_DIDDY_GENERATE_ARTICLE_DKBARREL lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_DKBARREL") #define FIGHTER_DONKEY_GENERATE_ARTICLE_DKBARREL lua_const("FIGHTER_DONKEY_GENERATE_ARTICLE_DKBARREL") #define FIGHTER_KIND_PIKACHU lua_const("FIGHTER_KIND_PIKACHU") #define FIGHTER_PIKACHU_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_MONSTERBALL") #define FIGHTER_KIND_PICHU lua_const("FIGHTER_KIND_PICHU") #define FIGHTER_PICHU_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_PICHU_GENERATE_ARTICLE_MONSTERBALL") #define FIGHTER_PURIN_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_PURIN_GENERATE_ARTICLE_MONSTERBALL") #define FIGHTER_KIND_GEKKOUGA lua_const("FIGHTER_KIND_GEKKOUGA") #define FIGHTER_GEKKOUGA_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_GEKKOUGA_GENERATE_ARTICLE_MONSTERBALL") #define FIGHTER_GAOGAEN_GENERATE_ARTICLE_MONSTERBALL lua_const("FIGHTER_GAOGAEN_GENERATE_ARTICLE_MONSTERBALL") #define FIGHTER_PEACH_GENERATE_ARTICLE_KASSAR lua_const("FIGHTER_PEACH_GENERATE_ARTICLE_KASSAR") #define FIGHTER_KIND_DAISY lua_const("FIGHTER_KIND_DAISY") #define FIGHTER_DAISY_GENERATE_ARTICLE_KASSAR lua_const("FIGHTER_DAISY_GENERATE_ARTICLE_KASSAR") #define FIGHTER_KIND_DEDEDE lua_const("FIGHTER_KIND_DEDEDE") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_SHRINE lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_SHRINE") #define FIGHTER_KIND_ROSETTA lua_const("FIGHTER_KIND_ROSETTA") #define FIGHTER_ROSETTA_GENERATE_ARTICLE_TICO lua_const("FIGHTER_ROSETTA_GENERATE_ARTICLE_TICO") #define FIGHTER_KIND_MURABITO lua_const("FIGHTER_KIND_MURABITO") #define FIGHTER_MURABITO_GENERATE_ARTICLE_HOUSE lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_HOUSE") #define FIGHTER_KIND_PACMAN lua_const("FIGHTER_KIND_PACMAN") #define FIGHTER_PACMAN_GENERATE_ARTICLE_BIGPACMAN lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_BIGPACMAN") #define FIGHTER_KIND_PALUTENA lua_const("FIGHTER_KIND_PALUTENA") #define FIGHTER_PALUTENA_GENERATE_ARTICLE_GATE lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_GATE") #define FIGHTER_PIKMIN_GENERATE_ARTICLE_DOLFIN lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_DOLFIN") #define FIGHTER_WIIFIT_GENERATE_ARTICLE_BALANCEBOARD lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_BALANCEBOARD") #define FIGHTER_WIIFIT_GENERATE_ARTICLE_WIIBO lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_WIIBO") #define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_GUNSHIP lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_GUNSHIP") #define FIGHTER_KIND_MARIOD lua_const("FIGHTER_KIND_MARIOD") #define FIGHTER_MARIOD_GENERATE_ARTICLE_CAPSULEBLOCK lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_CAPSULEBLOCK") #define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_SWEATLITTLEMAC lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_SWEATLITTLEMAC") #define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_THROWSWEAT lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_THROWSWEAT") #define FIGHTER_KIND_LUCINA lua_const("FIGHTER_KIND_LUCINA") #define FIGHTER_LUCINA_GENERATE_ARTICLE_MASK lua_const("FIGHTER_LUCINA_GENERATE_ARTICLE_MASK") #define FIGHTER_KIND_LUCAS lua_const("FIGHTER_KIND_LUCAS") #define FIGHTER_LUCAS_GENERATE_ARTICLE_DOSEITABLE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_DOSEITABLE") #define FIGHTER_KIND_ROY lua_const("FIGHTER_KIND_ROY") #define FIGHTER_ROY_GENERATE_ARTICLE_SWORD lua_const("FIGHTER_ROY_GENERATE_ARTICLE_SWORD") #define FIGHTER_KIND_CHROM lua_const("FIGHTER_KIND_CHROM") #define FIGHTER_KIND_SHIZUE lua_const("FIGHTER_KIND_SHIZUE") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_OFFICE lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_OFFICE") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_GRASS lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_GRASS") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ESCAPE_FLOAT") #define FIGHTER_STATUS_ESCAPE_WORK_FLOAT_MOTION_RATE_PENALTY lua_const("FIGHTER_STATUS_ESCAPE_WORK_FLOAT_MOTION_RATE_PENALTY") #define FIGHTER_STATUS_ESCAPE_WORK_INT_ESCAPE_ATTACK lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_ESCAPE_ATTACK") #define FIGHTER_ESCAPE_ATTACK_MODE_ENABLE lua_const("FIGHTER_ESCAPE_ATTACK_MODE_ENABLE") #define FIGHTER_STATUS_ESCAPE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_FRAME") #define FIGHTER_STATUS_ESCAPE_WORK_INT_CATCH_FRAME lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_CATCH_FRAME") #define FIGHTER_ESCAPE_ATTACK_MODE_UNABLE lua_const("FIGHTER_ESCAPE_ATTACK_MODE_UNABLE") #define FIGHTER_STATUS_KIND_RUN lua_const("FIGHTER_STATUS_KIND_RUN") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE") #define FIGHTER_STATUS_ESCAPE_AIR_ADD_XLU_START_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_ADD_XLU_START_FRAME") #define FIGHTER_STATUS_ESCAPE_WORK_INT_HIT_XLU_FRAME lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_HIT_XLU_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_NO_WATER_INOUT_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_WATER_INOUT_FRAME") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_PREV_STATUS_PASSIVE_GROUND lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_PREV_STATUS_PASSIVE_GROUND") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_PREV_STATUS_PASSIVE_AIR lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_PREV_STATUS_PASSIVE_AIR") #define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_FRAME") #define FIGHTER_STATUS_ESCAPE_FLAG_HIT_XLU lua_const("FIGHTER_STATUS_ESCAPE_FLAG_HIT_XLU") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_STIFF lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_STIFF") #define FIGHTER_STATUS_ESCAPE_AIR_STIFF_START_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_STIFF_START_FRAME") #define FIGHTER_STATUS_ESCAPE_AIR_STIFF_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_STIFF_FRAME") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_END_STIFF lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_END_STIFF") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_FALL lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_FALL") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_KINE_FALL lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_KINE_FALL") #define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_STEP lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_STEP") #define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_BACK_END_FRAME lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_INT_SLIDE_BACK_END_FRAME") #define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_BACK_ACCEL lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_BACK_ACCEL") #define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_DIR_X lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_DIR_X") #define FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_DIR_Y lua_const("FIGHTER_STATUS_ESCAPE_AIR_SLIDE_WORK_FLOAT_DIR_Y") #define ENERGY_STOP_RESET_TYPE_ESCAPE_AIR_SLIDE lua_const("ENERGY_STOP_RESET_TYPE_ESCAPE_AIR_SLIDE") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE_ENABLE_GRAVITY lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE_ENABLE_GRAVITY") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_LANDING_TURN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_LANDING_TURN") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_LANDING_CLIFF_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_LANDING_CLIFF_STOP") #define FIGHTER_STATUS_KIND_TREAD_FALL lua_const("FIGHTER_STATUS_KIND_TREAD_FALL") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_F lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_F") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_B lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_B") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_AIR lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_USED_ESCAPE_AIR") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ESCAPE_XLU_START_1F lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ESCAPE_XLU_START_1F") #define FIGHTER_STATUS_ESCAPE_WORK_INT_HIT_NORMAL_FRAME lua_const("FIGHTER_STATUS_ESCAPE_WORK_INT_HIT_NORMAL_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_AIR_ESCAPE_ADD_XLU_START_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_AIR_ESCAPE_ADD_XLU_START_FRAME") #define FIGHTER_STATUS_ATTR_INTO_DOOR lua_const("FIGHTER_STATUS_ATTR_INTO_DOOR") #define FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_FALL_SPECIAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_FALL_SPECIAL") #define ITEM_KIND_ASSIST lua_const("ITEM_KIND_ASSIST") #define FIGHTER_KINETIC_TYPE_FREE lua_const("FIGHTER_KINETIC_TYPE_FREE") #define FIGHTER_STATUS_FREE_MOVE_WORK_FLOAT_FREE_MOVE_ROTATE_Y lua_const("FIGHTER_STATUS_FREE_MOVE_WORK_FLOAT_FREE_MOVE_ROTATE_Y") #define GIMMICK_EVENT_KIND_DISABLE lua_const("GIMMICK_EVENT_KIND_DISABLE") #define FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SPRING lua_const("FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SPRING") #define SITUATION_KIND_RESTRAINT lua_const("SITUATION_KIND_RESTRAINT") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_FLAG lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_FLAG") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_INT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_INT") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_FLOAT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_FLOAT") #define GROUND_TOUCH_FLAG_NONE lua_const("GROUND_TOUCH_FLAG_NONE") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_EFFECT_ID lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_EFFECT_ID") #define FIGHTER_INSTANCE_WORK_ID_INT_GIMMICK_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_GIMMICK_KIND") #define GIMMICK_AREA_KIND_BARREL_CANNON_NATURAL lua_const("GIMMICK_AREA_KIND_BARREL_CANNON_NATURAL") #define FIGHTER_STATUS_GIMMICK_BARREL_STEP_IN lua_const("FIGHTER_STATUS_GIMMICK_BARREL_STEP_IN") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_STEP lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_STEP") #define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_END_SPEED lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_END_SPEED") #define GIMMICK_AREA_KIND_BARREL_CANNON_PATH lua_const("GIMMICK_AREA_KIND_BARREL_CANNON_PATH") #define GIMMICK_AREA_KIND_BARREL_CANNON_NATURAL_AUTO lua_const("GIMMICK_AREA_KIND_BARREL_CANNON_NATURAL_AUTO") #define FIGHTER_STATUS_GIMMICK_BARREL_STEP_SHOOT_WAIT lua_const("FIGHTER_STATUS_GIMMICK_BARREL_STEP_SHOOT_WAIT") #define GIMMICK_AREA_KIND_BARREL_CANNON_PATH_AUTO lua_const("GIMMICK_AREA_KIND_BARREL_CANNON_PATH_AUTO") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CURSOR_ON_POSTURE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CURSOR_ON_POSTURE") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_CURSOR_OFFSET_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CURSOR_OFFSET_Y") #define FIGHTER_STATUS_GIMMICK_BARREL_STEP_SHOOT lua_const("FIGHTER_STATUS_GIMMICK_BARREL_STEP_SHOOT") #define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_MOVE_3D lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_MOVE_3D") #define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_MOVE_3D_END lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_MOVE_3D_END") #define EFFECT_SUB_ATTRIBUTE_CONCLUDE_STATUS lua_const("EFFECT_SUB_ATTRIBUTE_CONCLUDE_STATUS") #define EFFECT_SUB_ATTRIBUTE_SYNC_INIT_POS lua_const("EFFECT_SUB_ATTRIBUTE_SYNC_INIT_POS") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_FALL_SPEED lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_FALL_SPEED") #define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_REMOVE_EFFECT lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_REMOVE_EFFECT") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_SPEED_Z lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_SPEED_Z") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_ARRIVAL_Z lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_ARRIVAL_Z") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_HIT_Z lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_HIT_Z") #define FIGHTER_STATUS_GIMMICK_BARREL_FLAG_UPDATE_DIRECTION lua_const("FIGHTER_STATUS_GIMMICK_BARREL_FLAG_UPDATE_DIRECTION") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_SOOT_FRAME lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_SOOT_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_BARREL_SOOT_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_BARREL_SOOT_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_GIMMICK_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_GIMMICK_ID") #define GIMMICK_BARREL_EVENT_KIND_CROSS lua_const("GIMMICK_BARREL_EVENT_KIND_CROSS") #define GIMMICK_EVENT_TO_GIMMICK lua_const("GIMMICK_EVENT_TO_GIMMICK") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_DAMAGE_REACTION_FRAME lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_DAMAGE_REACTION_FRAME") #define GIMMICK_BARREL_EVENT_START lua_const("GIMMICK_BARREL_EVENT_START") #define GIMMICK_BARREL_EVENT_TERM lua_const("GIMMICK_BARREL_EVENT_TERM") #define GIMMICK_BARREL_EVENT_KIND_SHOOT lua_const("GIMMICK_BARREL_EVENT_KIND_SHOOT") #define FIGHTER_INSTANCE_WORK_ID_INT_NO_BARREL_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_BARREL_FRAME") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_OFFSET_X lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_OFFSET_X") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_OFFSET_Y lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_OFFSET_Y") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_SPEED_CONTROL lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_FLOAT_SHOOT_SPEED_CONTROL") #define FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_GROUND_FLAG lua_const("FIGHTER_STATUS_GIMMICK_BARREL_WORK_INT_GROUND_FLAG") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MUL") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MIN lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MIN") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_STAGE_DAMAGE_REACTION_MAX") #define COLLISION_CATEGORY_MASK_NO_ITEM lua_const("COLLISION_CATEGORY_MASK_NO_ITEM") #define GIMMICK_BARREL_EVENT_KIND_SET_SPEED lua_const("GIMMICK_BARREL_EVENT_KIND_SET_SPEED") #define ENERGY_STOP_RESET_TYPE_AIR_BRAKE lua_const("ENERGY_STOP_RESET_TYPE_AIR_BRAKE") #define ENERGY_CONTROLLER_RESET_TYPE_MOVE_AIR lua_const("ENERGY_CONTROLLER_RESET_TYPE_MOVE_AIR") #define GIMMICK_BARREL_EVENT_KIND_SET_PATH lua_const("GIMMICK_BARREL_EVENT_KIND_SET_PATH") #define GIMMICK_BARREL_EVENT_KIND_END_PATH lua_const("GIMMICK_BARREL_EVENT_KIND_END_PATH") #define GIMMICK_BARREL_EVENT_KIND_POS lua_const("GIMMICK_BARREL_EVENT_KIND_POS") #define GIMMICK_BARREL_EVENT_KIND_BREAK lua_const("GIMMICK_BARREL_EVENT_KIND_BREAK") #define GIMMICK_BARREL_EVENT_KIND_SET_RECT lua_const("GIMMICK_BARREL_EVENT_KIND_SET_RECT") #define GIMMICK_BARREL_EVENT_KIND_HIT lua_const("GIMMICK_BARREL_EVENT_KIND_HIT") #define GIMMICK_BARREL_EVENT_KIND_EXPLOSION lua_const("GIMMICK_BARREL_EVENT_KIND_EXPLOSION") #define MA_MSC_CMD_CANCEL_UNABLE_CANCEL_STATUS lua_const("MA_MSC_CMD_CANCEL_UNABLE_CANCEL_STATUS") #define GIMMICK_AREA_KIND_DOOR lua_const("GIMMICK_AREA_KIND_DOOR") #define GIMMICK_AREA_KIND_AUTO_DOOR lua_const("GIMMICK_AREA_KIND_AUTO_DOOR") #define FIGHTER_STATUS_GIMMICK_DOOR_WORK_FLOAT_CENTER_X lua_const("FIGHTER_STATUS_GIMMICK_DOOR_WORK_FLOAT_CENTER_X") #define FIGHTER_STATUS_GIMMICK_DOOR_FLAG_NO_INTO lua_const("FIGHTER_STATUS_GIMMICK_DOOR_FLAG_NO_INTO") #define FIGHTER_STATUS_GIMMICK_DOOR_WORK_INT_STEP lua_const("FIGHTER_STATUS_GIMMICK_DOOR_WORK_INT_STEP") #define FIGHTER_KINETIC_TYPE_MOTION_LOOP lua_const("FIGHTER_KINETIC_TYPE_MOTION_LOOP") #define GIMMICK_AREA_KIND_AIR_DOOR lua_const("GIMMICK_AREA_KIND_AIR_DOOR") #define FIGHTER_STATUS_GIMMICK_DOOR_WORK_FLOAT_CENTER_Y lua_const("FIGHTER_STATUS_GIMMICK_DOOR_WORK_FLOAT_CENTER_Y") #define FIGHTER_STATUS_JUMP_FROM_SPRING lua_const("FIGHTER_STATUS_JUMP_FROM_SPRING") #define FIGHTER_STATUS_WORK_ID_INT_RESERVE_JUMP_FROM lua_const("FIGHTER_STATUS_WORK_ID_INT_RESERVE_JUMP_FROM") #define FIGHTER_INSTANCE_WORK_ID_INT_NO_SPRING_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_SPRING_FRAME") #define FIGHTER_PAD_CMD_CAT1_JUMP_BUTTON lua_const("FIGHTER_PAD_CMD_CAT1_JUMP_BUTTON") #define GIMMICK_SPRING_EVENT_START lua_const("GIMMICK_SPRING_EVENT_START") #define GIMMICK_SPRING_EVENT_TERM lua_const("GIMMICK_SPRING_EVENT_TERM") #define GIMMICK_SPRING_EVENT_KIND_SHOOT lua_const("GIMMICK_SPRING_EVENT_KIND_SHOOT") #define FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SHOOT_SPEED_Y lua_const("FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SHOOT_SPEED_Y") #define FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SHOOT_ANGLE lua_const("FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SHOOT_ANGLE") #define FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SAFE_POS_X lua_const("FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SAFE_POS_X") #define FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SAFE_POS_Y lua_const("FIGHTER_STATUS_GIMMICK_SPRING_WORK_FLOAT_SAFE_POS_Y") #define FIGHTER_STATUS_GIMMICK_SPRING_FLAG_USE_SAFE_POS lua_const("FIGHTER_STATUS_GIMMICK_SPRING_FLAG_USE_SAFE_POS") #define FIGHTER_STATUS_JUMP_FLAG_GIMMICK_SPRING_JUMP_FROM_RING lua_const("FIGHTER_STATUS_JUMP_FLAG_GIMMICK_SPRING_JUMP_FROM_RING") #define FIGHTER_STATUS_KIND_GIMMICK_SPRING_JUMP lua_const("FIGHTER_STATUS_KIND_GIMMICK_SPRING_JUMP") #define GIMMICK_SPRING_EVENT_KIND_POS lua_const("GIMMICK_SPRING_EVENT_KIND_POS") #define GIMMICK_SPRING_EVENT_KIND_FALL lua_const("GIMMICK_SPRING_EVENT_KIND_FALL") #define GIMMICK_SPRING_EVENT_KIND_FALL_SPECIAL lua_const("GIMMICK_SPRING_EVENT_KIND_FALL_SPECIAL") #define FIGHTER_KINETIC_TYPE_JUMP lua_const("FIGHTER_KINETIC_TYPE_JUMP") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_FLAG") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_INT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_INT") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_SPRING_JUMP_FLOAT") #define FIGHTER_STATUS_JUMP_FLAG_GIMMICK_SPRING_JUMP lua_const("FIGHTER_STATUS_JUMP_FLAG_GIMMICK_SPRING_JUMP") #define GIMMICK_CHAPPY_EVENT_START lua_const("GIMMICK_CHAPPY_EVENT_START") #define GIMMICK_CHAPPY_EVENT_TERM lua_const("GIMMICK_CHAPPY_EVENT_TERM") #define GIMMICK_CHAPPY_EVENT_KIND_POS lua_const("GIMMICK_CHAPPY_EVENT_KIND_POS") #define FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_STEP lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_STEP") #define FIGHTER_STATUS_GIMMICK_PIPE_STEP_IN lua_const("FIGHTER_STATUS_GIMMICK_PIPE_STEP_IN") #define FIGHTER_STATUS_GIMMICK_PIPE_STEP_WAIT lua_const("FIGHTER_STATUS_GIMMICK_PIPE_STEP_WAIT") #define GIMMICK_PIPE_EVENT_KIND_COMMIT_DISAPPEAR lua_const("GIMMICK_PIPE_EVENT_KIND_COMMIT_DISAPPEAR") #define FIGHTER_STATUS_GIMMICK_PIPE_STEP_OUT lua_const("FIGHTER_STATUS_GIMMICK_PIPE_STEP_OUT") #define GIMMICK_PIPE_EVENT_KIND_COMMIT_APPEAR lua_const("GIMMICK_PIPE_EVENT_KIND_COMMIT_APPEAR") #define FIGHTER_STATUS_GIMMICK_PIPE_FLAG_FALL lua_const("FIGHTER_STATUS_GIMMICK_PIPE_FLAG_FALL") #define FIGHTER_SIZE_L lua_const("FIGHTER_SIZE_L") #define FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_SCALE_FRAME lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_SCALE_FRAME") #define FIGHTER_STATUS_GIMMICK_PIPE_STEP_START lua_const("FIGHTER_STATUS_GIMMICK_PIPE_STEP_START") #define GIMMICK_PIPE_EVENT_START lua_const("GIMMICK_PIPE_EVENT_START") #define GIMMICK_PIPE_EVENT_TERM lua_const("GIMMICK_PIPE_EVENT_TERM") #define GIMMICK_PIPE_EVENT_KIND_SET_DISAPPEAR lua_const("GIMMICK_PIPE_EVENT_KIND_SET_DISAPPEAR") #define GIMMICK_PIPE_EVENT_KIND_SET_APPEAR lua_const("GIMMICK_PIPE_EVENT_KIND_SET_APPEAR") #define GIMMICK_PIPE_EVENT_KIND_CANCEL lua_const("GIMMICK_PIPE_EVENT_KIND_CANCEL") #define FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_STOP_FRAME lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_STOP_FRAME") #define FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_END_CHECK lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_INT_END_CHECK") #define FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_X lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_X") #define FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_Y lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_Y") #define FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_W lua_const("FIGHTER_STATUS_GIMMICK_PIPE_WORK_FLOAT_PLANE_W") #define FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SCALING lua_const("FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SCALING") #define FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SUPERSTAR lua_const("FIGHTER_STATUS_ATTR_DISABLE_INTERRUPT_SUPERSTAR") #define FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_TOUCH_CHECK_FRAME lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_TOUCH_CHECK_FRAME") #define FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_SHOOT_LIMIT_FRAME lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_SHOOT_LIMIT_FRAME") #define FIGHTER_STATUS_GIMMICK_TORNADO_FLAG_SHOOT lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_FLAG_SHOOT") #define ENERGY_STOP_RESET_TYPE_DAMAGE_AIR lua_const("ENERGY_STOP_RESET_TYPE_DAMAGE_AIR") #define FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_REACTION_FRAME lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_WORK_INT_REACTION_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLAG_STAR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_STAR") #define FIGHTER_STATUS_GIMMICK_TORNADO_WORK_FLOAT_ANGLE lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_WORK_FLOAT_ANGLE") #define FIGHTER_STATUS_GIMMICK_TORNADO_FLAG_CHANGE_MOTION lua_const("FIGHTER_STATUS_GIMMICK_TORNADO_FLAG_CHANGE_MOTION") #define GIMMICK_TORNADO_EVENT_START lua_const("GIMMICK_TORNADO_EVENT_START") #define GIMMICK_TORNADO_EVENT_TERM lua_const("GIMMICK_TORNADO_EVENT_TERM") #define GIMMICK_TORNADO_EVENT_KIND_SHOOT lua_const("GIMMICK_TORNADO_EVENT_KIND_SHOOT") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_JUMP_MINI lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_JUMP_MINI") #define FIGHTER_STATUS_KIND_JUMP lua_const("FIGHTER_STATUS_KIND_JUMP") #define GIMMICK_CATCH_EVENT_KIND_GET_INFO lua_const("GIMMICK_CATCH_EVENT_KIND_GET_INFO") #define FIGHTER_STATUS_DRUM_WORK_FLOAT_CLATTER_TIME lua_const("FIGHTER_STATUS_DRUM_WORK_FLOAT_CLATTER_TIME") #define FIGHTER_STATUS_DRUM_FLAG_IS_BROKEN_DRUM lua_const("FIGHTER_STATUS_DRUM_FLAG_IS_BROKEN_DRUM") #define FIGHTER_STATUS_DRUM_FLAG_IS_EXIT_CLATTER lua_const("FIGHTER_STATUS_DRUM_FLAG_IS_EXIT_CLATTER") #define FIGHTER_STATUS_DRUM_FLAG_IS_NEED_BIND lua_const("FIGHTER_STATUS_DRUM_FLAG_IS_NEED_BIND") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_BIND lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_BIND") #define FIGHTER_STATUS_DRUM_FLAG_IS_HIDE lua_const("FIGHTER_STATUS_DRUM_FLAG_IS_HIDE") #define GIMMICK_DRUM_EVENT_KIND_CHECK_NEED_LOCK lua_const("GIMMICK_DRUM_EVENT_KIND_CHECK_NEED_LOCK") #define GIMMICK_DRUM_EVENT_KIND_RELEASE lua_const("GIMMICK_DRUM_EVENT_KIND_RELEASE") #define GIMMICK_DRUM_EVENT_KIND_POS lua_const("GIMMICK_DRUM_EVENT_KIND_POS") #define FIGHTER_STATUS_GIMMICK_ODIN_SLASHED_FLAG_EXIT_STATUS lua_const("FIGHTER_STATUS_GIMMICK_ODIN_SLASHED_FLAG_EXIT_STATUS") #define FIGHTER_STATUS_KIND_GIMMICK_ODIN_SLASHED lua_const("FIGHTER_STATUS_KIND_GIMMICK_ODIN_SLASHED") #define GIMMICK_SLASH_EVENT_KIND_CHECK_NEED_LOCK lua_const("GIMMICK_SLASH_EVENT_KIND_CHECK_NEED_LOCK") #define GIMMICK_SLASH_EVENT_TERM lua_const("GIMMICK_SLASH_EVENT_TERM") #define GIMMICK_SLASH_EVENT_KIND_UNLOCK lua_const("GIMMICK_SLASH_EVENT_KIND_UNLOCK") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD_MAX") #define FIGHTER_STATUS_GUARD_ON_WORK_INT_JUST_SHEILD_COUNT lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_JUST_SHEILD_COUNT") #define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_DELAY_MUL lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_DELAY_MUL") #define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_DISABLE_HIT_STOP_DELAY_STICK lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_DISABLE_HIT_STOP_DELAY_STICK") #define FIGHTER_STATUS_GUARD_ON_WORK_INT_LANDING_EFFECT_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_LANDING_EFFECT_FRAME") #define FIGHTER_KINETIC_TYPE_GUARD_ON lua_const("FIGHTER_KINETIC_TYPE_GUARD_ON") #define FIGHTER_STATUS_ATTR_DISABLE_SHIELD_RECOVERY lua_const("FIGHTER_STATUS_ATTR_DISABLE_SHIELD_RECOVERY") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_GUARD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_GUARD") #define FIGHTER_STATUS_GUARD_ON_WORK_INT_CATCH_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_CATCH_FRAME") #define FIGHTER_STATUS_GUARD_ON_WORK_INT_MIN_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_MIN_FRAME") #define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_EFFECT lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_EFFECT") #define FIGHTER_STATUS_KIND_GUARD lua_const("FIGHTER_STATUS_KIND_GUARD") #define FIGHTER_STATUS_KIND_GUARD_DAMAGE lua_const("FIGHTER_STATUS_KIND_GUARD_DAMAGE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_GUARD_HOLD_SPECIAL_BUTTON lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_GUARD_HOLD_SPECIAL_BUTTON") #define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_SPECIAL_HI lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_SPECIAL_HI") #define FIGHTER_PAD_CMD_CAT3_ITEM_LIGHT_THROW_HI4 lua_const("FIGHTER_PAD_CMD_CAT3_ITEM_LIGHT_THROW_HI4") #define FIGHTER_PAD_CMD_CAT3_ITEM_LIGHT_THROW_HI lua_const("FIGHTER_PAD_CMD_CAT3_ITEM_LIGHT_THROW_HI") #define FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE") #define FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE_F lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE_F") #define FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_STICK_ESCAPE_B") #define FIGHTER_INSTANCE_WORK_ID_FLAG_SHIELD_LOCK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SHIELD_LOCK") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD_MIN lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_GUARD_SHIELD_MIN") #define FIGHTER_SHIELD_KIND_GUARD lua_const("FIGHTER_SHIELD_KIND_GUARD") #define SHIELD_STATUS_NORMAL lua_const("SHIELD_STATUS_NORMAL") #define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_SHIELD_RECOVERY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_SHIELD_RECOVERY_FRAME") #define SHIELD_STATUS_NONE lua_const("SHIELD_STATUS_NONE") #define FIGHTER_PAD_CMD_CAT1_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT1_ESCAPE") #define FIGHTER_PAD_CMD_CAT1_ESCAPE_F lua_const("FIGHTER_PAD_CMD_CAT1_ESCAPE_F") #define FIGHTER_PAD_CMD_CAT1_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT1_ESCAPE_B") #define FIGHTER_PAD_CMD_CAT1_DASH lua_const("FIGHTER_PAD_CMD_CAT1_DASH") #define FIGHTER_PAD_CMD_CAT1_TURN_DASH lua_const("FIGHTER_PAD_CMD_CAT1_TURN_DASH") #define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_REACH_PREV_X lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_REACH_PREV_X") #define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_REACH_PREV_Y lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_REACH_PREV_Y") #define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_PREV_X lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_PREV_X") #define FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_PREV_Y lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLOAT_PREV_Y") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_FLOAT") #define FIGHTER_STATUS_KIND_GUARD_OFF lua_const("FIGHTER_STATUS_KIND_GUARD_OFF") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_OFF_FLOAT") #define FIGHTER_STATUS_GUARD_ON_WORK_INT_JUST_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_JUST_FRAME") #define FIGHTER_STATUS_GUARD_OFF_WORK_INT_CANCEL_FRAME lua_const("FIGHTER_STATUS_GUARD_OFF_WORK_INT_CANCEL_FRAME") #define FIGHTER_REFLECTOR_GROUP_JUST_SHIELD lua_const("FIGHTER_REFLECTOR_GROUP_JUST_SHIELD") #define SHIELD_TYPE_JUST_SHIELD lua_const("SHIELD_TYPE_JUST_SHIELD") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GUARD_DAMAGE_FLOAT") #define FS_SUCCEEDS_KEEP_RUMBLE lua_const("FS_SUCCEEDS_KEEP_RUMBLE") #define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_JUST_SHIELD lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_JUST_SHIELD") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GUARD") #define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_HIT_XLU lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_HIT_XLU") #define FIGHTER_LOG_DATA_INT_JUST_SHIELD lua_const("FIGHTER_LOG_DATA_INT_JUST_SHIELD") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLAG_GOLD_EYE lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLAG_GOLD_EYE") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_LR lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_LR") #define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_IS_DONE_GUARD_DAMAGE_NUM lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_IS_DONE_GUARD_DAMAGE_NUM") #define FIGHTER_LOG_DATA_INT_GUARD_DAMAGE_NUM lua_const("FIGHTER_LOG_DATA_INT_GUARD_DAMAGE_NUM") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_PREV_SHIELD lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_PREV_SHIELD") #define FIGHTER_STATUS_GUARD_ON_WORK_INT_SHIELD_DAMAGE2_EFFECT_HANDLE lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_SHIELD_DAMAGE2_EFFECT_HANDLE") #define FIGHTER_STATUS_GUARD_ON_WORK_INT_SHIELD_DAMAGE_EFFECT_HANDLE lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_SHIELD_DAMAGE_EFFECT_HANDLE") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_STIFF_FRAME lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_STIFF_FRAME") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_DAMAGE lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_DAMAGE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_STATUS_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_STATUS_STOP") #define FIGHTER_STATUS_GUARD_ON_WORK_FLAG_JUST_SHIELD_SLOW_WHOLE lua_const("FIGHTER_STATUS_GUARD_ON_WORK_FLAG_JUST_SHIELD_SLOW_WHOLE") #define FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_JUST_SHIELD_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_DISABLE_JUST_SHIELD_FRAME") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_PREV_SHIELD_SCALE_FRAME lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_PREV_SHIELD_SCALE_FRAME") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_POWER lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_POWER") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_SETOFF_MUL lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_SHIELD_SETOFF_MUL") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_OBJECT_ID lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_INT_OBJECT_ID") #define MA_MSC_CMD_CAPTURE_SET_IGNORE_OBJECT_ID lua_const("MA_MSC_CMD_CAPTURE_SET_IGNORE_OBJECT_ID") #define FIGHTER_INSTANCE_WORK_ID_INT_GUARD_INVALID_CAPTURE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_GUARD_INVALID_CAPTURE_FRAME") #define ENERGY_STOP_RESET_TYPE_GUARD_DAMAGE lua_const("ENERGY_STOP_RESET_TYPE_GUARD_DAMAGE") #define FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_HIT_STOP_FRAME lua_const("FIGHTER_STATUS_GUARD_DAMAGE_WORK_FLOAT_HIT_STOP_FRAME") #define FIGHTER_STATUS_GUARD_ON_WORK_INT_SCALE_FADE_START_FRAME lua_const("FIGHTER_STATUS_GUARD_ON_WORK_INT_SCALE_FADE_START_FRAME") #define FIGHTER_KINETIC_TYPE_DAMAGE_AIR_S_BREAK lua_const("FIGHTER_KINETIC_TYPE_DAMAGE_AIR_S_BREAK") #define FIGHTER_LOG_DATA_INT_SHIELD_BREAK_FLY_NUM lua_const("FIGHTER_LOG_DATA_INT_SHIELD_BREAK_FLY_NUM") #define FIGHTER_STATUS_KIND_SHIELD_BREAK_FALL lua_const("FIGHTER_STATUS_KIND_SHIELD_BREAK_FALL") #define FIGHTER_STATUS_KIND_SHIELD_BREAK_DOWN lua_const("FIGHTER_STATUS_KIND_SHIELD_BREAK_DOWN") #define FIGHTER_STATUS_KIND_FURAFURA_STAND lua_const("FIGHTER_STATUS_KIND_FURAFURA_STAND") #define FIGHTER_STATUS_FURAFURA_STAND_WORK_INT_FRAME_COUNT lua_const("FIGHTER_STATUS_FURAFURA_STAND_WORK_INT_FRAME_COUNT") #define FIGHTER_STATUS_FURAFURA_STAND_WORK_FLAG_WHOLE_HIT_XLU_END lua_const("FIGHTER_STATUS_FURAFURA_STAND_WORK_FLAG_WHOLE_HIT_XLU_END") #define ITEM_KIND_KILLER lua_const("ITEM_KIND_KILLER") #define FIGHTER_STATUS_KIND_KILLER lua_const("FIGHTER_STATUS_KIND_KILLER") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_ITEM lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_ITEM") #define FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND") #define FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND_OPPOSITE lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND_OPPOSITE") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_4") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_FB4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_FB4") #define FIGHTER_COMMAND_ITEM_THROW_KIND_F lua_const("FIGHTER_COMMAND_ITEM_THROW_KIND_F") #define FIGHTER_STATUS_ITEM_THROW_WORK_FLOAT_LR lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLOAT_LR") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_HI4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_HI4") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ITEM_THROW_4 lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ITEM_THROW_4") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_HI lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_HI") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_LW lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_LW") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_DROP lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_DROP") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_FB lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_FB") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_4_AIR lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_4_AIR") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_HI4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_HI4") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_HI lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_HI") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_LW lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_AIR_LW") #define FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_FROM_TURN_RUN lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_FROM_TURN_RUN") #define FIGHTER_STATUS_ITEM_THROW_WORK_INT_SITUATION lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_SITUATION") #define FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_LOOP_FIRST lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_LOOP_FIRST") #define FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND_TMP lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_MOTION_KIND_TMP") #define FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_CONTINUE lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_CONTINUE") #define FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_KILLER lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_FLAG_KILLER") #define FIGHTER_STATUS_ITEM_THROW_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ITEM_THROW_WORK_INT_FRAME") #define ITEM_KIND_GRASS lua_const("ITEM_KIND_GRASS") #define FIGHTER_STATUS_KIND_ITEM_GRASS_PULL lua_const("FIGHTER_STATUS_KIND_ITEM_GRASS_PULL") #define ITEM_KIND_SNAKECBOX lua_const("ITEM_KIND_SNAKECBOX") #define FIGHTER_STATUS_KIND_ITEM_LIFT_WAIT lua_const("FIGHTER_STATUS_KIND_ITEM_LIFT_WAIT") #define FIGHTER_KINETIC_TYPE_TURN lua_const("FIGHTER_KINETIC_TYPE_TURN") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_INT") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_LIFT_FLOAT") #define FIGHTER_STATUS_ITEM_LIFT_WORK_FLAG_MOTION_FLIP lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLAG_MOTION_FLIP") #define FIGHTER_STATUS_ITEM_LIFT_WORK_INT_STEP lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_INT_STEP") #define FIGHTER_STATUS_KIND_ITEM_LIFT_TURN lua_const("FIGHTER_STATUS_KIND_ITEM_LIFT_TURN") #define FIGHTER_STATUS_KIND_ITEM_LIFT_WALK lua_const("FIGHTER_STATUS_KIND_ITEM_LIFT_WALK") #define FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_LW4 lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_ITEM_LIGHT_THROW_LW4") #define FIGHTER_COMMAND_ITEM_THROW_KIND_B lua_const("FIGHTER_COMMAND_ITEM_THROW_KIND_B") #define ITEM_SIZE_HEAVY lua_const("ITEM_SIZE_HEAVY") #define FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SCALE lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SCALE") #define FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SPEED") #define FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SPEED_MAX_RATIO lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLOAT_SPEED_MAX_RATIO") #define FIGHTER_STATUS_ITEM_ASSIST_HOIST_WORK_FLAG_BORN_ITEM lua_const("FIGHTER_STATUS_ITEM_ASSIST_HOIST_WORK_FLAG_BORN_ITEM") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_WARP_STAR lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_WARP_STAR") #define FIGHTER_POWER_UP_ATTACK_BIT_ITEM lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ITEM") #define FIGHTER_STATUS_KIND_WARPSTAR_JUMP lua_const("FIGHTER_STATUS_KIND_WARPSTAR_JUMP") #define FIGHTER_STATUS_WARPSTAR_FLAG_IS_END lua_const("FIGHTER_STATUS_WARPSTAR_FLAG_IS_END") #define FIGHTER_HAVE_ITEM_WORK_SPECIAL lua_const("FIGHTER_HAVE_ITEM_WORK_SPECIAL") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DRAGOON lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DRAGOON") #define FIGHTER_INSTANCE_WORK_ID_FLAG_BACKSHIELD_INVISIBLE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_BACKSHIELD_INVISIBLE") #define MA_MSC_CMD_EFFECT_EFFECT_COMMON lua_const("MA_MSC_CMD_EFFECT_EFFECT_COMMON") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLER lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLER") #define ITEM_KIND_KILLERTRANSFORM lua_const("ITEM_KIND_KILLERTRANSFORM") #define FIGHTER_STATUS_KIND_KILLER_JUMP lua_const("FIGHTER_STATUS_KIND_KILLER_JUMP") #define ITEM_KILLERTRANSFORM_ACTION_CANCEL_TRANSFORM lua_const("ITEM_KILLERTRANSFORM_ACTION_CANCEL_TRANSFORM") #define MA_MSC_LINK_ADJUST_MODEL_CONSTRAINT_POSTURE lua_const("MA_MSC_LINK_ADJUST_MODEL_CONSTRAINT_POSTURE") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_INT") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_KILLER_JUMP_FLOAT") #define FIGHTER_STATUS_KILLER_JUMP_WORK_FLOAT_ANGLE lua_const("FIGHTER_STATUS_KILLER_JUMP_WORK_FLOAT_ANGLE") #define FIGHTER_STATUS_KIND_HAMMER_JUMP_SQUAT lua_const("FIGHTER_STATUS_KIND_HAMMER_JUMP_SQUAT") #define FIGHTER_PAD_CMD_CAT2_FLAG_GUARD_TO_PASS lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_GUARD_TO_PASS") #define FIGHTER_STATUS_HAMMER_INT_MOTION_KIND lua_const("FIGHTER_STATUS_HAMMER_INT_MOTION_KIND") #define ITEM_KIND_GOLDENHAMMER lua_const("ITEM_KIND_GOLDENHAMMER") #define FIGHTER_ITEM_HOLD_KIND_GRIP lua_const("FIGHTER_ITEM_HOLD_KIND_GRIP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_HAMMER_FLOAT") #define GROUND_CORRECT_KIND_GROUND_OTTOTTO lua_const("GROUND_CORRECT_KIND_GROUND_OTTOTTO") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_HAMMER lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_HAMMER") #define FIGHTER_STATUS_KIND_HAMMER_TURN lua_const("FIGHTER_STATUS_KIND_HAMMER_TURN") #define FIGHTER_STATUS_KIND_HAMMER_WALK lua_const("FIGHTER_STATUS_KIND_HAMMER_WALK") #define FIGHTER_STATUS_KIND_HAMMER_WAIT lua_const("FIGHTER_STATUS_KIND_HAMMER_WAIT") #define FIGHTER_STATUS_HAMMER_INT_COUNTER lua_const("FIGHTER_STATUS_HAMMER_INT_COUNTER") #define FIGHTER_STATUS_KIND_HAMMER_JUMP lua_const("FIGHTER_STATUS_KIND_HAMMER_JUMP") #define FIGHTER_STATUS_HAMMER_FLAG_BUTTON_JUMP lua_const("FIGHTER_STATUS_HAMMER_FLAG_BUTTON_JUMP") #define FIGHTER_STATUS_KIND_HAMMER_LANDING lua_const("FIGHTER_STATUS_KIND_HAMMER_LANDING") #define FIGHTER_STATUS_HAMMER_FLAG_BGM_STARTED lua_const("FIGHTER_STATUS_HAMMER_FLAG_BGM_STARTED") #define FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_SE_HANDLE lua_const("FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_SE_HANDLE") #define ITEM_KIND_HAMMER lua_const("ITEM_KIND_HAMMER") #define STATUS_BGM_HAMMER lua_const("STATUS_BGM_HAMMER") #define STATUS_BGM_GOLDENHAMMER lua_const("STATUS_BGM_GOLDENHAMMER") #define FIGHTER_STATUS_HAMMER_WALK_FLOAT_SPEED lua_const("FIGHTER_STATUS_HAMMER_WALK_FLOAT_SPEED") #define FIGHTER_STATUS_HAMMER_INT_DRIFT_FRAME lua_const("FIGHTER_STATUS_HAMMER_INT_DRIFT_FRAME") #define FIGHTER_STATUS_HAMMER_INT_DISCONNECT_FRAME lua_const("FIGHTER_STATUS_HAMMER_INT_DISCONNECT_FRAME") #define FIGHTER_STATUS_HAMMER_FLAG_CHANGE_COLANIM lua_const("FIGHTER_STATUS_HAMMER_FLAG_CHANGE_COLANIM") #define ITEM_STATUS_PARAM_INT_RESULT lua_const("ITEM_STATUS_PARAM_INT_RESULT") #define FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER_NO_ATTACK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER_NO_ATTACK") #define ITEM_HAMMER_ACTION_ATTACK_ON lua_const("ITEM_HAMMER_ACTION_ATTACK_ON") #define ITEM_GOLDENHAMMER_ACTION_ATTACK_ON lua_const("ITEM_GOLDENHAMMER_ACTION_ATTACK_ON") #define FIGHTER_CONTROLLER_RUMBLE_ID_HAMMER lua_const("FIGHTER_CONTROLLER_RUMBLE_ID_HAMMER") #define FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER_NO_DRIFT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_HAMMER_NO_DRIFT") #define FIGHTER_STATUS_HAMMER_INT_DRIFT_DEC_COUNT lua_const("FIGHTER_STATUS_HAMMER_INT_DRIFT_DEC_COUNT") #define FIGHTER_STATUS_HAMMER_INT_DRIFT_PAST_FRAME lua_const("FIGHTER_STATUS_HAMMER_INT_DRIFT_PAST_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_COUNTER lua_const("FIGHTER_INSTANCE_WORK_ID_INT_HAMMER_COUNTER") #define ITEM_HAMMER_ACTION_ATTACK_OFF lua_const("ITEM_HAMMER_ACTION_ATTACK_OFF") #define ITEM_GOLDENHAMMER_ACTION_ATTACK_OFF lua_const("ITEM_GOLDENHAMMER_ACTION_ATTACK_OFF") #define ITEM_HAMMER_ACTION_DROP_HEAD lua_const("ITEM_HAMMER_ACTION_DROP_HEAD") #define FIGHTER_LOG_ATTACK_KIND_HAMMER lua_const("FIGHTER_LOG_ATTACK_KIND_HAMMER") #define MA_MSC_CMD_ITEM_UPDATE_HAVE_ITEM_ACTION_INFO lua_const("MA_MSC_CMD_ITEM_UPDATE_HAVE_ITEM_ACTION_INFO") #define FIGHTER_MOTION_PART_SET_KIND_UPPER_BODY lua_const("FIGHTER_MOTION_PART_SET_KIND_UPPER_BODY") #define FIGHTER_STATUS_KIND_FALL_AERIAL lua_const("FIGHTER_STATUS_KIND_FALL_AERIAL") #define FIGHTER_STATUS_SCALING_WORK_INT_AIR_NEXT_STAUS lua_const("FIGHTER_STATUS_SCALING_WORK_INT_AIR_NEXT_STAUS") #define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_TOTAL_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_TOTAL_FRAME") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SCALING_FLOAT") #define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_KIND") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_SCALING_START_SCALE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SCALING_START_SCALE") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_SCALING_END_SCALE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SCALING_END_SCALE") #define FIGHTER_SCALING_KIND_KINOKO lua_const("FIGHTER_SCALING_KIND_KINOKO") #define FIGHTER_SCALING_KIND_THUNDER lua_const("FIGHTER_SCALING_KIND_THUNDER") #define ITEM_EXRES_TO_BIG lua_const("ITEM_EXRES_TO_BIG") #define FIGHTER_INSTANCE_WORK_ID_INT_SCALING_ANIM_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCALING_ANIM_KIND") #define FIGHTER_STATUS_SCALING_FLAG_SET_MOTION lua_const("FIGHTER_STATUS_SCALING_FLAG_SET_MOTION") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_INIT_SCALE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_INIT_SCALE") #define ITEM_EXRES_TO_SMALL lua_const("ITEM_EXRES_TO_SMALL") #define FIGHTER_STATUS_KIND_BIG lua_const("FIGHTER_STATUS_KIND_BIG") #define FIGHTER_STATUS_KIND_SMALL lua_const("FIGHTER_STATUS_KIND_SMALL") #define FIGHTER_SCALING_STATUS_BIG lua_const("FIGHTER_SCALING_STATUS_BIG") #define FIGHTER_SCALING_STATUS_SMALL lua_const("FIGHTER_SCALING_STATUS_SMALL") #define FIGHTER_SCALING_STATUS_NONE lua_const("FIGHTER_SCALING_STATUS_NONE") #define FIGHTER_STATUS_ITEM_GRASS_PULL_FLAG_PICKUP_FAILED lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_FLAG_PICKUP_FAILED") #define FIGHTER_STATUS_ITEM_GRASS_PULL_FLAG_STTUS_END_IF_PICKUP_FAILED lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_FLAG_STTUS_END_IF_PICKUP_FAILED") #define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_THROW_N_OFFSET_ANIM_FRAME_COUNT_MAX lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_THROW_N_OFFSET_ANIM_FRAME_COUNT_MAX") #define FIGHTER_ITEM_GRASS_PULL_STEP_START lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_START") #define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_STEP lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_STEP") #define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_PICKABLE_ITEM_GRASS_OBJECT_ID lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_PICKABLE_ITEM_GRASS_OBJECT_ID") #define ENERGY_CONTROLLER_RESET_TYPE_MOVE_GROUND lua_const("ENERGY_CONTROLLER_RESET_TYPE_MOVE_GROUND") #define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_THROW_N_OFFSET_ANIM_FRAME_COUNT lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_THROW_N_OFFSET_ANIM_FRAME_COUNT") #define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_NEXT_STEP lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_NEXT_STEP") #define FIGHTER_ITEM_GRASS_PULL_STEP_NONE lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_NONE") #define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_FLOAT_THROW_N_OFFSET_ANIM_START_MOT_FRAME lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_FLOAT_THROW_N_OFFSET_ANIM_START_MOT_FRAME") #define FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_ITEM_POINTER lua_const("FIGHTER_STATUS_ITEM_GRASS_PULL_WORK_INT_ITEM_POINTER") #define ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_UP lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_UP") #define ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_DOWN lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_DOWN") #define FIGHTER_ITEM_GRASS_PULL_STEP_PICKUP lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_PICKUP") #define QUICK_ITEM_TREAT_TYPE_USE_EXCEPT_FOOD lua_const("QUICK_ITEM_TREAT_TYPE_USE_EXCEPT_FOOD") #define ITEM_PICKUP_SEARCH_MODE_GRASS lua_const("ITEM_PICKUP_SEARCH_MODE_GRASS") #define FIGHTER_ITEM_GRASS_PULL_STEP_PULL lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_PULL") #define ITEM_GRASS_ACTION_BEFORE_WEED_OUT lua_const("ITEM_GRASS_ACTION_BEFORE_WEED_OUT") #define ITEM_COMMON_PARAM_INT_SIZE_KIND lua_const("ITEM_COMMON_PARAM_INT_SIZE_KIND") #define ITEM_SIZE_KIND_LARGE lua_const("ITEM_SIZE_KIND_LARGE") #define FIGHTER_ITEM_GRASS_PULL_STEP_END lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_END") #define FIGHTER_ITEM_GRASS_PULL_STEP_HOIST lua_const("FIGHTER_ITEM_GRASS_PULL_STEP_HOIST") #define ITEM_GRASS_ACTION_BEFORE_RAISE lua_const("ITEM_GRASS_ACTION_BEFORE_RAISE") #define ITEM_GRASS_ACTION_AFTER_RAISE lua_const("ITEM_GRASS_ACTION_AFTER_RAISE") #define ITEM_COMMON_PARAM_INT_MURABITO_GEN lua_const("ITEM_COMMON_PARAM_INT_MURABITO_GEN") #define ITEM_MURABITO_GEN_HAVE lua_const("ITEM_MURABITO_GEN_HAVE") #define ITEM_MURABITO_GEN_USE lua_const("ITEM_MURABITO_GEN_USE") #define ITEM_COMMON_PARAM_INT_HAVE_KIND lua_const("ITEM_COMMON_PARAM_INT_HAVE_KIND") #define ITEM_HAVE_KIND_GET lua_const("ITEM_HAVE_KIND_GET") #define ITEM_MURABITO_GEN_EQUIP lua_const("ITEM_MURABITO_GEN_EQUIP") #define MA_MSC_CMD_GET_CAPTURE_NODE lua_const("MA_MSC_CMD_GET_CAPTURE_NODE") #define FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_INT_CAPTURE_NODE_BACKUP lua_const("FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_INT_CAPTURE_NODE_BACKUP") #define MA_MSC_CMD_SET_CAPTURE_NODE lua_const("MA_MSC_CMD_SET_CAPTURE_NODE") #define FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLAG_CLATTER lua_const("FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLAG_CLATTER") #define FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_X lua_const("FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_X") #define FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_Y lua_const("FIGHTER_STATUS_CAPTURE_ITEM_WORK_ID_FLOAT_CAPTURE_JUMP_SPEED_Y") #define FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_INT_CAPTURE_NODE_BACKUP lua_const("FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_INT_CAPTURE_NODE_BACKUP") #define FIGHTER_KINETIC_TYPE_CAPTURE_BEETLE lua_const("FIGHTER_KINETIC_TYPE_CAPTURE_BEETLE") #define FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_FLAG_REQUEST_START_CLATTER lua_const("FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_FLAG_REQUEST_START_CLATTER") #define FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_FLAG_STARTED_CLATTER lua_const("FIGHTER_STATUS_CAPTURE_BOSSGALAGA_WORK_ID_FLAG_STARTED_CLATTER") #define FIGHTER_STATUS_CAPTURE_BEITCRANE_WORK_ID_INT_CAPTURE_NODE_BACKUP lua_const("FIGHTER_STATUS_CAPTURE_BEITCRANE_WORK_ID_INT_CAPTURE_NODE_BACKUP") #define FIGHTER_STATUS_ITEM_KAWASAKI_WORK_INT_FLY_COUNT lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_WORK_INT_FLY_COUNT") #define FIGHTER_INSTANCE_WORK_ID_INT_ITEM_SENDER_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ITEM_SENDER_ID") #define FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_X lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_X") #define FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_Y lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_Y") #define FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_Z lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_WORK_FLOAT_PRE_POT_Z") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_OFFSET_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_OFFSET_Y") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_FLY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_FLY_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_FLY_HEIGHT lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_KAWASAKI_FLY_HEIGHT") #define FIGHTER_STATUS_ITEM_KAWASAKI_FLAG_IN_POT lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_FLAG_IN_POT") #define FIGHTER_STATUS_ITEM_KAWASAKI_FLAG_FALL lua_const("FIGHTER_STATUS_ITEM_KAWASAKI_FLAG_FALL") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_FLY_COUNT lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_FLY_COUNT") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_JOINT_ID lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_JOINT_ID") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_FRAME lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_FRAME") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_RECOVERY lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_RECOVERY") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CLATTER_FRAME lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CLATTER_FRAME") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_JUMP_SPEED_X lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_JUMP_SPEED_X") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_JUMP_SPEED_Y lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_CAPTURE_JUMP_SPEED_Y") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_X lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_X") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_Y lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_Y") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_Z lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_OFFSET_Z") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_DISTANCE lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_DISTANCE") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_MAX_CHANGE_DEGREE lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_MAX_CHANGE_DEGREE") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_SPEED lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_SPEED") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_MAX_SPEED lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_MAX_SPEED") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_ACCEL lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_ACCEL") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_START_ACCEL_FRAME lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_START_ACCEL_FRAME") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_DEST_DISTANCE lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_DEST_DISTANCE") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_ROT_Z_SPEED lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_ROT_Z_SPEED") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_ROT_Z lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_ROT_Z") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_XLU_FRAME lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_INT_XLU_FRAME") #define FIGHTER_SCALING_KIND_ASSIST lua_const("FIGHTER_SCALING_KIND_ASSIST") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_INIT_X lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_INIT_X") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_INIT_Y lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_INIT_Y") #define FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_DEG lua_const("FIGHTER_STATUS_ITEM_DRIVER_WORK_FLOAT_FLY_DEG") #define ITEM_STATUS_KIND_LOST lua_const("ITEM_STATUS_KIND_LOST") #define FIGHTER_STATUS_ITEM_DRIVER_FLAG_IN_BUS lua_const("FIGHTER_STATUS_ITEM_DRIVER_FLAG_IN_BUS") #define ITEM_DRIVER_INSTANCE_WORK_FLOAT_FIGHTER_LR lua_const("ITEM_DRIVER_INSTANCE_WORK_FLOAT_FIGHTER_LR") #define FIGHTER_INSTANCE_WORK_ID_FLAG_CAPTURE_JUMP_ENABLE_CONTROL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_CAPTURE_JUMP_ENABLE_CONTROL") #define FIGHTER_STATUS_ITEM_DRIVER_FLAG_TO_BUS lua_const("FIGHTER_STATUS_ITEM_DRIVER_FLAG_TO_BUS") #define FIGHTER_STATUS_CAPTURE_MIMIKKYU_WORK_ID_FLAG_CLATTER_END lua_const("FIGHTER_STATUS_CAPTURE_MIMIKKYU_WORK_ID_FLAG_CLATTER_END") #define FIGHTER_SCALING_KIND_POKEMON lua_const("FIGHTER_SCALING_KIND_POKEMON") #define FIGHTER_INSTANCE_WORK_ID_FLAG_LOUPE_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_LOUPE_DAMAGE") #define FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOVER lua_const("FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOVER") #define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_WORK_INT_HOVER_FRAME lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_WORK_INT_HOVER_FRAME") #define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_PUSH_BUTTON lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_PUSH_BUTTON") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_ROCKETBELT_BURNER_ENERGY_VALUE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_ROCKETBELT_BURNER_ENERGY_VALUE") #define ENERGY_CONTROLLER_RESET_TYPE_FREE lua_const("ENERGY_CONTROLLER_RESET_TYPE_FREE") #define FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOVER_KEEP lua_const("FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOVER_KEEP") #define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_JET_ON lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_JET_ON") #define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_ROCKETBELT_REPLACE lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_ROCKETBELT_REPLACE") #define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_FIRE lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_FIRE") #define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_SMOKE lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_SMOKE") #define FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_FIRST_SUB_ENERGY lua_const("FIGHTER_STATUS_ITEM_ROCKETBELT_HOVER_FLAG_FIRST_SUB_ENERGY") #define ITEM_KIND_ROCKETBELT lua_const("ITEM_KIND_ROCKETBELT") #define ITEM_ROCKETBELT_ACTION_FLY_JET_FIRE_START lua_const("ITEM_ROCKETBELT_ACTION_FLY_JET_FIRE_START") #define ITEM_ROCKETBELT_ACTION_FLY_JET_FIRE_END lua_const("ITEM_ROCKETBELT_ACTION_FLY_JET_FIRE_END") #define ITEM_ROCKETBELT_ACTION_FALL_JET_SMOKE_START lua_const("ITEM_ROCKETBELT_ACTION_FALL_JET_SMOKE_START") #define ITEM_ROCKETBELT_ACTION_FALL_JET_SMOKE_END lua_const("ITEM_ROCKETBELT_ACTION_FALL_JET_SMOKE_END") #define GROUND_CLIFF_CHECK_KIND_ALWAYS_BOTH_SIDES lua_const("GROUND_CLIFF_CHECK_KIND_ALWAYS_BOTH_SIDES") #define FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_END lua_const("FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_END") #define FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_START lua_const("FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_START") #define FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_KEEP lua_const("FIGHTER_STATUS_ITEM_SPECIALFLAG_HOIST_WORK_FLAG_HOIST_KEEP") #define ITEM_SPECIALFLAG_ACTION_HOIST_START lua_const("ITEM_SPECIALFLAG_ACTION_HOIST_START") #define ITEM_STATUS_PARAM_BOOL_RESULT lua_const("ITEM_STATUS_PARAM_BOOL_RESULT") #define ITEM_SPECIALFLAG_ACTION_HOIST_END_SUCCESS lua_const("ITEM_SPECIALFLAG_ACTION_HOIST_END_SUCCESS") #define FIGHTER_ITEM_HOLD_KIND_HAVE lua_const("FIGHTER_ITEM_HOLD_KIND_HAVE") #define ITEM_SPECIALFLAG_ACTION_HOIST_END_FAILURE lua_const("ITEM_SPECIALFLAG_ACTION_HOIST_END_FAILURE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WAIT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WAIT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_F lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_F") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_BRAKE_F lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_BRAKE_F") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_B lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_B") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_BRAKE_B lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_WALK_BRAKE_B") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_DASH_F lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_DASH_F") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_DASH_B lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_DASH_B") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP_SQUAT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP_SQUAT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_LANDING lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_LANDING") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_AIR lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_AIR") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP_AERIAL lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_JUMP_AERIAL") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_FLY lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_FLY") #define FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_UPPER_FRAME lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_UPPER_FRAME") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_UPPER_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_UPPER_RATE") #define FIGHTER_STATUS_JUMP_FROM_SHOOT lua_const("FIGHTER_STATUS_JUMP_FROM_SHOOT") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ABNORMAL_MINIJUMP_SLOWWALK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ABNORMAL_MINIJUMP_SLOWWALK") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_TO_DASH lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_TO_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_AIR_PASS lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_AIR_PASS") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_JUMP_BUTTON lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_JUMP_BUTTON") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_DASH_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_DASH_F") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_DASH_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_DASH_B") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WALK_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WALK_F") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WALK_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WALK_B") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_PASS lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_PASS") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_WAIT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FROM_TURN_RUN lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FROM_TURN_RUN") #define FIGHTER_KINETIC_TYPE_SHOOT_DASH lua_const("FIGHTER_KINETIC_TYPE_SHOOT_DASH") #define FIGHTER_KINETIC_TYPE_SHOOT_BACK_DASH lua_const("FIGHTER_KINETIC_TYPE_SHOOT_BACK_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_LANDING lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_LANDING") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_JUMP_FLAG_BUTTON lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_JUMP_FLAG_BUTTON") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_JUMP_FLY_NEXT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_JUMP_FLY_NEXT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_CANCEL lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_CANCEL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ITEM_SHOOT_FLOAT") #define FIGHTER_POWER_UP_ATTACK_BIT_ITEM_SHOOT lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ITEM_SHOOT") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_F lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_F") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_B lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_B") #define ITEM_KIND_RAYGUN lua_const("ITEM_KIND_RAYGUN") #define ITEM_KIND_FIREFLOWER lua_const("ITEM_KIND_FIREFLOWER") #define ITEM_KIND_WALKMUSH lua_const("ITEM_KIND_WALKMUSH") #define ITEM_KIND_SUPERSCOPE lua_const("ITEM_KIND_SUPERSCOPE") #define ITEM_KIND_GENESISSET lua_const("ITEM_KIND_GENESISSET") #define ITEM_KIND_DRILL lua_const("ITEM_KIND_DRILL") #define ITEM_KIND_MAGICPOT lua_const("ITEM_KIND_MAGICPOT") #define ITEM_KIND_STEELDIVER lua_const("ITEM_KIND_STEELDIVER") #define FIGHTER_KINETIC_TYPE_JUMP_AERIAL lua_const("FIGHTER_KINETIC_TYPE_JUMP_AERIAL") #define FIGHTER_KINETIC_TYPE_FLY lua_const("FIGHTER_KINETIC_TYPE_FLY") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_TURN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SHOOT_TURN") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_TURN lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STATUS_KIND_TURN") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_STEP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_STEP") #define FIGHTER_SSCOPE_STEP_HOLD_FIRE lua_const("FIGHTER_SSCOPE_STEP_HOLD_FIRE") #define FIGHTER_STATUS_KIND_GENESIS_SHOOT_START lua_const("FIGHTER_STATUS_KIND_GENESIS_SHOOT_START") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_STEP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_STEP") #define FIGHTER_MAGICPOT_STEP_END lua_const("FIGHTER_MAGICPOT_STEP_END") #define FIGHTER_STATUS_GENESIS_GET_WORK_INT_FRAME lua_const("FIGHTER_STATUS_GENESIS_GET_WORK_INT_FRAME") #define FIGHTER_STATUS_GENESIS_GET_FLAG_FIRST lua_const("FIGHTER_STATUS_GENESIS_GET_FLAG_FIRST") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_GENESIS_SHOOT lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_GENESIS_SHOOT") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_SPEED_OPERATION_CHK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_SPEED_OPERATION_CHK") #define ITEM_GENESISSET_ACTION_BEFORE_RADIATING lua_const("ITEM_GENESISSET_ACTION_BEFORE_RADIATING") #define FIGHTER_STATUS_GENESIS_SHOOT_FLAG_TURN lua_const("FIGHTER_STATUS_GENESIS_SHOOT_FLAG_TURN") #define FIGHTER_STATUS_GENESIS_SHOOT_FLAG_FIRST lua_const("FIGHTER_STATUS_GENESIS_SHOOT_FLAG_FIRST") #define FIGHTER_STATUS_GENESIS_SHOOT_FLAG_REQUEST_RADIATING lua_const("FIGHTER_STATUS_GENESIS_SHOOT_FLAG_REQUEST_RADIATING") #define FIGHTER_STATUS_GENESIS_SHOOT_FLAG_RADIATING lua_const("FIGHTER_STATUS_GENESIS_SHOOT_FLAG_RADIATING") #define ITEM_GENESISSET_ACTION_RADIATING lua_const("ITEM_GENESISSET_ACTION_RADIATING") #define FIGHTER_STATUS_GENESIS_SHOOT_WORK_INT_SHOOT_FRAME lua_const("FIGHTER_STATUS_GENESIS_SHOOT_WORK_INT_SHOOT_FRAME") #define FIGHTER_LOG_DATA_INT_SHOOT_NUM lua_const("FIGHTER_LOG_DATA_INT_SHOOT_NUM") #define FIGHTER_STATUS_KIND_GENESIS_SHOOT lua_const("FIGHTER_STATUS_KIND_GENESIS_SHOOT") #define FIGHTER_KINETIC_TYPE_MOTION_AIR lua_const("FIGHTER_KINETIC_TYPE_MOTION_AIR") #define FIGHTER_STATUS_KIND_GENESIS_SHOOT_END lua_const("FIGHTER_STATUS_KIND_GENESIS_SHOOT_END") #define ITEM_GENESISSET_ACTION_AFTER_RADIATING lua_const("ITEM_GENESISSET_ACTION_AFTER_RADIATING") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_BRAKE_F lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_BRAKE_F") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_BRAKE_B lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_WALK_BRAKE_B") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP_SQUAT lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP_SQUAT") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP_AERIAL lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_JUMP_AERIAL") #define FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_FAST_RATIO lua_const("FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_FAST_RATIO") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_ITEM_KIND lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_ITEM_KIND") #define ITEM_KIND_STAFF lua_const("ITEM_KIND_STAFF") #define ITEM_KIND_REVENGESHOOTER lua_const("ITEM_KIND_REVENGESHOOTER") #define FIGHTER_STATUS_KIND_NONE lua_const("FIGHTER_STATUS_KIND_NONE") #define FIGHTER_STATUS_KIND_ITEM_SHOOT_TURN lua_const("FIGHTER_STATUS_KIND_ITEM_SHOOT_TURN") #define FIGHTER_LOG_ATTACK_KIND_RAY_GUN_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_RAY_GUN_SHOOT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FFLOWER_SHOOT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FFLOWER_SHOOT") #define FIGHTER_FFLOWER_STEP_START lua_const("FIGHTER_FFLOWER_STEP_START") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_STEP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_STEP") #define FIGHTER_LOG_ATTACK_KIND_FIRE_FLOWER_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_FIRE_FLOWER_SHOOT") #define FIGHTER_FFLOWER_STEP_HOLD lua_const("FIGHTER_FFLOWER_STEP_HOLD") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FFLOWER_RELEASE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FFLOWER_RELEASE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_SHOOT_COUNT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_SHOOT_COUNT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_COUNTER lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_FFLOWER_COUNTER") #define MA_MSC_CMD_EFFECT_FOOT_EFFECT lua_const("MA_MSC_CMD_EFFECT_FOOT_EFFECT") #define ITEM_FIREFLOWER_ACTION_CLOSE lua_const("ITEM_FIREFLOWER_ACTION_CLOSE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_HOLD_FRAME lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_HOLD_FRAME") #define FIGHTER_FFLOWER_STEP_END lua_const("FIGHTER_FFLOWER_STEP_END") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_RELEASE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_RELEASE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_SHOOT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_SHOOT") #define FIGHTER_SSCOPE_STEP_START lua_const("FIGHTER_SSCOPE_STEP_START") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_BULLET lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_BULLET") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_CHARGE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_SSCOPE_CHARGE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_AERIAL_REQ_EFFECT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_AERIAL_REQ_EFFECT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_AERIAL_REQ_SOUND lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_SSCOPE_AERIAL_REQ_SOUND") #define FIGHTER_SSCOPE_STEP_RAPID lua_const("FIGHTER_SSCOPE_STEP_RAPID") #define FIGHTER_SSCOPE_STEP_HOLD lua_const("FIGHTER_SSCOPE_STEP_HOLD") #define ITEM_SUPERSCOPE_ACTION_CHARGE_END lua_const("ITEM_SUPERSCOPE_ACTION_CHARGE_END") #define FIGHTER_SSCOPE_STEP_END lua_const("FIGHTER_SSCOPE_STEP_END") #define ITEM_SUPERSCOPE_ACTION_CHARGE_START lua_const("ITEM_SUPERSCOPE_ACTION_CHARGE_START") #define FIGHTER_LOG_ATTACK_KIND_SCOPE_FIRE lua_const("FIGHTER_LOG_ATTACK_KIND_SCOPE_FIRE") #define FIGHTER_LOG_ATTACK_KIND_SCOPE_RAPID lua_const("FIGHTER_LOG_ATTACK_KIND_SCOPE_RAPID") #define FIGHTER_LOG_ATTACK_KIND_DRILL_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_DRILL_SHOOT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_MAGICPOT_RELEASE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_MAGICPOT_RELEASE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FIRST_SMOKE_EFFECT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_FIRST_SMOKE_EFFECT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_EFFECT_COUNTER lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_EFFECT_COUNTER") #define FIGHTER_MAGICPOT_STEP_START lua_const("FIGHTER_MAGICPOT_STEP_START") #define FIGHTER_MAGICPOT_STEP_HOLD lua_const("FIGHTER_MAGICPOT_STEP_HOLD") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_SHOOT_COUNT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_SHOOT_COUNT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_COUNTER lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_MAGICPOT_COUNTER") #define ITEM_MAGICPOT_ACTION_AIRFLOW_END lua_const("ITEM_MAGICPOT_ACTION_AIRFLOW_END") #define ITEM_MAGICPOT_ACTION_AIRFLOW_START lua_const("ITEM_MAGICPOT_ACTION_AIRFLOW_START") #define FIGHTER_LOG_ATTACK_KIND_MAGICPOT_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_MAGICPOT_SHOOT") #define FIGHTER_LOG_ATTACK_KIND_STEEL_DIVER_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_STEEL_DIVER_SHOOT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_NO_STOP_ONCE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_NO_STOP_ONCE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_STOP lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_STOP") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STAFF_STOP_FRAME lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STAFF_STOP_FRAME") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STAFF_STOP_FRAME_COUNT lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_INT_STAFF_STOP_FRAME_COUNT") #define FIGHTER_LOG_ATTACK_KIND_STAFF_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_STAFF_SHOOT") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_STAFF_MOTION_RATE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_STAFF_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_STAFF_MOTION_RATE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_REVENGESHOOTER_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLAG_REVENGESHOOTER_MOTION_RATE") #define FIGHTER_LOG_ATTACK_KIND_REVENGESHOOTER_SHOOT lua_const("FIGHTER_LOG_ATTACK_KIND_REVENGESHOOTER_SHOOT") #define ITEM_REVENGESHOOTER_STATUS_PARAM_FLOAT_SHOOT_MOTION_RATE lua_const("ITEM_REVENGESHOOTER_STATUS_PARAM_FLOAT_SHOOT_MOTION_RATE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_REVENGESHOOTER_MIN_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_REVENGESHOOTER_MIN_MOTION_RATE") #define FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_REVENGESHOOTER_MAX_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SHOOT_WORK_FLOAT_REVENGESHOOTER_MAX_MOTION_RATE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_KO_SURVIVE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KO_SURVIVE") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_CATCH_POS_X lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_CATCH_POS_X") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_CATCH_POS_Y lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_CATCH_POS_Y") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_INHALE_SPEED lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_INHALE_SPEED") #define GROUND_CORRECT_KIND_AIR_PASSABLE_OFF lua_const("GROUND_CORRECT_KIND_AIR_PASSABLE_OFF") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_GROUND_SAFE_POS_OFFSET_Y lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_GROUND_SAFE_POS_OFFSET_Y") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_SHOOT_SPEED_X lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_SHOOT_SPEED_X") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_SHOOT_SPEED_Y lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_SHOOT_SPEED_Y") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_NO_PASSABLE_FRAME lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_NO_PASSABLE_FRAME") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_ANGLE lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_FLOAT_ANGLE") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_NO_INHALE_FRAME lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_NO_INHALE_FRAME") #define FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_FRAME lua_const("FIGHTER_STATUS_ITEM_STARRING_WORK_ID_INT_SHOOT_FRAME") #define ITEM_STATUS_PARAM_FLOAT_RESULT lua_const("ITEM_STATUS_PARAM_FLOAT_RESULT") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_CLUB_REPRODUCTION_SPEED lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_CLUB_REPRODUCTION_SPEED") #define FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_1 lua_const("FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_1") #define FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_3 lua_const("FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_3") #define FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_4 lua_const("FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_4") #define FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_DASH lua_const("FIGHTER_SWING_ITEM_STATUS_KIND_INDEX_DASH") #define FIGHTER_STATUS_ITEM_SWING_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_FRAME") #define ITEM_SWING_ACTION_END lua_const("ITEM_SWING_ACTION_END") #define ITEM_KIND_BEAMSWORD lua_const("ITEM_KIND_BEAMSWORD") #define ITEM_KIND_KILLSWORD lua_const("ITEM_KIND_KILLSWORD") #define ITEM_KIND_HOMERUNBAT lua_const("ITEM_KIND_HOMERUNBAT") #define FIGHTER_STATUS_ITEM_SWING_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_MOTION_KIND") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_4_HOLD lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_4_HOLD") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_START_SMASH_HOLD lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_START_SMASH_HOLD") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_SMASH_RESTART_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_SMASH_RESTART_FRAME") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLAG") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_INT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_INT") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLOAT") #define ITEM_KIND_DEATHSCYTHE lua_const("ITEM_KIND_DEATHSCYTHE") #define FS_SUCCEEDS_KEEP_SEARCH lua_const("FS_SUCCEEDS_KEEP_SEARCH") #define FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_HOLD_KEEP_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_INT_SMASH_HOLD_KEEP_FRAME") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_FLAG") #define FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_FLOAT") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_SMASH_SMASH_HOLD_TO_ATTACK lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_SMASH_SMASH_HOLD_TO_ATTACK") #define FIGHTER_LOG_ATTACK_KIND_BAT_SWING4 lua_const("FIGHTER_LOG_ATTACK_KIND_BAT_SWING4") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_CHECK_MTRANS lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_CHECK_MTRANS") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_RELEASE_BUTTON lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_RELEASE_BUTTON") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_TRIGGER_BUTTON lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_TRIGGER_BUTTON") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_S4_CONTINE lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_S4_CONTINE") #define FIGHTER_POWER_UP_ATTACK_BIT_ITEM_DASH lua_const("FIGHTER_POWER_UP_ATTACK_BIT_ITEM_DASH") #define FIGHTER_INSTANCE_WORK_ID_INT_ITEM_FIREBAR_BALL_NUM lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ITEM_FIREBAR_BALL_NUM") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_HOMERUNCONTEST lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_HOMERUNCONTEST") #define ITEM_KIND_FIREBAR lua_const("ITEM_KIND_FIREBAR") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_FIREBAR_SWING_ACTION_BEGIN lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_FIREBAR_SWING_ACTION_BEGIN") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_FIREBAR_UPDATED_ATTACK lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_FIREBAR_UPDATED_ATTACK") #define ITEM_FIREBAR_ACTION_SWINGHIT lua_const("ITEM_FIREBAR_ACTION_SWINGHIT") #define FIGHTER_SWING_ITEM_NO_SWORD lua_const("FIGHTER_SWING_ITEM_NO_SWORD") #define FIGHTER_SWING_ITEM_NO_BAT lua_const("FIGHTER_SWING_ITEM_NO_BAT") #define FIGHTER_SWING_ITEM_NO_STARROD lua_const("FIGHTER_SWING_ITEM_NO_STARROD") #define FIGHTER_SWING_ITEM_NO_LIPSTICK lua_const("FIGHTER_SWING_ITEM_NO_LIPSTICK") #define FIGHTER_SWING_ITEM_NO_FIREBAR lua_const("FIGHTER_SWING_ITEM_NO_FIREBAR") #define FIGHTER_SWING_ITEM_NO_CLUB lua_const("FIGHTER_SWING_ITEM_NO_CLUB") #define FIGHTER_SWING_ITEM_NO_KILLSWORD lua_const("FIGHTER_SWING_ITEM_NO_KILLSWORD") #define FIGHTER_SWING_ITEM_NO_DEATHSCYTHE lua_const("FIGHTER_SWING_ITEM_NO_DEATHSCYTHE") #define ITEM_KIND_STARROD lua_const("ITEM_KIND_STARROD") #define ITEM_KIND_RIPSTICK lua_const("ITEM_KIND_RIPSTICK") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING1") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SWORD_SWING_DASH") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING1") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_BAT_SWING_DASH") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING1") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_STAR_ROD_SWING_DASH") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING1") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_LIP_STICK_SWING_DASH") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING1") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FIREBAR_SWING_DASH") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING1") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_CLUB_SWING_DASH") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING1") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_KILLSWORD_SWING_DASH") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING1") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING3 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING4 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING4") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING_DASH lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_DEATHSCYTHE_SWING_DASH") #define FIGHTER_INSTANCE_WORK_ID_FLAG_SCREW lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SCREW") #define FIGHTER_INSTANCE_WORK_ID_INT_SCREW_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SCREW_JUMP_COUNT") #define FIGHTER_STATUS_SCREW_JUMP_COUNT_MAX lua_const("FIGHTER_STATUS_SCREW_JUMP_COUNT_MAX") #define FIGHTER_STATUS_KIND_ITEM_SCREW_JUMP lua_const("FIGHTER_STATUS_KIND_ITEM_SCREW_JUMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_JUMP_FLOAT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT") #define FIGHTER_KINETIC_TYPE_GLIDE_START lua_const("FIGHTER_KINETIC_TYPE_GLIDE_START") #define FIGHTER_KINETIC_TYPE_GLIDE_LANDING_STOP lua_const("FIGHTER_KINETIC_TYPE_GLIDE_LANDING_STOP") #define FIGHTER_STATUS_JUMP_FLAG_BUTTON lua_const("FIGHTER_STATUS_JUMP_FLAG_BUTTON") #define FIGHTER_STATUS_TRANSITION_TERM_ID_JUMP_START lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_JUMP_START") #define FIGHTER_STATUS_JUMP_FLAG_RESERVE_ATTACK_BUTTON_ON lua_const("FIGHTER_STATUS_JUMP_FLAG_RESERVE_ATTACK_BUTTON_ON") #define CONTROL_PAD_BUTTON_CSTICK_ON lua_const("CONTROL_PAD_BUTTON_CSTICK_ON") #define FIGHTER_PAD_CMD_CAT2_FLAG_ATTACK_DASH_ATTACK_HI4 lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_ATTACK_DASH_ATTACK_HI4") #define FIGHTER_STATUS_JUMP_FROM_SQUAT lua_const("FIGHTER_STATUS_JUMP_FROM_SQUAT") #define FIGHTER_INSTANCE_WORK_ID_FLAG_POWBLOCK_QUAKE_JUMP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_POWBLOCK_QUAKE_JUMP") #define FIGHTER_INSTANCE_WORK_ID_FLAG_RABBIT_CAP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RABBIT_CAP") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ROCKETBELT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ROCKETBELT") #define ITEM_ROCKETBELT_ACTION_JUMP_JET_FIRE lua_const("ITEM_ROCKETBELT_ACTION_JUMP_JET_FIRE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_RUN_FALL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RUN_FALL") #define FIGHTER_STATUS_FALL_FLAG_DISABLE_MOTION_INTP lua_const("FIGHTER_STATUS_FALL_FLAG_DISABLE_MOTION_INTP") #define FIGHTER_PAD_CMD_CAT1_AIR_ESCAPE lua_const("FIGHTER_PAD_CMD_CAT1_AIR_ESCAPE") #define FIGHTER_STATUS_FALL_WORK_INT_FRAME lua_const("FIGHTER_STATUS_FALL_WORK_INT_FRAME") #define FIGHTER_STATUS_FALL_FLAG_FROM_GROUND lua_const("FIGHTER_STATUS_FALL_FLAG_FROM_GROUND") #define FIGHTER_PAD_CMD_CAT2_FLAG_FALL_JUMP lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_FALL_JUMP") #define FIGHTER_INSTANCE_WORK_ID_FLAG_METAMON_EXHAUST lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_METAMON_EXHAUST") #define FIGHTER_STATUS_KIND_METAMON_OUT lua_const("FIGHTER_STATUS_KIND_METAMON_OUT") #define FIGHTER_STATUS_LANDING_WORK_FLOAT_STIFFNESS_FRAME lua_const("FIGHTER_STATUS_LANDING_WORK_FLOAT_STIFFNESS_FRAME") #define FIGHTER_STATUS_LANDING_FLAG_STIFF_CANCEL_CONT lua_const("FIGHTER_STATUS_LANDING_FLAG_STIFF_CANCEL_CONT") #define FIGHTER_STATUS_LANDING_FLAG_STIFF_CANCEL lua_const("FIGHTER_STATUS_LANDING_FLAG_STIFF_CANCEL") #define FIGHTER_STATUS_LANDING_FLAG_SLIP lua_const("FIGHTER_STATUS_LANDING_FLAG_SLIP") #define FIGHTER_STATUS_TRANSITION_TERM_ID_SLIP lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_SLIP") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_LANDING_ATTACK_AIR_SQUAT lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_LANDING_ATTACK_AIR_SQUAT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_GLIDE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_GLIDE") #define FIGHTER_STATUS_TRANSITION_TERM_ID_GLIDE_LANDING lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_GLIDE_LANDING") #define FIGHTER_STATUS_KIND_GLIDE lua_const("FIGHTER_STATUS_KIND_GLIDE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_GLIDE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_GLIDE") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GLIDE_ATTACK lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_GLIDE_ATTACK") #define FIGHTER_STATUS_GLIDE_FLAG_STOP lua_const("FIGHTER_STATUS_GLIDE_FLAG_STOP") #define FIGHTER_STATUS_KIND_GLIDE_END lua_const("FIGHTER_STATUS_KIND_GLIDE_END") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_MINI_JUMP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_MINI_JUMP") #define FIGHTER_STATUS_JUMP_WORK_INT_BUTTON_ON_FRAME lua_const("FIGHTER_STATUS_JUMP_WORK_INT_BUTTON_ON_FRAME") #define FIGHTER_STATUS_JUMP_FLAG_AVAILABLE_GLIDE lua_const("FIGHTER_STATUS_JUMP_FLAG_AVAILABLE_GLIDE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_SUPERLEAF lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SUPERLEAF") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_FALL_SLOWLY lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_FALL_SLOWLY") #define FIGHTER_INSTANCE_WORK_ID_FLAG_SPIRITS_MACH_STAMP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SPIRITS_MACH_STAMP") #define EFFECT_SUB_ATTRIBUTE_UNSYNC_VIS_WHOLE lua_const("EFFECT_SUB_ATTRIBUTE_UNSYNC_VIS_WHOLE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_REQUEST_DIVE_EFFECT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REQUEST_DIVE_EFFECT") #define FIGHTER_INSTANCE_WORK_ID_INT_SUPERLEAF_FALL_SLOWLY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SUPERLEAF_FALL_SLOWLY_FRAME") #define FIGHTER_STATUS_JUMP_FLAG_GLIDE_INPUT_BACK lua_const("FIGHTER_STATUS_JUMP_FLAG_GLIDE_INPUT_BACK") #define FIGHTER_STATUS_JUMP_FLAG_GLIDE_INPUT lua_const("FIGHTER_STATUS_JUMP_FLAG_GLIDE_INPUT") #define FIGHTER_KINETIC_TYPE_MOTION_IGNORE_NORMAL lua_const("FIGHTER_KINETIC_TYPE_MOTION_IGNORE_NORMAL") #define FIGHTER_STATUS_LANDING_FLAG_SQUAT_WAIT lua_const("FIGHTER_STATUS_LANDING_FLAG_SQUAT_WAIT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_WAIT lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_WAIT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_STOP_CEIL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_STOP_CEIL") #define FIGHTER_STATUS_KIND_STOP_CEIL lua_const("FIGHTER_STATUS_KIND_STOP_CEIL") #define FIGHTER_STATUS_JUMP_FLAG_GLIDE_ENABLE lua_const("FIGHTER_STATUS_JUMP_FLAG_GLIDE_ENABLE") #define FIGHTER_STATUS_KIND_GLIDE_START lua_const("FIGHTER_STATUS_KIND_GLIDE_START") #define FIGHTER_KINETIC_TYPE_SCREW_JUMP lua_const("FIGHTER_KINETIC_TYPE_SCREW_JUMP") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SCREW lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SCREW") #define FIGHTER_STATUS_KIND_ITEM_SCREW_FALL lua_const("FIGHTER_STATUS_KIND_ITEM_SCREW_FALL") #define FIGHTER_KINETIC_TYPE_SCREW_JUMP_AERIAL lua_const("FIGHTER_KINETIC_TYPE_SCREW_JUMP_AERIAL") #define FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_F lua_const("FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_F") #define FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_B lua_const("FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_B") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FALL_HOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FALL_HOP") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_HOP_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_HOP_Y") #define MA_MSC_FIGHTER_AUDIENCE_CHECK_TUMULT_FALL_SPECIAL lua_const("MA_MSC_FIGHTER_AUDIENCE_CHECK_TUMULT_FALL_SPECIAL") #define FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_2ND lua_const("FIGHTER_STATUS_FALL_WORK_INT_MOTION_KIND_2ND") #define FIGHTER_STATUS_FALL_WORK_FLOAT_MOTION_VALUE lua_const("FIGHTER_STATUS_FALL_WORK_FLOAT_MOTION_VALUE") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_X_ACCEL_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_X_ACCEL_MUL") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_X_MAX_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FALL_X_MAX_MUL") #define MA_MSC_EFFECT_SET_DISABLE_LANDING_EFFECT lua_const("MA_MSC_EFFECT_SET_DISABLE_LANDING_EFFECT") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_RUN_FALL lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_RUN_FALL") #define FIGHTER_STATUS_LANDING_FLAG_PROG_TURN_RESERVE lua_const("FIGHTER_STATUS_LANDING_FLAG_PROG_TURN_RESERVE") #define ENERGY_CONTROLLER_RESET_TYPE_TURN lua_const("ENERGY_CONTROLLER_RESET_TYPE_TURN") #define FIGHTER_STATUS_LANDING_FLAG_PROG_TURN lua_const("FIGHTER_STATUS_LANDING_FLAG_PROG_TURN") #define FIGHTER_STATUS_LANDING_WORK_INT_FRAME lua_const("FIGHTER_STATUS_LANDING_WORK_INT_FRAME") #define FIGHTER_FACIAL_DAMAGE lua_const("FIGHTER_FACIAL_DAMAGE") #define FIGHTER_MOTION_PART_SET_KIND_FACIAL lua_const("FIGHTER_MOTION_PART_SET_KIND_FACIAL") #define FIGHTER_KINETIC_TYPE_FINAL_END_JUMP lua_const("FIGHTER_KINETIC_TYPE_FINAL_END_JUMP") #define FIGHTER_STATUS_FINAL_JUMP_END_FLAG_ENABLE_LANDING lua_const("FIGHTER_STATUS_FINAL_JUMP_END_FLAG_ENABLE_LANDING") #define FIGHTER_KINETIC_ENERGY_ID_GROUND_MOVEMENT lua_const("FIGHTER_KINETIC_ENERGY_ID_GROUND_MOVEMENT") #define FIGHTER_STATUS_KAMUI_PIERCE_FLAG_UNLINK lua_const("FIGHTER_STATUS_KAMUI_PIERCE_FLAG_UNLINK") #define CAMERA_UPDATE_POS_XYZ lua_const("CAMERA_UPDATE_POS_XYZ") #define FIGHTER_STATUS_KOOPA_DIVED_WORK_FLOAT_INIT_Y lua_const("FIGHTER_STATUS_KOOPA_DIVED_WORK_FLOAT_INIT_Y") #define MA_MSC_CMD_CAMERA_INTERPORATE_TEMPORARY_CAMERA lua_const("MA_MSC_CMD_CAMERA_INTERPORATE_TEMPORARY_CAMERA") #define FIGHTER_STATUS_KOOPA_DIVED_WORK_FLAG_CAMERA_UPDATE_POS lua_const("FIGHTER_STATUS_KOOPA_DIVED_WORK_FLAG_CAMERA_UPDATE_POS") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_FLAG lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_FLAG") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_INT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_INT") #define FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_FLOAT lua_const("FIGHTER_STATUS_WORK_ID_KEEP_FLAG_GIMMICK_LADDER_FLOAT") #define FIGHTER_STATUS_KIND_LADDER lua_const("FIGHTER_STATUS_KIND_LADDER") #define FIGHTER_STATUS_LADDER_FLAG_INHERIT_MOTION lua_const("FIGHTER_STATUS_LADDER_FLAG_INHERIT_MOTION") #define FIGHTER_KINETIC_TYPE_MOTION_LADDER lua_const("FIGHTER_KINETIC_TYPE_MOTION_LADDER") #define FIGHTER_KINETIC_TYPE_LADDER lua_const("FIGHTER_KINETIC_TYPE_LADDER") #define FIGHTER_STATUS_JUMP_FROM_LADDER lua_const("FIGHTER_STATUS_JUMP_FROM_LADDER") #define FIGHTER_STATUS_LADDER_WORK_INT_STICK_X lua_const("FIGHTER_STATUS_LADDER_WORK_INT_STICK_X") #define FIGHTER_STATUS_LADDER_FLAG_FALL lua_const("FIGHTER_STATUS_LADDER_FLAG_FALL") #define FIGHTER_STATUS_KIND_LADDER_ATTACK lua_const("FIGHTER_STATUS_KIND_LADDER_ATTACK") #define FIGHTER_KINETIC_TYPE_LADDER_ATTACK lua_const("FIGHTER_KINETIC_TYPE_LADDER_ATTACK") #define FIGHTER_STATUS_LADDER_FLAG_ATTACK_FALL lua_const("FIGHTER_STATUS_LADDER_FLAG_ATTACK_FALL") #define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_UPPER_X lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_UPPER_X") #define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_UPPER_Y lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_UPPER_Y") #define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_X lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_X") #define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_Y lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_Y") #define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_START_X lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_START_X") #define FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_START_Y lua_const("FIGHTER_STATUS_LADDER_WORK_FLOAT_LADDER_END_START_Y") #define FIGHTER_STATUS_KIND_LADDER_END lua_const("FIGHTER_STATUS_KIND_LADDER_END") #define GIMMICK_LADDER_EVENT_KIND_GET_INFO lua_const("GIMMICK_LADDER_EVENT_KIND_GET_INFO") #define FIGHTER_STATUS_KIND_LADDER_CATCH lua_const("FIGHTER_STATUS_KIND_LADDER_CATCH") #define FIGHTER_STATUS_KIND_LADDER_CATCH_BOTTOM lua_const("FIGHTER_STATUS_KIND_LADDER_CATCH_BOTTOM") #define FIGHTER_INSTANCE_WORK_ID_INT_NO_LADDER_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_LADDER_FRAME") #define FIGHTER_ATTACK_ABSOLUTE_KIND_THROW_MEWTWO lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_THROW_MEWTWO") #define MA_MSC_CMD_LINK_PLAY_SE_PARENT lua_const("MA_MSC_CMD_LINK_PLAY_SE_PARENT") #define ATTACK_ABSOLUTE_KIND_INVALID lua_const("ATTACK_ABSOLUTE_KIND_INVALID") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_FLOAT_THROWN_POS_ADD_SPEED_Y lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_FLOAT_THROWN_POS_ADD_SPEED_Y") #define FIGHTER_STATUS_MEWTWO_THROWN_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_STATUS_MEWTWO_THROWN_WORK_FLOAT_SPEED_Y") #define FIGHTER_STATUS_MIIFIGHTER_THROWN_WORK_INT_OPPONENT_OBJCET_ID lua_const("FIGHTER_STATUS_MIIFIGHTER_THROWN_WORK_INT_OPPONENT_OBJCET_ID") #define FIGHTER_INSTANCE_WORK_ID_INT_COLOR lua_const("FIGHTER_INSTANCE_WORK_ID_INT_COLOR") #define FIGHTER_KIND_REFLET lua_const("FIGHTER_KIND_REFLET") #define FIGHTER_KIND_KAMUI lua_const("FIGHTER_KIND_KAMUI") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_FALL lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_FALL") #define FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_FALL lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_FALL") #define FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_LANDING lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_LANDING") #define FIGHTER_KINETIC_TYPE_RESET_NORMAL lua_const("FIGHTER_KINETIC_TYPE_RESET_NORMAL") #define FIGHTER_STATUS_KIND_OTTOTTO_WAIT lua_const("FIGHTER_STATUS_KIND_OTTOTTO_WAIT") #define FIGHTER_STATUS_KIND_OTTOTTO lua_const("FIGHTER_STATUS_KIND_OTTOTTO") #define FIGHTER_STATUS_OTTOTTO_WORK_INT_FRAME lua_const("FIGHTER_STATUS_OTTOTTO_WORK_INT_FRAME") #define FIGHTER_KINETIC_TYPE_PASSIVE_GROUND lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_GROUND") #define FIGHTER_KINETIC_TYPE_PASSIVE_GROUND_MOTION lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_GROUND_MOTION") #define FIGHTER_INSTANCE_WORK_ID_INT_WALL_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WALL_JUMP_COUNT") #define FIGHTER_STATUS_PASSIVE_WALL_WORK_INT_STOP_FRAME lua_const("FIGHTER_STATUS_PASSIVE_WALL_WORK_INT_STOP_FRAME") #define FIGHTER_KINETIC_TYPE_PASSIVE_WALL lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_WALL") #define FIGHTER_KINETIC_TYPE_PASSIVE_WALL_JUMP lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_WALL_JUMP") #define FIGHTER_INSTANCE_WORK_ID_INT_ATTACH_WALL_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_ATTACH_WALL_COUNT") #define FIGHTER_STATUS_KIND_STOP_WALL lua_const("FIGHTER_STATUS_KIND_STOP_WALL") #define FIGHTER_STATUS_PASSIVE_WORK_FLOAT_WALL_ANGLE lua_const("FIGHTER_STATUS_PASSIVE_WORK_FLOAT_WALL_ANGLE") #define FIGHTER_STATUS_PASSIVE_WORK_FLOAT_TOUCH_ANGLE lua_const("FIGHTER_STATUS_PASSIVE_WORK_FLOAT_TOUCH_ANGLE") #define FIGHTER_STATUS_REBIRTH_WORK_INT_FRAME lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_FRAME") #define FIGHTER_STATUS_REBIRTH_FLAG_AUTO_FALL lua_const("FIGHTER_STATUS_REBIRTH_FLAG_AUTO_FALL") #define FIGHTER_STATUS_REBIRTH_FLAG_MOVE_END lua_const("FIGHTER_STATUS_REBIRTH_FLAG_MOVE_END") #define FIGHTER_STATUS_REBIRTH_FLAG_ENABLE_STRANS lua_const("FIGHTER_STATUS_REBIRTH_FLAG_ENABLE_STRANS") #define FIGHTER_INSTANCE_WORK_ID_FLAG_REBIRTH_NO_MOVE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REBIRTH_NO_MOVE") #define FIGHTER_STATUS_REBIRTH_FLAG_DROP_DRAGOON lua_const("FIGHTER_STATUS_REBIRTH_FLAG_DROP_DRAGOON") #define FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_ELAPSED_FRAME lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_ELAPSED_FRAME") #define FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_TOTAL_FRAME lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_TOTAL_FRAME") #define FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_END_FRAME lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_MOVE_END_FRAME") #define FIGHTER_STATUS_REBIRTH_FLAG_NO_MOVE lua_const("FIGHTER_STATUS_REBIRTH_FLAG_NO_MOVE") #define FIGHTER_STATUS_REBIRTH_FLAG_MOVE_POS lua_const("FIGHTER_STATUS_REBIRTH_FLAG_MOVE_POS") #define FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_START_X lua_const("FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_START_X") #define FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_START_Y lua_const("FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_START_Y") #define FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_TARGET_X") #define FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_STATUS_REBIRTH_WORK_FLOAT_MOVE_TARGET_Y") #define FIGHTER_STATUS_KIND_PLATE_WAIT lua_const("FIGHTER_STATUS_KIND_PLATE_WAIT") #define FIGHTER_LOG_ATTACK_KIND_NONE lua_const("FIGHTER_LOG_ATTACK_KIND_NONE") #define FIGHTER_LOG_DATA_INT_DAMAGE_TRICK lua_const("FIGHTER_LOG_DATA_INT_DAMAGE_TRICK") #define FIGHTER_STATUS_REBIRTH_WORK_INT_PLATE_EFF_ID lua_const("FIGHTER_STATUS_REBIRTH_WORK_INT_PLATE_EFF_ID") #define FIGHTER_STATUS_REBIRTH_FLAG_USE_EFFECT_REBIRTH lua_const("FIGHTER_STATUS_REBIRTH_FLAG_USE_EFFECT_REBIRTH") #define FIGHTER_STATUS_REBIRTH_FLAG_HAS_EFFECT_REBIRTH lua_const("FIGHTER_STATUS_REBIRTH_FLAG_HAS_EFFECT_REBIRTH") #define FIGHTER_STATUS_KIND_REBIRTH lua_const("FIGHTER_STATUS_KIND_REBIRTH") #define FIGHTER_INSTANCE_WORK_ID_FLAG_IS_DISCRETION_FINAL_USED lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_IS_DISCRETION_FINAL_USED") #define FIGHTER_LOG_ATTACK_KIND_FINAL lua_const("FIGHTER_LOG_ATTACK_KIND_FINAL") #define FIGHTER_LOG_ATTACK_KIND_FINAL2 lua_const("FIGHTER_LOG_ATTACK_KIND_FINAL2") #define FIGHTER_STATUS_ROULETTE_WORK_INT_STEP lua_const("FIGHTER_STATUS_ROULETTE_WORK_INT_STEP") #define MA_MSC_CMD_ITEM_WAIT_MOTION_KIND lua_const("MA_MSC_CMD_ITEM_WAIT_MOTION_KIND") #define FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOTABLE lua_const("FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOTABLE") #define FIGHTER_STATUS_ROULETTE_STEP_START lua_const("FIGHTER_STATUS_ROULETTE_STEP_START") #define FIGHTER_STATUS_ROULETTE_STEP_NONE lua_const("FIGHTER_STATUS_ROULETTE_STEP_NONE") #define FIGHTER_STATUS_ROULETTE_WORK_INT_SHOOT_FRAME lua_const("FIGHTER_STATUS_ROULETTE_WORK_INT_SHOOT_FRAME") #define FIGHTER_STATUS_ROULETTE_STEP_FALL lua_const("FIGHTER_STATUS_ROULETTE_STEP_FALL") #define FIGHTER_KIND_TOONLINK lua_const("FIGHTER_KIND_TOONLINK") #define FIGHTER_KIND_YOUNGLINK lua_const("FIGHTER_KIND_YOUNGLINK") #define FIGHTER_STATUS_ROULETTE_STEP_LANDING lua_const("FIGHTER_STATUS_ROULETTE_STEP_LANDING") #define FIGHTER_STATUS_ROULETTE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_ROULETTE_WORK_INT_FRAME") #define FIGHTER_STATUS_ROULETTE_STEP_WAIT lua_const("FIGHTER_STATUS_ROULETTE_STEP_WAIT") #define FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOT lua_const("FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOT") #define ITEM_STAFF_ACTION_ROULETTE_SHOOT_PRE lua_const("ITEM_STAFF_ACTION_ROULETTE_SHOOT_PRE") #define FIGHTER_STATUS_ROULETTE_STEP_SHOOTING lua_const("FIGHTER_STATUS_ROULETTE_STEP_SHOOTING") #define FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOT_END lua_const("FIGHTER_STATUS_ROULETTE_WORK_FLAG_SHOOT_END") #define FIGHTER_STATUS_ROULETTE_STEP_END lua_const("FIGHTER_STATUS_ROULETTE_STEP_END") #define FIGHTER_STATUS_ROULETTE_WORK_FLAG_CONTINUE lua_const("FIGHTER_STATUS_ROULETTE_WORK_FLAG_CONTINUE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_SUPPRESS_WEAKEN_EFFECT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SUPPRESS_WEAKEN_EFFECT") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_SYS_HIT_DEAD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_SYS_HIT_DEAD") #define FIGHTER_KIND_MIIFIGHTER lua_const("FIGHTER_KIND_MIIFIGHTER") #define FIGHTER_KIND_MIIGUNNER lua_const("FIGHTER_KIND_MIIGUNNER") #define FIGHTER_KIND_MIISWORDSMAN lua_const("FIGHTER_KIND_MIISWORDSMAN") #define FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT lua_const("FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT") #define FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW lua_const("FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW") #define FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW_START lua_const("FIGHTER_STATUS_SAVING_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW_START") #define FIGHTER_STATUS_SAVING_DAMAGE_WORK_INT_STUN_FRAME lua_const("FIGHTER_STATUS_SAVING_DAMAGE_WORK_INT_STUN_FRAME") #define FIGHTER_STATUS_SHOULDERED_DONKEY_WORK_INT_START_LR lua_const("FIGHTER_STATUS_SHOULDERED_DONKEY_WORK_INT_START_LR") #define FIGHTER_STATUS_KIND_SHOULDERED_DONKEY_THROWN lua_const("FIGHTER_STATUS_KIND_SHOULDERED_DONKEY_THROWN") #define FIGHTER_STATUS_KIND_SLIP_WAIT lua_const("FIGHTER_STATUS_KIND_SLIP_WAIT") #define FIGHTER_KINETIC_TYPE_SLIP lua_const("FIGHTER_KINETIC_TYPE_SLIP") #define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_SLIP lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_SLIP") #define FIGHTER_INSTANCE_WORK_ID_INT_NO_DAMAGE_SLIP_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_NO_DAMAGE_SLIP_FRAME") #define FIGHTER_STATUS_SLIP_WORK_INT_DOWN_FRAME lua_const("FIGHTER_STATUS_SLIP_WORK_INT_DOWN_FRAME") #define FIGHTER_STATUS_KIND_SLIP_STAND_F lua_const("FIGHTER_STATUS_KIND_SLIP_STAND_F") #define FIGHTER_STATUS_KIND_SLIP_STAND_B lua_const("FIGHTER_STATUS_KIND_SLIP_STAND_B") #define FIGHTER_STATUS_KIND_SLIP_STAND lua_const("FIGHTER_STATUS_KIND_SLIP_STAND") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SLIP_STAND_ATTACK lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SLIP_STAND_ATTACK") #define FIGHTER_STATUS_KIND_ITEM_ASSIST_HOIST lua_const("FIGHTER_STATUS_KIND_ITEM_ASSIST_HOIST") #define FIGHTER_STATUS_ATTR_INHERIT_CURSOR lua_const("FIGHTER_STATUS_ATTR_INHERIT_CURSOR") #define FIGHTER_STATUS_SQUAT_WORK_INT_COUNT lua_const("FIGHTER_STATUS_SQUAT_WORK_INT_COUNT") #define FIGHTER_STATUS_SQUAT_WORK_INT_FRAME lua_const("FIGHTER_STATUS_SQUAT_WORK_INT_FRAME") #define FIGHTER_STATUS_KIND_PASS lua_const("FIGHTER_STATUS_KIND_PASS") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_RV lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_RV") #define FIGHTER_SQUAT_WALK_TYPE_SQUAT_WALK lua_const("FIGHTER_SQUAT_WALK_TYPE_SQUAT_WALK") #define FIGHTER_STATUS_KIND_SQUAT_RV lua_const("FIGHTER_STATUS_KIND_SQUAT_RV") #define FIGHTER_STATUS_SQUAT_FLAG_ENABLE_PASS lua_const("FIGHTER_STATUS_SQUAT_FLAG_ENABLE_PASS") #define MA_MSC_CMD_ITEM_SQUAT_WAIT_MOTION_KIND lua_const("MA_MSC_CMD_ITEM_SQUAT_WAIT_MOTION_KIND") #define ITEM_KIND_BOOMERANG lua_const("ITEM_KIND_BOOMERANG") #define HIT_STOP_MUL_TARGET_ALL lua_const("HIT_STOP_MUL_TARGET_ALL") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_F lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_F") #define FIGHTER_PAD_CMD_CAT2_FLAG_SQUAT_TO_SQUAT_F lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_SQUAT_TO_SQUAT_F") #define FIGHTER_STATUS_KIND_SQUAT_F lua_const("FIGHTER_STATUS_KIND_SQUAT_F") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_B lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SQUAT_B") #define FIGHTER_PAD_CMD_CAT2_FLAG_SQUAT_TO_SQUAT_B lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_SQUAT_TO_SQUAT_B") #define FIGHTER_STATUS_KIND_SQUAT_B lua_const("FIGHTER_STATUS_KIND_SQUAT_B") #define FIGHTER_STATUS_SQUAT_FLAG_REQUEST_SQUAT_SE lua_const("FIGHTER_STATUS_SQUAT_FLAG_REQUEST_SQUAT_SE") #define FIGHTER_STATUS_SQUAT_WORK_INT_ADD_SQUAT_PASS_FRAME lua_const("FIGHTER_STATUS_SQUAT_WORK_INT_ADD_SQUAT_PASS_FRAME") #define FIGHTER_STATUS_SQUAT_WALK_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_SQUAT_WALK_WORK_FLOAT_SPEED") #define FIGHTER_STATUS_SQUAT_WALK_WORK_FLOAT_SPEED_MAX_RATIO lua_const("FIGHTER_STATUS_SQUAT_WALK_WORK_FLOAT_SPEED_MAX_RATIO") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_SQUAT_WALK_SPEED_FORWARD_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SQUAT_WALK_SPEED_FORWARD_MAX") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_SQUAT_WALK_SPEED_BACK_MAX lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SQUAT_WALK_SPEED_BACK_MAX") #define FIGHTER_STATUS_STABBED_DAMAGE_WORK_INT_STUN_FRAME lua_const("FIGHTER_STATUS_STABBED_DAMAGE_WORK_INT_STUN_FRAME") #define FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT lua_const("FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT") #define FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW lua_const("FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW") #define FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW_START lua_const("FIGHTER_STATUS_STABBED_DAMAGE_WORK_FLAG_DOWN_SPOT_SLOW_START") #define FIGHTER_MOTION_SHARE_TYPE_SMALL lua_const("FIGHTER_MOTION_SHARE_TYPE_SMALL") #define BODY_TYPE_MOTION_SMALL lua_const("BODY_TYPE_MOTION_SMALL") #define FIGHTER_KINETIC_TYPE_STOP_CEIL lua_const("FIGHTER_KINETIC_TYPE_STOP_CEIL") #define FIGHTER_STATUS_STOP_CEIL_WORK_INT_FALL_FRAME lua_const("FIGHTER_STATUS_STOP_CEIL_WORK_INT_FALL_FRAME") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_CHANGE_KINE lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_CHANGE_KINE") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_MOVE_TRANS lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_MOVE_TRANS") #define FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH_AIR_TRANS lua_const("FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH_AIR_TRANS") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_NO_SET_CLIFF_CHECK lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_NO_SET_CLIFF_CHECK") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_MOVE_TRANS_END_SPEED_X_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_MOVE_TRANS_END_SPEED_X_MUL") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_MOVE_TRANS_END_SPEED_Y_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_MOVE_TRANS_END_SPEED_Y_MUL") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_REVERSE_LR lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_REVERSE_LR") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_LR_STICK_X lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_LR_STICK_X") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_FALL_X_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_FALL_X_MUL") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_CONST_LANDING_FRAME lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_CONST_LANDING_FRAME") #define FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH lua_const("FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_MOTION_KIND") #define FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH_AIR lua_const("FIGHTER_KINETIC_TYPE_SUPER_JUMP_PUNCH_AIR") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_AIR_MOTION lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_AIR_MOTION") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_STATUS_KIND_END lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_INT_STATUS_KIND_END") #define FIGHTER_STATUS_SWALLOWED_WORK_INT_PARTNER_KIND lua_const("FIGHTER_STATUS_SWALLOWED_WORK_INT_PARTNER_KIND") #define FIGHTER_KIND_KROOL lua_const("FIGHTER_KIND_KROOL") #define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_COPY_KROOL lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_COPY_KROOL") #define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_THROW_CUT_DAMAGE lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_THROW_CUT_DAMAGE") #define FIGHTER_STATUS_SWALLOWED_WORK_INT_PARTNER_TASK_ID lua_const("FIGHTER_STATUS_SWALLOWED_WORK_INT_PARTNER_TASK_ID") #define FIGHTER_INSTANCE_WORK_ID_FLAG_KIRBY_COPY_DEDEDE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KIRBY_COPY_DEDEDE") #define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_COPY_DEDEDE lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_COPY_DEDEDE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_KIRBY_COPY_KROOL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KIRBY_COPY_KROOL") #define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_OFFSET_X lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_OFFSET_X") #define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_OFFSET_Y lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_OFFSET_Y") #define FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD_UP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_NO_DEAD_UP") #define FIGHTER_STATUS_SWALLOWED_WORK_INT_SWALLOWED_MOTION lua_const("FIGHTER_STATUS_SWALLOWED_WORK_INT_SWALLOWED_MOTION") #define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_ARRIVAL lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_ARRIVAL") #define FIGHTER_STATUS_KIND_SWALLOWED_DRINK lua_const("FIGHTER_STATUS_KIND_SWALLOWED_DRINK") #define FIGHTER_STATUS_KIND_SWALLOWED_CAPTURE lua_const("FIGHTER_STATUS_KIND_SWALLOWED_CAPTURE") #define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_PARTNER_LR lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_PARTNER_LR") #define FIGHTER_STATUS_SWALLOWED_WORK_FLAG_SPIT_START lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLAG_SPIT_START") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y") #define FIGHTER_STATUS_KIND_SWALLOWED_CANCEL lua_const("FIGHTER_STATUS_KIND_SWALLOWED_CANCEL") #define FIGHTER_STATUS_KIND_SWALLOWED_THROWN_STAR lua_const("FIGHTER_STATUS_KIND_SWALLOWED_THROWN_STAR") #define FIGHTER_STATUS_SWALLOWED_FLAG_THROWN_COPY lua_const("FIGHTER_STATUS_SWALLOWED_FLAG_THROWN_COPY") #define FIGHTER_STATUS_SWALLOWED_WORK_INT_STAR_TASK_ID lua_const("FIGHTER_STATUS_SWALLOWED_WORK_INT_STAR_TASK_ID") #define FIGHTER_STATUS_KIND_SWALLOWED_THROWN lua_const("FIGHTER_STATUS_KIND_SWALLOWED_THROWN") #define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_SUM_SPD_X lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_SUM_SPD_X") #define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_SUM_SPD_Y lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_SUM_SPD_Y") #define FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_WALL_REFLECTION_LR lua_const("FIGHTER_STATUS_SWALLOWED_WORK_FLOAT_WALL_REFLECTION_LR") #define SITUATION_KIND_WATER lua_const("SITUATION_KIND_WATER") #define FIGHTER_KINETIC_TYPE_SWIM_DIVE lua_const("FIGHTER_KINETIC_TYPE_SWIM_DIVE") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SWIM_FLOAT") #define FS_SUCCEEDS_KEEP_SITUATION lua_const("FS_SUCCEEDS_KEEP_SITUATION") #define FIGHTER_LOG_MASK_FLAG_DIST_MEASURE_SWIM lua_const("FIGHTER_LOG_MASK_FLAG_DIST_MEASURE_SWIM") #define FIGHTER_KINETIC_TYPE_SWIM_RISE lua_const("FIGHTER_KINETIC_TYPE_SWIM_RISE") #define FIGHTER_KINETIC_TYPE_SWIM_STOP lua_const("FIGHTER_KINETIC_TYPE_SWIM_STOP") #define FIGHTER_STATUS_SWIM_FLAG_DAMAGE lua_const("FIGHTER_STATUS_SWIM_FLAG_DAMAGE") #define FIGHTER_STATUS_KIND_SWIM_WAIT lua_const("FIGHTER_STATUS_KIND_SWIM_WAIT") #define FIGHTER_STATUS_KIND_SWIM_TURN lua_const("FIGHTER_STATUS_KIND_SWIM_TURN") #define FIGHTER_STATUS_KIND_SWIM lua_const("FIGHTER_STATUS_KIND_SWIM") #define FIGHTER_KINETIC_TYPE_SWIM lua_const("FIGHTER_KINETIC_TYPE_SWIM") #define FIGHTER_STATUS_KIND_SWIM_END lua_const("FIGHTER_STATUS_KIND_SWIM_END") #define FIGHTER_KINETIC_TYPE_SWIM_JUMP_CHARGE lua_const("FIGHTER_KINETIC_TYPE_SWIM_JUMP_CHARGE") #define FIGHTER_STATUS_SWIM_WORK_INT_COUNTER lua_const("FIGHTER_STATUS_SWIM_WORK_INT_COUNTER") #define FIGHTER_INSTANCE_WORK_ID_INT_WATER_JUMP_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WATER_JUMP_COUNT") #define FIGHTER_STATUS_JUMP_FROM_WATER lua_const("FIGHTER_STATUS_JUMP_FROM_WATER") #define FIGHTER_KINETIC_TYPE_SWIM_DROWN lua_const("FIGHTER_KINETIC_TYPE_SWIM_DROWN") #define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_DROWN lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_DROWN") #define FIGHTER_STATUS_KIND_SWIM_DROWN_OUT lua_const("FIGHTER_STATUS_KIND_SWIM_DROWN_OUT") #define FIGHTER_KINETIC_TYPE_SWIM_DROWN_OUT lua_const("FIGHTER_KINETIC_TYPE_SWIM_DROWN_OUT") #define ITEM_KIND_LINKBOMB lua_const("ITEM_KIND_LINKBOMB") #define ITEM_KIND_TOONLINKBOMB lua_const("ITEM_KIND_TOONLINKBOMB") #define ITEM_KIND_YOUNGLINKBOMB lua_const("ITEM_KIND_YOUNGLINKBOMB") #define ITEM_KIND_BOMBHEI lua_const("ITEM_KIND_BOMBHEI") #define ITEM_KIND_SMOKESCREEN lua_const("ITEM_KIND_SMOKESCREEN") #define FIGHTER_STATUS_KIND_SWIM_JUMP lua_const("FIGHTER_STATUS_KIND_SWIM_JUMP") #define FIGHTER_STATUS_SWIM_WORK_INT_DROWN_FRAME lua_const("FIGHTER_STATUS_SWIM_WORK_INT_DROWN_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_WATER_INTO_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WATER_INTO_FRAME") #define FIGHTER_STATUS_KIND_SWIM_DROWN lua_const("FIGHTER_STATUS_KIND_SWIM_DROWN") #define FIGHTER_STATUS_KIND_SWIM_DIVE lua_const("FIGHTER_STATUS_KIND_SWIM_DIVE") #define FIGHTER_STATUS_KIND_SWIM_RISE lua_const("FIGHTER_STATUS_KIND_SWIM_RISE") #define FIGHTER_STATUS_KIND_SWIM_UP lua_const("FIGHTER_STATUS_KIND_SWIM_UP") #define FIGHTER_STATUS_SWIM_WORK_INT_WATER_TASK_ID lua_const("FIGHTER_STATUS_SWIM_WORK_INT_WATER_TASK_ID") #define FIGHTER_INSTANCE_WORK_ID_FLAG_INVALID_DROWNED lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_INVALID_DROWNED") #define FIGHTER_AREA_KIND_BODY_WATER lua_const("FIGHTER_AREA_KIND_BODY_WATER") #define AREA_SHAPE_TYPE_RECTANGLE_REF_GROUND_RHOMBUS lua_const("AREA_SHAPE_TYPE_RECTANGLE_REF_GROUND_RHOMBUS") #define FIGHTER_INSTANCE_WORK_ID_INT_SWIM_EFFECT_HANDLE_1ST lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SWIM_EFFECT_HANDLE_1ST") #define KINETIC_OUTSIDE_ENERGY_TYPE_WATER lua_const("KINETIC_OUTSIDE_ENERGY_TYPE_WATER") #define FIGHTER_STATUS_SWIM_WORK_INT_EFF_COUNTER lua_const("FIGHTER_STATUS_SWIM_WORK_INT_EFF_COUNTER") #define AREA_SHAPE_TYPE_RECTANGLE_REF_GROUND_RHOMBUS_UPPER lua_const("AREA_SHAPE_TYPE_RECTANGLE_REF_GROUND_RHOMBUS_UPPER") #define FIGHTER_STATUS_SWIM_WORK_INT_NO_WATER_FRAME lua_const("FIGHTER_STATUS_SWIM_WORK_INT_NO_WATER_FRAME") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_ROPE_X lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_ROPE_X") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_GENERATED_ROPE lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_GENERATED_ROPE") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_ROPE lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_ROPE") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_ROPE_POS_X lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_ROPE_POS_X") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_INVALID_CAPTURE_FRAME lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_INVALID_CAPTURE_FRAME") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_MOVE_CANCEL_FRAME lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_MOVE_CANCEL_FRAME") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_THROWN_SPEED_X lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_THROWN_SPEED_X") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_RETURN_SPEED_X lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_RETURN_SPEED_X") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_ROPE_OVER_SPEED_X lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLOAT_ROPE_OVER_SPEED_X") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_THROWN_AIR_MOTION_FRAME_FIX lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_THROWN_AIR_MOTION_FRAME_FIX") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_RETURN_AIR_MOTION_FRAME_FIX lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_RETURN_AIR_MOTION_FRAME_FIX") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_FRAME lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_FRAME") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_DAMAGE_MUL_FRAME_ADD lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_DAMAGE_MUL_FRAME_ADD") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_DEC_FRAME lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_INT_CATCH_CLATTER_DEC_FRAME") #define FIGHTER_STATUS_KIND_SWING_GAOGAEN_THROWN lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_THROWN") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_STAGE_GRAVITY lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_STAGE_GRAVITY") #define FIGHTER_STATUS_KIND_SWING_GAOGAEN_ATTACH_ROPE lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_ATTACH_ROPE") #define CONSTRAINT_FLAG_FLIP_ROT_Y lua_const("CONSTRAINT_FLAG_FLIP_ROT_Y") #define FIGHTER_STATUS_KIND_SWING_GAOGAEN_RETURN lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_RETURN") #define FIGHTER_STATUS_KIND_SWING_GAOGAEN_LARIAT lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_LARIAT") #define FIGHTER_STATUS_KIND_SWING_GAOGAEN_SHOULDER lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_SHOULDER") #define FIGHTER_STATUS_KIND_SWING_GAOGAEN_FAILURE lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_FAILURE") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_LARIAT lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_LARIAT") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_SHOULDER lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_SHOULDER") #define FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_FAILURE lua_const("FIGHTER_STATUS_SWING_GAOGAEN_WORK_FLAG_IS_HIT_FAILURE") #define FIGHTER_KIND_INKLING lua_const("FIGHTER_KIND_INKLING") #define PHYSICS_SWING_SPECIAL_STATE_CURVE_SKIRT lua_const("PHYSICS_SWING_SPECIAL_STATE_CURVE_SKIRT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_THROW_KIRBY_GROUND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_THROW_KIRBY_GROUND") #define FIGHTER_STATUS_THROW_FLAG_START_AIR lua_const("FIGHTER_STATUS_THROW_FLAG_START_AIR") #define FIGHTER_KINETIC_TYPE_MOTION_AIR_ANGLE lua_const("FIGHTER_KINETIC_TYPE_MOTION_AIR_ANGLE") #define ENERGY_MOTION_RESET_TYPE_GROUND_TRANS lua_const("ENERGY_MOTION_RESET_TYPE_GROUND_TRANS") #define ENERGY_MOTION_RESET_TYPE_AIR_TRANS lua_const("ENERGY_MOTION_RESET_TYPE_AIR_TRANS") #define FIGHTER_STATUS_THROW_FLAG_STOP lua_const("FIGHTER_STATUS_THROW_FLAG_STOP") #define FIGHTER_STATUS_THROW_WORK_INT_STOP_FRAME lua_const("FIGHTER_STATUS_THROW_WORK_INT_STOP_FRAME") #define FIGHTER_STATUS_KIND_TREAD_DAMAGE_RV lua_const("FIGHTER_STATUS_KIND_TREAD_DAMAGE_RV") #define FIGHTER_STATUS_TREAD_FLAG_RECOVERY lua_const("FIGHTER_STATUS_TREAD_FLAG_RECOVERY") #define FIGHTER_STATUS_TREAD_WORK_INT_RECOVERY_FRAME lua_const("FIGHTER_STATUS_TREAD_WORK_INT_RECOVERY_FRAME") #define FIGHTER_STATUS_TREAD_FLAG_NO_REACTION lua_const("FIGHTER_STATUS_TREAD_FLAG_NO_REACTION") #define FIGHTER_STATUS_TREAD_FLAG_BUTTON lua_const("FIGHTER_STATUS_TREAD_FLAG_BUTTON") #define FIGHTER_STATUS_JUMP_FROM_TREAD lua_const("FIGHTER_STATUS_JUMP_FROM_TREAD") #define FIGHTER_STATUS_TREAD_WORK_FLOAT_ATTACK_FRAME lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_ATTACK_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_TREAD_TARGET_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_TREAD_TARGET_ID") #define MA_MSC_LINK_SEND_EVENT_PARENTS lua_const("MA_MSC_LINK_SEND_EVENT_PARENTS") #define FIGHTER_STATUS_TREAD_WORK_INT_LINK_EVENT_RESULT_0 lua_const("FIGHTER_STATUS_TREAD_WORK_INT_LINK_EVENT_RESULT_0") #define FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_0 lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_0") #define FIGHTER_STATUS_TREAD_FLAG_LINK_EVENT_RESULT_0 lua_const("FIGHTER_STATUS_TREAD_FLAG_LINK_EVENT_RESULT_0") #define CONSTRAINT_FLAG_ORIENTATION_POSTURE_ROT lua_const("CONSTRAINT_FLAG_ORIENTATION_POSTURE_ROT") #define FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_1 lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_1") #define FIGHTER_STATUS_TREAD_FLAG_LINK_EVENT_RESULT_1 lua_const("FIGHTER_STATUS_TREAD_FLAG_LINK_EVENT_RESULT_1") #define FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_2 lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_LINK_EVENT_RESULT_2") #define FIGHTER_STATUS_TREAD_WORK_FLOAT_JUMP_SPEED_MUL lua_const("FIGHTER_STATUS_TREAD_WORK_FLOAT_JUMP_SPEED_MUL") #define FIGHTER_STATUS_PASS_FLAG_IS_SET_PASS lua_const("FIGHTER_STATUS_PASS_FLAG_IS_SET_PASS") #define FIGHTER_STATUS_PASS_WORK_INT_FRAME lua_const("FIGHTER_STATUS_PASS_WORK_INT_FRAME") #define FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_APPEAL_FLOAT") #define FIGHTER_APPEAL_KIND_U lua_const("FIGHTER_APPEAL_KIND_U") #define FIGHTER_INSTANCE_WORK_ID_FLAG_APPEAL_RANDOM lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_APPEAL_RANDOM") #define FIGHTER_STATUS_APPEAL_WORK_INT_MOTION_KIND_R lua_const("FIGHTER_STATUS_APPEAL_WORK_INT_MOTION_KIND_R") #define FIGHTER_STATUS_APPEAL_WORK_INT_MOTION_KIND_L lua_const("FIGHTER_STATUS_APPEAL_WORK_INT_MOTION_KIND_L") #define FIGHTER_APPEAL_KIND_D lua_const("FIGHTER_APPEAL_KIND_D") #define FIGHTER_APPEAL_KIND_L lua_const("FIGHTER_APPEAL_KIND_L") #define FIGHTER_APPEAL_KIND_R lua_const("FIGHTER_APPEAL_KIND_R") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_APPEAL_ATTACK lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_APPEAL_ATTACK") #define FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_SMASH lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_APPEAL_SMASH") #define FIGHTER_STATUS_KIND_SMASH_APPEAL lua_const("FIGHTER_STATUS_KIND_SMASH_APPEAL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_OTTOTTO lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_OTTOTTO") #define FIGHTER_SPECIFIC_STATUS_SCALE lua_const("FIGHTER_SPECIFIC_STATUS_SCALE") #define FIGHTER_SPECIFIC_STATUS_BACK_SHIELD lua_const("FIGHTER_SPECIFIC_STATUS_BACK_SHIELD") #define FIGHTER_SPECIFIC_STATUS_CURRY lua_const("FIGHTER_SPECIFIC_STATUS_CURRY") #define FIGHTER_SPECIFIC_STATUS_SLOW lua_const("FIGHTER_SPECIFIC_STATUS_SLOW") #define WEAPON_ANIMCMD_GAME lua_const("WEAPON_ANIMCMD_GAME") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_TURN_ATTACK_S4_REV_PAD lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_TURN_ATTACK_S4_REV_PAD") #define FIGHTER_STATUS_KIND_RUN_BRAKE lua_const("FIGHTER_STATUS_KIND_RUN_BRAKE") #define FIGHTER_STATUS_RUN_BRAKE_WORK_INT_FRAME lua_const("FIGHTER_STATUS_RUN_BRAKE_WORK_INT_FRAME") #define FIGHTER_KINETIC_TYPE_DASH lua_const("FIGHTER_KINETIC_TYPE_DASH") #define FIGHTER_STATUS_WORK_KEEP_FLAG_RUN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_RUN_FLOAT") #define FIGHTER_STATUS_TURN_FLAG_NO_TURN_TO_ESCAPE lua_const("FIGHTER_STATUS_TURN_FLAG_NO_TURN_TO_ESCAPE") #define FIGHTER_PAD_CMD_CAT2_FLAG_TURN_TO_ESCAPE_F lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_TURN_TO_ESCAPE_F") #define FIGHTER_PAD_CMD_CAT2_FLAG_TURN_TO_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_TURN_TO_ESCAPE_B") #define FIGHTER_KINETIC_TYPE_TURN_RUN lua_const("FIGHTER_KINETIC_TYPE_TURN_RUN") #define FIGHTER_STATUS_WALK_FLAG_SLIP lua_const("FIGHTER_STATUS_WALK_FLAG_SLIP") #define FIGHTER_STATUS_KIND_WALK_BRAKE lua_const("FIGHTER_STATUS_KIND_WALK_BRAKE") #define FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_MIDDLE_RATIO lua_const("FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_MIDDLE_RATIO") #define FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_SLOW_RATIO lua_const("FIGHTER_STATUS_WALK_WORK_FLOAT_SPEED_SLOW_RATIO") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_FORCE_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_THROW_FORCE_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_DASH lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_SWING_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N_COMMAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N_COMMAND") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N2_COMMAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_N2_COMMAND") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_S_COMMAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_S_COMMAND") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_HI_COMMAND lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_SPECIAL_HI_COMMAND") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_COMMAND1 lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ATTACK_COMMAND1") #define FIGHTER_STATUS_DASH_WORK_INT_TURN_DASH_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_TURN_DASH_FRAME") #define FIGHTER_STATUS_DASH_WORK_INT_RETRY_TURN_DASH_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_RETRY_TURN_DASH_FRAME") #define FIGHTER_STATUS_DASH_WORK_INT_ENABLE_ATTACK_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_ENABLE_ATTACK_FRAME") #define FIGHTER_STATUS_DASH_WORK_INT_INVALID_ATTACK_ESCAPE_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_INVALID_ATTACK_ESCAPE_FRAME") #define FIGHTER_STATUS_DASH_FLAG_NO_S4 lua_const("FIGHTER_STATUS_DASH_FLAG_NO_S4") #define FIGHTER_STATUS_DASH_FLAG_NO_ESCAPE lua_const("FIGHTER_STATUS_DASH_FLAG_NO_ESCAPE") #define FIGHTER_PAD_CMD_CAT2_FLAG_DASH_ATTACK_S4 lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_DASH_ATTACK_S4") #define FIGHTER_STATUS_KIND_ATTACK_DASH lua_const("FIGHTER_STATUS_KIND_ATTACK_DASH") #define FIGHTER_STATUS_TRANSITION_TERM_ID_DASH_TO_RUN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_DASH_TO_RUN") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_RUN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_RUN") #define FIGHTER_STATUS_RUN_WORK_FLOAT_START_FRAME lua_const("FIGHTER_STATUS_RUN_WORK_FLOAT_START_FRAME") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN_RUN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_TURN_RUN") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_GEKIKARA_RUN_BRAKE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_ITEM_GEKIKARA_RUN_BRAKE") #define FIGHTER_STATUS_RUN_WORK_FLOAT_RUN_FRAME lua_const("FIGHTER_STATUS_RUN_WORK_FLOAT_RUN_FRAME") #define FIGHTER_STATUS_RUN_WORK_FLOAT_SPEED_MAX_RATIO lua_const("FIGHTER_STATUS_RUN_WORK_FLOAT_SPEED_MAX_RATIO") #define FIGHTER_STATUS_RUN_BRAKE_WORK_FLOAT_START_SPEED lua_const("FIGHTER_STATUS_RUN_BRAKE_WORK_FLOAT_START_SPEED") #define FIGHTER_INSTANCE_WORK_ID_INT_RUN_BRAKE_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_RUN_BRAKE_FRAME") #define FIGHTER_STATUS_RUN_BRAKE_FLAG_ATTACK_DASH_STRANS_OFF lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_ATTACK_DASH_STRANS_OFF") #define FIGHTER_STATUS_RUN_BRAKE_FLAG_TURN_RUN lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_TURN_RUN") #define FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP_SHAKE lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP_SHAKE") #define FIGHTER_STATUS_TURN_FLAG_DASH lua_const("FIGHTER_STATUS_TURN_FLAG_DASH") #define FIGHTER_STATUS_TURN_WORK_FLOAT_LR lua_const("FIGHTER_STATUS_TURN_WORK_FLOAT_LR") #define FIGHTER_STATUS_DASH_FLAG_TURN_DASH lua_const("FIGHTER_STATUS_DASH_FLAG_TURN_DASH") #define FIGHTER_STATUS_DASH_FLAG_TURN_DASH_ON lua_const("FIGHTER_STATUS_DASH_FLAG_TURN_DASH_ON") #define FIGHTER_STATUS_TURN_RUN_WORK_INT_TURN_FRAME lua_const("FIGHTER_STATUS_TURN_RUN_WORK_INT_TURN_FRAME") #define FIGHTER_INSTANCE_WORK_ID_INT_FRAME_RUN_TURN lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FRAME_RUN_TURN") #define FIGHTER_STATUS_TURN_RUN_WORK_INT_CATCH_FRAME lua_const("FIGHTER_STATUS_TURN_RUN_WORK_INT_CATCH_FRAME") #define FIGHTER_STATUS_TURN_RUN_WORK_INT_RUN_BRAKE_FRAME lua_const("FIGHTER_STATUS_TURN_RUN_WORK_INT_RUN_BRAKE_FRAME") #define FIGHTER_STATUS_TURN_RUN_WORK_FLOAT_START_SPEED lua_const("FIGHTER_STATUS_TURN_RUN_WORK_FLOAT_START_SPEED") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_ITEM_THROW_COMMAND_LR lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_ITEM_THROW_COMMAND_LR") #define FIGHTER_STATUS_TURN_RUN_FLAG_TO_RUN lua_const("FIGHTER_STATUS_TURN_RUN_FLAG_TO_RUN") #define FIGHTER_STATUS_TURN_RUN_FLAG_STOP_START lua_const("FIGHTER_STATUS_TURN_RUN_FLAG_STOP_START") #define FIGHTER_STATUS_TURN_RUN_FLAG_STOP lua_const("FIGHTER_STATUS_TURN_RUN_FLAG_STOP") #define FIGHTER_STATUS_KIND_TURN_RUN_BRAKE lua_const("FIGHTER_STATUS_KIND_TURN_RUN_BRAKE") #define FIGHTER_STATUS_TURN_RUN_FLAG_STOP_SHAKE lua_const("FIGHTER_STATUS_TURN_RUN_FLAG_STOP_SHAKE") #define FIGHTER_STATUS_DASH_WORK_INT_DASH_TO_RUN_FRAME lua_const("FIGHTER_STATUS_DASH_WORK_INT_DASH_TO_RUN_FRAME") #define FIGHTER_STATUS_DASH_WORK_INT_COUNT lua_const("FIGHTER_STATUS_DASH_WORK_INT_COUNT") #define FIGHTER_STATUS_DASH_WORK_INT_TURN_DASH_FROM_DASH_COUNT lua_const("FIGHTER_STATUS_DASH_WORK_INT_TURN_DASH_FROM_DASH_COUNT") #define FIGHTER_STATUS_DASH_FLAG_NO_SLIP lua_const("FIGHTER_STATUS_DASH_FLAG_NO_SLIP") #define FIGHTER_STATUS_RUN_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_RUN_WORK_FLOAT_SPEED") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_JOSTLE_SPEED_ATTENUATION_RATE lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_JOSTLE_SPEED_ATTENUATION_RATE") #define FIGHTER_KINETIC_TYPE_GEKIKARA_RUN lua_const("FIGHTER_KINETIC_TYPE_GEKIKARA_RUN") #define FIGHTER_STATUS_RUN_FLAG_INIT_SPEED lua_const("FIGHTER_STATUS_RUN_FLAG_INIT_SPEED") #define FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP_START lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP_START") #define FIGHTER_STATUS_RUN_BRAKE_WORK_FLOAT_FRAME lua_const("FIGHTER_STATUS_RUN_BRAKE_WORK_FLOAT_FRAME") #define FIGHTER_STATUS_TURN_WORK_FLOAT_TURN_FRAME lua_const("FIGHTER_STATUS_TURN_WORK_FLOAT_TURN_FRAME") #define FIGHTER_STATUS_TURN_FLAG_TURN lua_const("FIGHTER_STATUS_TURN_FLAG_TURN") #define FIGHTER_STATUS_TURN_FLAG_REVERSE lua_const("FIGHTER_STATUS_TURN_FLAG_REVERSE") #define FIGHTER_STATUS_TURN_RUN_WORK_FLOAT_TURN_LR lua_const("FIGHTER_STATUS_TURN_RUN_WORK_FLOAT_TURN_LR") #define FIGHTER_STATUS_WALK_FLAG_MOTION_BLEND_MIDDLE_FAST lua_const("FIGHTER_STATUS_WALK_FLAG_MOTION_BLEND_MIDDLE_FAST") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_WALK_SPEED_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_WALK_SPEED_MUL") #define FIGHTER_STATUS_WALK_BRAKE_FLAG_STOP_START lua_const("FIGHTER_STATUS_WALK_BRAKE_FLAG_STOP_START") #define FIGHTER_STATUS_WALL_JUMP_WORK_INT_DISABLE_CONT_FRAME lua_const("FIGHTER_STATUS_WALL_JUMP_WORK_INT_DISABLE_CONT_FRAME") #define FIGHTER_KINETIC_TYPE_WALL_JUMP lua_const("FIGHTER_KINETIC_TYPE_WALL_JUMP") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_DISABLE_OUTSIDE_ENERGY lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_DISABLE_OUTSIDE_ENERGY") #define FIGHTER_INSTANCE_WORK_ID_FLAG_VOICE_MUTE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_VOICE_MUTE") #define FIGHTER_KINETIC_TYPE_AIR_ESCAPE lua_const("FIGHTER_KINETIC_TYPE_AIR_ESCAPE") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_MOTION_FRAME lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_MOTION_FRAME") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_KIND lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_KIND") #define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_DAMAGE") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_SCENE lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_SCENE") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_PHASE lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_PHASE") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_FRAME lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_FRAME") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_NO lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_NO") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_X lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_X") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_Y lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_Y") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_Z lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLOAT_OFS_Z") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLAG_CHANGE_DAMAGE_MOTION lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_FLAG_CHANGE_DAMAGE_MOTION") #define FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_BATTLE_OBJECT_ID_GOMORRAH lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_WORK_INT_BATTLE_OBJECT_ID_GOMORRAH") #define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_DAMAGE2 lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_DAMAGE2") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_FURAFURA_VOICE_FINAL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_FURAFURA_VOICE_FINAL") #define FIGHTER_CAPTAIN_FINAL_TARGET_WORK_FLAG_MOT_WAIT lua_const("FIGHTER_CAPTAIN_FINAL_TARGET_WORK_FLAG_MOT_WAIT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_FLOAT") #define FIGHTER_STATUS_ATTR_FINAL_DAMAGE lua_const("FIGHTER_STATUS_ATTR_FINAL_DAMAGE") #define FIGHTER_INSTANCE_WORK_ID_INT_FINAL_CHROM_ID lua_const("FIGHTER_INSTANCE_WORK_ID_INT_FINAL_CHROM_ID") #define FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_END_VX lua_const("FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_END_VX") #define FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_END_VY lua_const("FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_END_VY") #define FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_DEDEDE_FINAL_TARGET_WORK_FLOAT_INIT_SCALE") #define FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_END_VX lua_const("FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_END_VX") #define FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_END_VY lua_const("FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_END_VY") #define FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_FALCO_FINAL_TARGET_WORK_FLOAT_INIT_SCALE") #define FIGHTER_STATUS_ATTR_IGNORE_SPEED_LIMIT lua_const("FIGHTER_STATUS_ATTR_IGNORE_SPEED_LIMIT") #define FIGHTER_STATUS_FINAL_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_FINAL_WORK_INT_MOTION_KIND") #define FIGHTER_INSTANCE_WORK_ID_FLAG_SPEED_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SPEED_DAMAGE") #define FIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_POS_X lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_POS_X") #define FIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_POS_Y lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_POS_Y") #define FIGHTER_STATUS_FINAL_WORK_FLOAT_SPEED lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_SPEED") #define FIGHTER_STATUS_FINAL_FLAG_PREV_NO_COMP lua_const("FIGHTER_STATUS_FINAL_FLAG_PREV_NO_COMP") #define FIGHTER_STATUS_FINAL_WORK_INT_MOTION_COMP_FRAME lua_const("FIGHTER_STATUS_FINAL_WORK_INT_MOTION_COMP_FRAME") #define FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_POS_X lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_POS_X") #define FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_POS_Y lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_POS_Y") #define FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_TO_TARGET_X lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_TO_TARGET_X") #define FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_TO_TARGET_Y lua_const("FIGHTER_STATUS_FINAL_WORK_FLOAT_PARENT_TO_TARGET_Y") #define FIGHTER_STATUS_FINAL_FLAG_FINISH lua_const("FIGHTER_STATUS_FINAL_FLAG_FINISH") #define FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE") #define FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE_FALL") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_INT_MOVE_FRAME lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_INT_MOVE_FRAME") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_BEZIER_PARAM1 lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_BEZIER_PARAM1") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_BEZIER_PARAM2 lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_BEZIER_PARAM2") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_POS_X lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_POS_X") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_POS_Y lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_FLOAT_POS_Y") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_INT_FRAME lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_WORK_INT_FRAME") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_FLAG_CHANGE_MOTION lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_FLAG_CHANGE_MOTION") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_FLAG_ARRIVAL lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_CLOUD_FLAG_ARRIVAL") #define FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE") #define FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE_FALL") #define FIGHTER_STATUS_FINAL_DAMAGE_FLY_KOOPA_WORK_INT_FRAME lua_const("FIGHTER_STATUS_FINAL_DAMAGE_FLY_KOOPA_WORK_INT_FRAME") #define FIGHTER_DEAD_REASON_OUTSIDE_UP lua_const("FIGHTER_DEAD_REASON_OUTSIDE_UP") #define FIGHTER_INSTANCE_WORK_ID_INT_RESERVE_DEAD_AREA lua_const("FIGHTER_INSTANCE_WORK_ID_INT_RESERVE_DEAD_AREA") #define FIGHTER_STATUS_KIND_LITTLEMAC_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_LITTLEMAC_FINAL_DAMAGE") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_HIT_POS_X lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_HIT_POS_X") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_HIT_POS_Y lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_HIT_POS_Y") #define FIGHTER_PIKACHU_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_HIT") #define FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK_2 lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK_2") #define FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK_FINISH lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_ATTACK_FINISH") #define FIGHTER_PIKACHU_STATUS_KIND_FINAL_RETURN lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_RETURN") #define FIGHTER_PIKACHU_STATUS_KIND_FINAL_END lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_END") #define FIGHTER_SPECIFIC_STATUS_METAL lua_const("FIGHTER_SPECIFIC_STATUS_METAL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FINAL_DAMAGE_FLY_RYU_FLOAT") #define FIGHTER_KIND_SONIC lua_const("FIGHTER_KIND_SONIC") #define FIGHTER_STATUS_FINAL_DAMAGE_RYU_FLAG_SHINSYOURYUKEN lua_const("FIGHTER_STATUS_FINAL_DAMAGE_RYU_FLAG_SHINSYOURYUKEN") #define FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_1 lua_const("FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_1") #define FIGHTER_RYU_FINAL_TARGET_WORK_INT_FRAME lua_const("FIGHTER_RYU_FINAL_TARGET_WORK_INT_FRAME") #define FIGHTER_RYU_FINAL_TARGET_WORK_INT_STEP lua_const("FIGHTER_RYU_FINAL_TARGET_WORK_INT_STEP") #define FIGHTER_RYU_FINAL_TARGET_WORK_INT_DAMAGE2_START_FRAME lua_const("FIGHTER_RYU_FINAL_TARGET_WORK_INT_DAMAGE2_START_FRAME") #define FIGHTER_STATUS_KIND_RYU_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_RYU_FINAL_DAMAGE") #define FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_2 lua_const("FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_2") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_MOVE_X lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_MOVE_X") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_MOVE_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_MOVE_Y") #define FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_3 lua_const("FIGHTER_RYU_LINK_EVENT_FINAL_MOVE_TARGET_HIT_3") #define FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE") #define FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE_FALL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_INSTANT_DEATH_RESERVED lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_INSTANT_DEATH_RESERVED") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ITEM_DEATHSCYTHE_CUT_IN lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ITEM_DEATHSCYTHE_CUT_IN") #define FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_FLAG_STOP lua_const("FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_FLAG_STOP") #define FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_NAME_CURSOR lua_const("FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_NAME_CURSOR") #define FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_PREV_NAME_CURSOR lua_const("FIGHTER_STATUS_FINAL_FLAG_VISUAL_ATTACK_OTHER_PREV_NAME_CURSOR") #define FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_END_VX lua_const("FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_END_VX") #define FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_END_VY lua_const("FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_END_VY") #define FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_FOX_FINAL_TARGET_WORK_FLOAT_INIT_SCALE") #define FIGHTER_GAOGAEN_FINAL_TARGET_WORK_INT_PARENT_OBJECT_ID lua_const("FIGHTER_GAOGAEN_FINAL_TARGET_WORK_INT_PARENT_OBJECT_ID") #define CONSTRAINT_FLAG_DISABLE_RESTRICT_Z lua_const("CONSTRAINT_FLAG_DISABLE_RESTRICT_Z") #define CONSTRAINT_FLAG_MTX lua_const("CONSTRAINT_FLAG_MTX") #define FIGHTER_GAOGAEN_FINAL_TARGET_WORK_FLOAT_SCALE lua_const("FIGHTER_GAOGAEN_FINAL_TARGET_WORK_FLOAT_SCALE") #define FIGHTER_STATUS_FINAL_WORK_INT_SMOKE_EFFECT_HANDLE lua_const("FIGHTER_STATUS_FINAL_WORK_INT_SMOKE_EFFECT_HANDLE") #define MA_MSC_EFFECT_REQUEST_FOLLOW lua_const("MA_MSC_EFFECT_REQUEST_FOLLOW") #define FIGHTER_KAMUI_FINAL_TARGET_WORK_FLAG_EFFECT_ON lua_const("FIGHTER_KAMUI_FINAL_TARGET_WORK_FLAG_EFFECT_ON") #define FIGHTER_KAMUI_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_KAMUI_FINAL_TARGET_WORK_FLOAT_INIT_SCALE") #define FIGHTER_KROOL_FINAL_TARGET_WORK_INT_POS_OBJECT_ID lua_const("FIGHTER_KROOL_FINAL_TARGET_WORK_INT_POS_OBJECT_ID") #define FIGHTER_KROOL_FINAL_TARGET_WORK_FLOAT_ORIGINAL_SCALE lua_const("FIGHTER_KROOL_FINAL_TARGET_WORK_FLOAT_ORIGINAL_SCALE") #define FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_PARENT_POS_X lua_const("FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_PARENT_POS_X") #define FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_PARENT_POS_Y lua_const("FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_PARENT_POS_Y") #define FIGHTER_ANIMCMD_GAME lua_const("FIGHTER_ANIMCMD_GAME") #define FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLAG_INDIRECT_CHANGED lua_const("FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLAG_INDIRECT_CHANGED") #define FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_INIT_POWER lua_const("FIGHTER_STATUS_LUIGI_FINAL_SHOOT_FLOAT_INIT_POWER") #define FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE") #define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ENABLE_TARGET_MOTION_RATE lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ENABLE_TARGET_MOTION_RATE") #define FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE_FALL") #define FIGHTER_INSTANCE_WORK_ID_INT_PACMAN_EYE_DIR lua_const("FIGHTER_INSTANCE_WORK_ID_INT_PACMAN_EYE_DIR") #define WEAPON_PACMAN_BIGPACMAN_DIRECTION_LEFT lua_const("WEAPON_PACMAN_BIGPACMAN_DIRECTION_LEFT") #define WEAPON_PACMAN_BIGPACMAN_DIRECTION_RIGHT lua_const("WEAPON_PACMAN_BIGPACMAN_DIRECTION_RIGHT") #define WEAPON_PACMAN_BIGPACMAN_DIRECTION_UP lua_const("WEAPON_PACMAN_BIGPACMAN_DIRECTION_UP") #define FIGHTER_STATUS_PALUTENA_FINAL_BLACKHOLE_FLAG_IS_BEAM_EXIST lua_const("FIGHTER_STATUS_PALUTENA_FINAL_BLACKHOLE_FLAG_IS_BEAM_EXIST") #define FIGHTER_STATUS_PALUTENA_FINAL_BLACKHOLE_FLAG_IS_BEAM_ATTACK_HIT lua_const("FIGHTER_STATUS_PALUTENA_FINAL_BLACKHOLE_FLAG_IS_BEAM_ATTACK_HIT") #define CAMERA_QUAKE_KIND_MIDDLE lua_const("CAMERA_QUAKE_KIND_MIDDLE") #define FIGHTER_KIND_ZELDA lua_const("FIGHTER_KIND_ZELDA") #define FIGHTER_ROCKMAN_FINAL_TARGET_WORK_FLAG_CHANGE_DAMAGE_MOTION lua_const("FIGHTER_ROCKMAN_FINAL_TARGET_WORK_FLAG_CHANGE_DAMAGE_MOTION") #define FIGHTER_STATUS_KIND_LINK_FINAL lua_const("FIGHTER_STATUS_KIND_LINK_FINAL") #define FIGHTER_STATUS_LINK_FINAL_FLAG_ANIM_CMD_RUN lua_const("FIGHTER_STATUS_LINK_FINAL_FLAG_ANIM_CMD_RUN") #define FIGHTER_STATUS_LINK_FINAL_FLAG_ABORT lua_const("FIGHTER_STATUS_LINK_FINAL_FLAG_ABORT") #define FIGHTER_STATUS_LINK_FINAL_WORK_INT_PHASE lua_const("FIGHTER_STATUS_LINK_FINAL_WORK_INT_PHASE") #define FIGHTER_STATUS_LINK_FINAL_WORK_INT_MOTION_KIND lua_const("FIGHTER_STATUS_LINK_FINAL_WORK_INT_MOTION_KIND") #define MA_MSC_CMD_SET_SEND_CUT_EVENT lua_const("MA_MSC_CMD_SET_SEND_CUT_EVENT") #define FIGHTER_WARIO_FINAL_TARGET_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_WARIO_FINAL_TARGET_WORK_FLOAT_INIT_SCALE") #define FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_INIT_SCALE") #define FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_FLAG_SUSPEND lua_const("FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_FLAG_SUSPEND") #define FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_ESCAPE_SPEED_X lua_const("FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_ESCAPE_SPEED_X") #define FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_ESCAPE_SPEED_Y lua_const("FIGHTER_STATUS_PACKUN_FINAL_CAPTURE_WORK_FLOAT_ESCAPE_SPEED_Y") #define EFFECT_SUB_ATTRIBUTE_STATIONAL lua_const("EFFECT_SUB_ATTRIBUTE_STATIONAL") #define FIGHTER_STATUS_KIND_CATCHED_REFLET lua_const("FIGHTER_STATUS_KIND_CATCHED_REFLET") #define FIGHTER_STATUS_KIND_GIMMICK_EATEN lua_const("FIGHTER_STATUS_KIND_GIMMICK_EATEN") #define FIGHTER_STATUS_KIND_GIMMICK_PIPE lua_const("FIGHTER_STATUS_KIND_GIMMICK_PIPE") #define FIGHTER_STATUS_KIND_GIMMICK_TORNADO lua_const("FIGHTER_STATUS_KIND_GIMMICK_TORNADO") #define FIGHTER_STATUS_KIND_PACMAN_FINAL_EATEN lua_const("FIGHTER_STATUS_KIND_PACMAN_FINAL_EATEN") #define FIGHTER_STATUS_KIND_GIMMICK_FISH_CAPTURE lua_const("FIGHTER_STATUS_KIND_GIMMICK_FISH_CAPTURE") #define FIGHTER_STATUS_KIND_GIMMICK_DRUM lua_const("FIGHTER_STATUS_KIND_GIMMICK_DRUM") #define FIGHTER_STATUS_KIND_MURABITO_FINAL_CAPTURE lua_const("FIGHTER_STATUS_KIND_MURABITO_FINAL_CAPTURE") #define FIGHTER_STATUS_KIND_PALUTENA_FINAL_BLACKHOLE lua_const("FIGHTER_STATUS_KIND_PALUTENA_FINAL_BLACKHOLE") #define FIGHTER_STATUS_KIND_LUIGI_FINAL_VACUUM lua_const("FIGHTER_STATUS_KIND_LUIGI_FINAL_VACUUM") #define FIGHTER_STATUS_KIND_ITEM_STARRING lua_const("FIGHTER_STATUS_KIND_ITEM_STARRING") #define FIGHTER_STATUS_KIND_ITEM_STARRING_SHOOT lua_const("FIGHTER_STATUS_KIND_ITEM_STARRING_SHOOT") #define FIGHTER_STATUS_KIND_FINAL_JUMP_END lua_const("FIGHTER_STATUS_KIND_FINAL_JUMP_END") #define FIGHTER_STATUS_KIND_ROULETTE lua_const("FIGHTER_STATUS_KIND_ROULETTE") #define FIGHTER_STATUS_KIND_ROULETTE_FURAFURA lua_const("FIGHTER_STATUS_KIND_ROULETTE_FURAFURA") #define FIGHTER_STATUS_KIND_REBOUND_STOP lua_const("FIGHTER_STATUS_KIND_REBOUND_STOP") #define FIGHTER_STATUS_KIND_SUICIDE_BOMB lua_const("FIGHTER_STATUS_KIND_SUICIDE_BOMB") #define FIGHTER_STATUS_KIND_BOSS_ENTRY lua_const("FIGHTER_STATUS_KIND_BOSS_ENTRY") #define FIGHTER_STATUS_KIND_BOSS_DEAD lua_const("FIGHTER_STATUS_KIND_BOSS_DEAD") #define FIGHTER_STATUS_KIND_PACKUN_FINAL_CAPTURE lua_const("FIGHTER_STATUS_KIND_PACKUN_FINAL_CAPTURE") #define FIGHTER_STATUS_KIND_DAMAGE_SONG_START lua_const("FIGHTER_STATUS_KIND_DAMAGE_SONG_START") #define FIGHTER_STATUS_KIND_CLIFF_JUMP3 lua_const("FIGHTER_STATUS_KIND_CLIFF_JUMP3") #define FIGHTER_STATUS_KIND_SLIP_DAMAGE lua_const("FIGHTER_STATUS_KIND_SLIP_DAMAGE") #define FIGHTER_STATUS_KIND_THROW lua_const("FIGHTER_STATUS_KIND_THROW") #define FIGHTER_STATUS_KIND_TREAD_DAMAGE lua_const("FIGHTER_STATUS_KIND_TREAD_DAMAGE") #define FIGHTER_STATUS_KIND_TREAD_DAMAGE_AIR lua_const("FIGHTER_STATUS_KIND_TREAD_DAMAGE_AIR") #define FIGHTER_STATUS_KIND_LINK_FINAL_ARROW_HIT lua_const("FIGHTER_STATUS_KIND_LINK_FINAL_ARROW_HIT") #define FIGHTER_STATUS_KIND_PIT_FALL lua_const("FIGHTER_STATUS_KIND_PIT_FALL") #define FIGHTER_STATUS_KIND_ENTRY lua_const("FIGHTER_STATUS_KIND_ENTRY") #define FIGHTER_STATUS_KIND_CLUNG_GANON lua_const("FIGHTER_STATUS_KIND_CLUNG_GANON") #define FIGHTER_STATUS_KIND_CATCHED_GANON lua_const("FIGHTER_STATUS_KIND_CATCHED_GANON") #define FIGHTER_STATUS_KIND_CLUNG_DIDDY lua_const("FIGHTER_STATUS_KIND_CLUNG_DIDDY") #define FIGHTER_STATUS_KIND_CATCHED_RIDLEY lua_const("FIGHTER_STATUS_KIND_CATCHED_RIDLEY") #define FIGHTER_STATUS_KIND_STABBED_RIDLEY lua_const("FIGHTER_STATUS_KIND_STABBED_RIDLEY") #define FIGHTER_STATUS_KIND_STABBED_DAMAGE lua_const("FIGHTER_STATUS_KIND_STABBED_DAMAGE") #define FIGHTER_STATUS_KIND_CLUNG_CAPTAIN lua_const("FIGHTER_STATUS_KIND_CLUNG_CAPTAIN") #define FIGHTER_STATUS_KIND_KOOPA_DIVED lua_const("FIGHTER_STATUS_KIND_KOOPA_DIVED") #define FIGHTER_STATUS_KIND_SWING_GAOGAEN_CATCHED lua_const("FIGHTER_STATUS_KIND_SWING_GAOGAEN_CATCHED") #define FIGHTER_STATUS_KIND_MIIFIGHTER_COUNTER_THROWN lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_COUNTER_THROWN") #define FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_THROWN lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_THROWN") #define FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_CAPTURED lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_SUPLEX_AIR_CAPTURED") #define FIGHTER_STATUS_KIND_MIISWORDSMAN_COUNTER_DAMAGE lua_const("FIGHTER_STATUS_KIND_MIISWORDSMAN_COUNTER_DAMAGE") #define FIGHTER_STATUS_KIND_CAPTURE_PULLED_FISHINGROD lua_const("FIGHTER_STATUS_KIND_CAPTURE_PULLED_FISHINGROD") #define FIGHTER_STATUS_KIND_SWALLOWED lua_const("FIGHTER_STATUS_KIND_SWALLOWED") #define FIGHTER_STATUS_KIND_GIMMICK_DOOR lua_const("FIGHTER_STATUS_KIND_GIMMICK_DOOR") #define FIGHTER_STATUS_KIND_GIMMICK_SPRING lua_const("FIGHTER_STATUS_KIND_GIMMICK_SPRING") #define FIGHTER_STATUS_KIND_GIMMICK_SPRING_BACK lua_const("FIGHTER_STATUS_KIND_GIMMICK_SPRING_BACK") #define FIGHTER_STATUS_KIND_BITTEN_WARIO_START lua_const("FIGHTER_STATUS_KIND_BITTEN_WARIO_START") #define FIGHTER_STATUS_KIND_CAPTURE_YOSHI lua_const("FIGHTER_STATUS_KIND_CAPTURE_YOSHI") #define FIGHTER_STATUS_KIND_CAPTURE_PULLED_OCTOPUS lua_const("FIGHTER_STATUS_KIND_CAPTURE_PULLED_OCTOPUS") #define FIGHTER_STATUS_KIND_DEMO lua_const("FIGHTER_STATUS_KIND_DEMO") #define FIGHTER_STATUS_KIND_CAPTURE_ITEM lua_const("FIGHTER_STATUS_KIND_CAPTURE_ITEM") #define FIGHTER_STATUS_KIND_CAPTURE_BEETLE lua_const("FIGHTER_STATUS_KIND_CAPTURE_BEETLE") #define FIGHTER_STATUS_KIND_CAPTURE_BOSSGALAGA lua_const("FIGHTER_STATUS_KIND_CAPTURE_BOSSGALAGA") #define FIGHTER_STATUS_KIND_CAPTURE_KAWASAKI lua_const("FIGHTER_STATUS_KIND_CAPTURE_KAWASAKI") #define FIGHTER_STATUS_KIND_CAPTURE_DRIVER lua_const("FIGHTER_STATUS_KIND_CAPTURE_DRIVER") #define FIGHTER_STATUS_KIND_CAPTURE_MIMIKKYU lua_const("FIGHTER_STATUS_KIND_CAPTURE_MIMIKKYU") #define FIGHTER_STATUS_KIND_CAPTURE_CLAPTRAP lua_const("FIGHTER_STATUS_KIND_CAPTURE_CLAPTRAP") #define FIGHTER_STATUS_KIND_KASEY_WARP lua_const("FIGHTER_STATUS_KIND_KASEY_WARP") #define FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOP lua_const("FIGHTER_STATUS_KIND_ITEM_ROCKETBELT_HOP") #define FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_IKE_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_ZOROARK_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE") #define FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_MIIFIGHTER_FINAL_DAMAGE_FALL") #define FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE") #define FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_GEKKOUGA_FINAL_DAMAGE_FALL") #define FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE lua_const("FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE") #define FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE_FALL lua_const("FIGHTER_STATUS_KIND_REFLET_FINAL_DAMAGE_FALL") #define FIGHTER_STATUS_KIND_CAPTURE_MASTERCORE lua_const("FIGHTER_STATUS_KIND_CAPTURE_MASTERCORE") #define FIGHTER_STATUS_KIND_KIRBY_FINAL_CAPTURE lua_const("FIGHTER_STATUS_KIND_KIRBY_FINAL_CAPTURE") #define FIGHTER_STATUS_KIND_PSYCHOBREAK lua_const("FIGHTER_STATUS_KIND_PSYCHOBREAK") #define FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_CLOUD_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_KAMUI_PIERCE lua_const("FIGHTER_STATUS_KIND_KAMUI_PIERCE") #define FIGHTER_STATUS_KIND_LITTLEMAC_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_LITTLEMAC_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_KOOPA_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_KOOPA_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_PIKACHU_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_PIKACHU_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE_FLY lua_const("FIGHTER_STATUS_KIND_METAKNIGHT_FINAL_DAMAGE_FLY") #define FIGHTER_STATUS_KIND_CHROM_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_CHROM_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_CAPTAIN_FINAL_START lua_const("FIGHTER_STATUS_KIND_CAPTAIN_FINAL_START") #define FIGHTER_STATUS_KIND_CAPTAIN_FINAL_FURAFURA lua_const("FIGHTER_STATUS_KIND_CAPTAIN_FINAL_FURAFURA") #define FIGHTER_STATUS_KIND_CAPTAIN_FINAL_CLASH lua_const("FIGHTER_STATUS_KIND_CAPTAIN_FINAL_CLASH") #define FIGHTER_STATUS_KIND_CAPTAIN_FINAL_END lua_const("FIGHTER_STATUS_KIND_CAPTAIN_FINAL_END") #define FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_START lua_const("FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_START") #define FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_FURAFURA lua_const("FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_FURAFURA") #define FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_END lua_const("FIGHTER_STATUS_KIND_DUCKHUNT_FINAL_END") #define FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_SCENE01 lua_const("FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_SCENE01") #define FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_SCENE02 lua_const("FIGHTER_STATUS_KIND_ROCKMAN_FINAL_TARGET_SCENE02") #define FIGHTER_STATUS_KIND_SHULK_FINAL_START lua_const("FIGHTER_STATUS_KIND_SHULK_FINAL_START") #define FIGHTER_STATUS_KIND_SHULK_FINAL_FURAFURA lua_const("FIGHTER_STATUS_KIND_SHULK_FINAL_FURAFURA") #define FIGHTER_STATUS_KIND_SHULK_FINAL_END lua_const("FIGHTER_STATUS_KIND_SHULK_FINAL_END") #define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_START2 lua_const("FIGHTER_STATUS_KIND_BAYONETTA_FINAL_TARGET_START2") #define FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_KAMUI_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_DEDEDE_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_FOX_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_FALCO_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_KROOL_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_GAOGAEN_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_SIMON_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_WARIO_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_RIDLEY_FINAL_TARGET_DAMAGE") #define FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_START lua_const("FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_START") #define FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_DAMAGE lua_const("FIGHTER_STATUS_KIND_YOSHI_FINAL_TARGET_DAMAGE") #define LUA_SCRIPT_STATUS_FUNC_CHECK_ATTACK lua_const("LUA_SCRIPT_STATUS_FUNC_CHECK_ATTACK") #define LUA_SCRIPT_STATUS_FUNC_ON_CHANGE_LR lua_const("LUA_SCRIPT_STATUS_FUNC_ON_CHANGE_LR") #define LUA_SCRIPT_STATUS_FUNC_LEAVE_STOP lua_const("LUA_SCRIPT_STATUS_FUNC_LEAVE_STOP") #define LUA_SCRIPT_STATUS_FUNC_NOTIFY_EVENT_GIMMICK lua_const("LUA_SCRIPT_STATUS_FUNC_NOTIFY_EVENT_GIMMICK") #define LUA_SCRIPT_STATUS_FUNC_CALC_PARAM lua_const("LUA_SCRIPT_STATUS_FUNC_CALC_PARAM") #define FIGHTER_MARIO_STATUS_KIND_NUM lua_const("FIGHTER_MARIO_STATUS_KIND_NUM") #define FIGHTER_MARIO_STATUS_KIND_SPECIAL_LW_CHARGE lua_const("FIGHTER_MARIO_STATUS_KIND_SPECIAL_LW_CHARGE") #define FIGHTER_MARIO_STATUS_KIND_SPECIAL_LW_SHOOT lua_const("FIGHTER_MARIO_STATUS_KIND_SPECIAL_LW_SHOOT") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_S lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_S") #define FIGHTER_STATUS_ATTR_START_TURN lua_const("FIGHTER_STATUS_ATTR_START_TURN") #define FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_S lua_const("FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_S") #define FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_LW lua_const("FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_LW") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_LW lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_LW") #define FIGHTER_LOG_MASK_FLAG_SHOOT lua_const("FIGHTER_LOG_MASK_FLAG_SHOOT") #define FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_NO_ATTACK_SPECIAL lua_const("FIGHTER_LOG_MASK_FLAG_ACTION_CATEGORY_NO_ATTACK_SPECIAL") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FINAL lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FINAL") #define FIGHTER_STATUS_ATTR_FINAL lua_const("FIGHTER_STATUS_ATTR_FINAL") #define FIGHTER_POWER_UP_ATTACK_BIT_FINAL lua_const("FIGHTER_POWER_UP_ATTACK_BIT_FINAL") #define FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_CONTINUE lua_const("FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_CONTINUE") #define FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_HOP lua_const("FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_HOP") #define FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL lua_const("FIGHTER_MARIO_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL") #define FIGHTER_MARIO_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOP lua_const("FIGHTER_MARIO_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOP") #define FIGHTER_MARIO_GENERATE_ARTICLE_PUMP lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_PUMP") #define WEAPON_MARIO_PUMP_STATUS_KIND_WAIT lua_const("WEAPON_MARIO_PUMP_STATUS_KIND_WAIT") #define FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_REMOVE lua_const("FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_REMOVE") #define FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_CHARGE lua_const("FIGHTER_MARIO_INSTANCE_WORK_ID_INT_SPECIAL_LW_CHARGE") #define FIGHTER_MARIO_STATUS_PUMP_FLAG_FIRST lua_const("FIGHTER_MARIO_STATUS_PUMP_FLAG_FIRST") #define FIGHTER_MARIO_STATUS_PUMP_CHARGE_FLAG_FIRST lua_const("FIGHTER_MARIO_STATUS_PUMP_CHARGE_FLAG_FIRST") #define FIGHTER_MARIO_STATUS_PUMP_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_MARIO_STATUS_PUMP_TRANSITION_TERM_ID_WAIT") #define FIGHTER_MARIO_STATUS_PUMP_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_MARIO_STATUS_PUMP_TRANSITION_TERM_ID_FALL") #define FIGHTER_ANIMCMD_SOUND lua_const("FIGHTER_ANIMCMD_SOUND") #define FIGHTER_MARIO_STATUS_PUMP_SHOOT_WORK_INT_MOTION_KIND lua_const("FIGHTER_MARIO_STATUS_PUMP_SHOOT_WORK_INT_MOTION_KIND") #define FIGHTER_MARIO_STATUS_PUMP_SHOOT_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_MARIO_STATUS_PUMP_SHOOT_WORK_INT_MOTION_KIND_AIR") #define WEAPON_MARIO_PUMP_STATUS_KIND_SHOOT lua_const("WEAPON_MARIO_PUMP_STATUS_KIND_SHOOT") #define FIGHTER_MARIO_STATUS_PUMP_SHOOT_FLAG_FIRST lua_const("FIGHTER_MARIO_STATUS_PUMP_SHOOT_FLAG_FIRST") #define FIGHTER_MARIO_STATUS_FINAL_FLAG_FIRST lua_const("FIGHTER_MARIO_STATUS_FINAL_FLAG_FIRST") #define FIGHTER_MARIO_GENERATE_ARTICLE_MANTLE lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_MANTLE") #define MA_MSC_CMD_EFFECT_EFFECT_REMOVE_COMMON lua_const("MA_MSC_CMD_EFFECT_EFFECT_REMOVE_COMMON") #define FIGHTER_MARIO_GENERATE_ARTICLE_HUGE_FLAME lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_HUGE_FLAME") #define ARTICLE_OPE_TARGET_ALL lua_const("ARTICLE_OPE_TARGET_ALL") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_HI lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_HI") #define FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_HI lua_const("FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_HI") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_DIR_STICK_X lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_DIR_STICK_X") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_DIR_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_DIR_MUL") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_PASS_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_PASS_MUL") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_ACCEL_Y lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_ACCEL_Y") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_START_X_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_START_X_MUL") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_PASS_MUL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_WORK_FLOAT_CONST_AIR_PASS_MUL") #define FIGHTER_MARIO_STATUS_SPECIAL_HI_FLAG_CAPPY lua_const("FIGHTER_MARIO_STATUS_SPECIAL_HI_FLAG_CAPPY") #define FIGHTER_MARIO_GENERATE_ARTICLE_CAPPY lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_CAPPY") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N") #define FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_N lua_const("FIGHTER_POWER_UP_ATTACK_BIT_SPECIAL_N") #define FIGHTER_STATUS_SPECIAL_N_FLAG_FIRST lua_const("FIGHTER_STATUS_SPECIAL_N_FLAG_FIRST") #define WEAPON_MARIO_FIREBALL_STATUS_KIND_NUM lua_const("WEAPON_MARIO_FIREBALL_STATUS_KIND_NUM") #define WEAPON_MARIO_FIREBALL_STATUS_KIND_REGULAR lua_const("WEAPON_MARIO_FIREBALL_STATUS_KIND_REGULAR") #define WEAPON_KINETIC_TYPE_NORMAL lua_const("WEAPON_KINETIC_TYPE_NORMAL") #define WEAPON_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_ANIMCMD_EFFECT lua_const("WEAPON_ANIMCMD_EFFECT") #define WEAPON_MARIO_HUGE_FLAME_STATUS_KIND_NUM lua_const("WEAPON_MARIO_HUGE_FLAME_STATUS_KIND_NUM") #define WEAPON_MARIO_HUGE_FLAME_STATUS_KIND_REGULAR lua_const("WEAPON_MARIO_HUGE_FLAME_STATUS_KIND_REGULAR") #define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS1_X lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS1_X") #define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS1_Y lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS1_Y") #define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS2_X lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS2_X") #define WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS2_Y lua_const("WEAPON_MARIO_HUGE_FLAME_INSTANCE_WORK_ID_FLOAT_EFFECT_POS2_Y") #define WEAPON_MARIO_PUMP_STATUS_KIND_TERM lua_const("WEAPON_MARIO_PUMP_STATUS_KIND_TERM") #define WEAPON_MARIO_PUMP_STATUS_KIND_END lua_const("WEAPON_MARIO_PUMP_STATUS_KIND_END") #define WEAPON_KINETIC_TYPE_NONE lua_const("WEAPON_KINETIC_TYPE_NONE") #define WEAPON_LINK_NO_CONSTRAINT lua_const("WEAPON_LINK_NO_CONSTRAINT") #define WEAPON_MARIO_PUMP_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_MARIO_PUMP_STATUS_WORK_FLOAT_ANGLE") #define WEAPON_MARIO_PUMP_INSTANCE_WORK_ID_INT_WATER_SHOOT_NUM lua_const("WEAPON_MARIO_PUMP_INSTANCE_WORK_ID_INT_WATER_SHOOT_NUM") #define WEAPON_MARIO_PUMP_INSTANCE_WORK_ID_INT_WATER_SPAN_FRAME lua_const("WEAPON_MARIO_PUMP_INSTANCE_WORK_ID_INT_WATER_SPAN_FRAME") #define WEAPON_MARIO_PUMP_GENERATE_ARTICLE_WATER lua_const("WEAPON_MARIO_PUMP_GENERATE_ARTICLE_WATER") #define WEAPON_MARIO_PUMP_WATER_STATUS_KIND_TERM lua_const("WEAPON_MARIO_PUMP_WATER_STATUS_KIND_TERM") #define WEAPON_MARIO_PUMP_WATER_STATUS_KIND_REGULAR lua_const("WEAPON_MARIO_PUMP_WATER_STATUS_KIND_REGULAR") #define WEAPON_MARIO_PUMP_WATER_STATUS_KIND_CLASH lua_const("WEAPON_MARIO_PUMP_WATER_STATUS_KIND_CLASH") #define WEAPON_MARIO_PUMP_WATER_STATUS_KIND_DIE lua_const("WEAPON_MARIO_PUMP_WATER_STATUS_KIND_DIE") #define WEAPON_MARIO_PUMP_WATER_INSTANCE_WORK_ID_FLAG_CLASH_GROUND lua_const("WEAPON_MARIO_PUMP_WATER_INSTANCE_WORK_ID_FLAG_CLASH_GROUND") #define WEAPON_KINETIC_ENERGY_RESERVE_ID_NORMAL lua_const("WEAPON_KINETIC_ENERGY_RESERVE_ID_NORMAL") #define WEAPON_KINETIC_TYPE_RESET lua_const("WEAPON_KINETIC_TYPE_RESET") #define FIGHTER_DONKEY_STATUS_KIND_MAX lua_const("FIGHTER_DONKEY_STATUS_KIND_MAX") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_START lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_START") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_WAIT lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_WAIT") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_WALK lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_WALK") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_TURN lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_TURN") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP_SQUAT lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP_SQUAT") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP_SQUAT_B lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP_SQUAT_B") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_JUMP") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_FALL lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_FALL") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_LANDING lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_LANDING") #define FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_PASS lua_const("FIGHTER_DONKEY_STATUS_KIND_SUPER_LIFT_PASS") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_WAIT lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_WAIT") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_WALK lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_WALK") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_TURN lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_TURN") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP_SQUAT lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP_SQUAT") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP_SQUAT_B lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP_SQUAT_B") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_JUMP") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_FALL lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_FALL") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_LANDING lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_LANDING") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_PASS lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_PASS") #define FIGHTER_DONKEY_STATUS_KIND_SHOULDER_END lua_const("FIGHTER_DONKEY_STATUS_KIND_SHOULDER_END") #define FIGHTER_DONKEY_STATUS_KIND_THROW_F_F lua_const("FIGHTER_DONKEY_STATUS_KIND_THROW_F_F") #define FIGHTER_DONKEY_STATUS_KIND_THROW_F_B lua_const("FIGHTER_DONKEY_STATUS_KIND_THROW_F_B") #define FIGHTER_DONKEY_STATUS_KIND_THROW_F_HI lua_const("FIGHTER_DONKEY_STATUS_KIND_THROW_F_HI") #define FIGHTER_DONKEY_STATUS_KIND_THROW_F_LW lua_const("FIGHTER_DONKEY_STATUS_KIND_THROW_F_LW") #define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_LW_LOOP lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_LW_LOOP") #define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_CANCEL") #define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_ATTACK lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_ATTACK") #define FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_DONKEY_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_DONKEY_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_DONKEY_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_DONKEY_STATUS_KIND_FINAL_END lua_const("FIGHTER_DONKEY_STATUS_KIND_FINAL_END") #define FIGHTER_DONKEY_STATUS_FINAL_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_DONKEY_STATUS_FINAL_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_DONKEY_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_DONKEY_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_DONKEY_STATUS_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_MOT_CHANGE") #define FIGHTER_DONKEY_STATUS_FINAL_FLAG_TO_ATTACK lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_TO_ATTACK") #define FIGHTER_DONKEY_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_ATTACK_HIT") #define FS_SUCCEEDS_KEEP_ATTACK lua_const("FS_SUCCEEDS_KEEP_ATTACK") #define FIGHTER_DONKEY_STATUS_FINAL_WORK_FLOAT_FIX_POS_X lua_const("FIGHTER_DONKEY_STATUS_FINAL_WORK_FLOAT_FIX_POS_X") #define FIGHTER_DONKEY_STATUS_FINAL_WORK_FLOAT_FIX_POS_Y lua_const("FIGHTER_DONKEY_STATUS_FINAL_WORK_FLOAT_FIX_POS_Y") #define FIGHTER_DONKEY_STATUS_FINAL_FLAG_ATTACK_END_HIT lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_ATTACK_END_HIT") #define MA_MSC_SET_IGNORE_CATCHING lua_const("MA_MSC_SET_IGNORE_CATCHING") #define FIGHTER_LOG_DATA_INT_ATTACK_NUM_KIND lua_const("FIGHTER_LOG_DATA_INT_ATTACK_NUM_KIND") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_01 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_01") #define FIGHTER_PAD_CMD_CAT1_FLAG_WALK lua_const("FIGHTER_PAD_CMD_CAT1_FLAG_WALK") #define FIGHTER_DONKEY_STATUS_SHOULDER_START_FLAG_SHOULDER_WAIT lua_const("FIGHTER_DONKEY_STATUS_SHOULDER_START_FLAG_SHOULDER_WAIT") #define FIGHTER_STATUS_ATTR_SCALE_KINETIC_ENERGY lua_const("FIGHTER_STATUS_ATTR_SCALE_KINETIC_ENERGY") #define ENERGY_CONTROLLER_RESET_TYPE_DASH lua_const("ENERGY_CONTROLLER_RESET_TYPE_DASH") #define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_YACL_DEFAULT lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_YACL_DEFAULT") #define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_GROUND_SPINEND lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_GROUND_SPINEND") #define FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_HI_NO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_HI_NO") #define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_CLIFF_CHECK lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_CLIFF_CHECK") #define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE") #define FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_GROUND_MOT_FRAME lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_HI_FLAG_GROUND_MOT_FRAME") #define FIGHTER_DONKEY_STATUS_SPECIAL_LW_FLAG_LOOP lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_LW_FLAG_LOOP") #define FIGHTER_LOG_ATTACK_KIND_SPECIAL_LW lua_const("FIGHTER_LOG_ATTACK_KIND_SPECIAL_LW") #define FIGHTER_DONKEY_STATUS_SPECIAL_LW_FLAG_ATTACK lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_LW_FLAG_ATTACK") #define FIGHTER_DONKEY_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT lua_const("FIGHTER_DONKEY_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_POWER_ADD lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_POWER_ADD") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_DEFAULT_POWER_0 lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_DEFAULT_POWER_0") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_DEFAULT_POWER_1 lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_DEFAULT_POWER_1") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_MOT_CHANGE") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_PUNCH_COUNT lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_PUNCH_COUNT") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE") #define FIGHTER_PAD_FLAG_GUARD_TRIGGER lua_const("FIGHTER_PAD_FLAG_GUARD_TRIGGER") #define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE") #define FIGHTER_FACIAL_SPECIAL lua_const("FIGHTER_FACIAL_SPECIAL") #define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE") #define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F") #define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B") #define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP") #define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR") #define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_AIR_JUMP lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_AIR_JUMP") #define FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_NONE lua_const("FIGHTER_DONKEY_SPECIAL_N_CANCEL_TYPE_NONE") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_CANCEL_FACE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_CANCEL_FACE") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_MAX lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_FLAG_MAX") #define FIGHTER_DONKEY_STATUS_SPECIAL_S_FLAG_FALL_START lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_S_FLAG_FALL_START") #define FIGHTER_DONKEY_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_S_FLAG_MOT_CHANGE") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_F lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_F") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_B lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_B") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_HI lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_HI") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_LW lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_THROW_LIFT_LW") #define WEAPON_LINK_ANCIENTBOW_STATUS_KIND_NUM lua_const("WEAPON_LINK_ANCIENTBOW_STATUS_KIND_NUM") #define WEAPON_LINK_ANCIENTBOW_STATUS_KIND_HAVE lua_const("WEAPON_LINK_ANCIENTBOW_STATUS_KIND_HAVE") #define WEAPON_INSTANCE_WORK_ID_INT_LINK_OWNER lua_const("WEAPON_INSTANCE_WORK_ID_INT_LINK_OWNER") #define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_NUM lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_NUM") #define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_HAVE lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_HAVE") #define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_FLY lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_FLY") #define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_STICK lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_STICK") #define WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_STICK_WALL lua_const("WEAPON_LINK_ANCIENTBOWARROW_STATUS_KIND_STICK_WALL") #define WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_FLOAT_DIST lua_const("WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_FLOAT_DIST") #define WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_FLAG_WALL_HIT lua_const("WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_FLAG_WALL_HIT") #define WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_INT_STICK_LIFE lua_const("WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_INT_STICK_LIFE") #define WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_INT_HIT_OBJECT_ID lua_const("WEAPON_LINK_ANCIENTBOWARROW_INSTANCE_WORK_ID_INT_HIT_OBJECT_ID") #define FIGHTER_LINK_STATUS_KIND_NUM lua_const("FIGHTER_LINK_STATUS_KIND_NUM") #define FIGHTER_LINK_STATUS_KIND_SHIELD_GUARD lua_const("FIGHTER_LINK_STATUS_KIND_SHIELD_GUARD") #define FIGHTER_LINK_STATUS_KIND_SPECIAL_LW_BLAST lua_const("FIGHTER_LINK_STATUS_KIND_SPECIAL_LW_BLAST") #define FIGHTER_LINK_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_LINK_STATUS_KIND_SPECIAL_S2") #define FIGHTER_LINK_STATUS_KIND_SPECIAL_HI_HOLD lua_const("FIGHTER_LINK_STATUS_KIND_SPECIAL_HI_HOLD") #define FIGHTER_LINK_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_LINK_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_LINK_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_LINK_STATUS_KIND_FINAL_DASH") #define FIGHTER_LINK_STATUS_KIND_FINAL_COMBO lua_const("FIGHTER_LINK_STATUS_KIND_FINAL_COMBO") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_BOUND lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_BOUND") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_CLEAR lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_CLEAR") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_ATTACK_AIR_LW2_BLANK_TIME lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_ATTACK_AIR_LW2_BLANK_TIME") #define FIGHTER_LINK_INSTANCE_WORK_ID_INT_ATTACK_AIR_LW_HIT_COUNT lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_INT_ATTACK_AIR_LW_HIT_COUNT") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_SET_ATTACK lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_SET_ATTACK") #define FIGHTER_LINK_INSTANCE_WORK_ID_INT_BOMB_OBJECT_ID lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_INT_BOMB_OBJECT_ID") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_HOOKSHOT lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_HOOKSHOT") #define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_HOOKSHOT lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_HOOKSHOT") #define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_PULL lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_PULL") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_HOOKSHOT_HAND lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_HOOKSHOT_HAND") #define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_HOOKSHOT_HAND lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_HOOKSHOT_HAND") #define FIGHTER_LINK_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_LINK_CLIFF_HANG_DATA_AIR_LASSO") #define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_REACH lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_REACH") #define FIGHTER_LINK_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_LINK_CLIFF_HANG_DATA_AIR_LASSO_HANG") #define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_HANG_REWIND lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_HANG_REWIND") #define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_REWIND lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_REWIND") #define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_EXHAUST lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_EXHAUST") #define FIGHTER_LINK_INSTANCE_WORK_ID_INT_LANDING_PREV_MOTION_KIND lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_INT_LANDING_PREV_MOTION_KIND") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_LANDING_PREV_MOTION_FRAME lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_LANDING_PREV_MOTION_FRAME") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_MOT_INHERIT lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_MOT_INHERIT") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_FINAL_DX lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_FINAL_DX") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_FINAL_DY lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLOAT_FINAL_DY") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_BOOMERANG lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_BOOMERANG") #define FIGHTER_LINK_STATUS_FINAL_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_LINK_STATUS_FINAL_TRANSITION_TERM_ID_WAIT") #define FIGHTER_LINK_STATUS_FINAL_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_LINK_STATUS_FINAL_TRANSITION_TERM_ID_FALL") #define FIGHTER_KINETIC_TYPE_LINK_FINAL_DASH lua_const("FIGHTER_KINETIC_TYPE_LINK_FINAL_DASH") #define FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_FRAME lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_FRAME") #define FIGHTER_LINK_STATUS_WORK_ID_FLOAT_FINAL_DISTANCE_TO_DESTINATION lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLOAT_FINAL_DISTANCE_TO_DESTINATION") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_WAIT_DASH lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_WAIT_DASH") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_FAILED lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_FAILED") #define FIGHTER_KINETIC_TYPE_LINK_FINAL_COMBO lua_const("FIGHTER_KINETIC_TYPE_LINK_FINAL_COMBO") #define FIGHTER_LINK_GENERATE_ARTICLE_ANCIENT_BOW lua_const("FIGHTER_LINK_GENERATE_ARTICLE_ANCIENT_BOW") #define FIGHTER_LINK_GENERATE_ARTICLE_ANCIENT_BOWARROW lua_const("FIGHTER_LINK_GENERATE_ARTICLE_ANCIENT_BOWARROW") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_HOLD_FLOAT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_SPECIAL_HI_END_FLOAT") #define FIGHTER_LINK_STATUS_RSLASH_TRANSITION_TERM_ID_HOLD lua_const("FIGHTER_LINK_STATUS_RSLASH_TRANSITION_TERM_ID_HOLD") #define FIGHTER_LINK_STATUS_RSLASH_TRANSITION_TERM_ID_END lua_const("FIGHTER_LINK_STATUS_RSLASH_TRANSITION_TERM_ID_END") #define FIGHTER_LINK_STATUS_RSLASH_WORK_HOLD_FRAME lua_const("FIGHTER_LINK_STATUS_RSLASH_WORK_HOLD_FRAME") #define FIGHTER_LINK_STATUS_RSLASH_FLAG_GROUND lua_const("FIGHTER_LINK_STATUS_RSLASH_FLAG_GROUND") #define FIGHTER_KINETIC_TYPE_LINK_SPECIAL_AIR_HI lua_const("FIGHTER_KINETIC_TYPE_LINK_SPECIAL_AIR_HI") #define FIGHTER_LINK_STATUS_RSLASH_FLAG_RESET_SPEED_MAX_X lua_const("FIGHTER_LINK_STATUS_RSLASH_FLAG_RESET_SPEED_MAX_X") #define FIGHTER_STATUS_TRANSITION_TERM_ID_FALL_SPECIAL lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_FALL_SPECIAL") #define FIGHTER_LINK_STATUS_RSLASH_END_FLAG_FIRST lua_const("FIGHTER_LINK_STATUS_RSLASH_END_FLAG_FIRST") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_ALREADY_GENERATED lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_ALREADY_GENERATED") #define FIGHTER_LINK_STATUS_BOMB_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_LINK_STATUS_BOMB_TRANSITION_TERM_ID_FALL") #define FIGHTER_LINK_STATUS_BOMB_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_LINK_STATUS_BOMB_TRANSITION_TERM_ID_WAIT") #define FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOT_GROUND lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOT_GROUND") #define FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOT_AIR lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOT_AIR") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_MOT_INHERIT lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_MOT_INHERIT") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_ITEM_NO_COUNT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_ITEM_NO_COUNT") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_SET_ITEM_HOLD_ANIM lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_SET_ITEM_HOLD_ANIM") #define FIGHTER_LINK_GENERATE_ARTICLE_LINKBOMB lua_const("FIGHTER_LINK_GENERATE_ARTICLE_LINKBOMB") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_TOONLINKBOMB lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_TOONLINKBOMB") #define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_YOUNGLINKBOMB lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_YOUNGLINKBOMB") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_GENERATE_LINKBOMB lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_GENERATE_LINKBOMB") #define FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOTION lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_BOMB_MOTION") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_BLAST lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_BOMB_BLAST") #define FIGHTER_LINK_STATUS_BOW_FLAG_CHARGE lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CHARGE") #define FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE_START lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE_START") #define FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE") #define FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE_END lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CONTINUE_END") #define FIGHTER_LINK_STATUS_BOW_FLAG_DOUBLE lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_DOUBLE") #define FIGHTER_LINK_STATUS_BOW_STEP_START lua_const("FIGHTER_LINK_STATUS_BOW_STEP_START") #define FIGHTER_LINK_STATUS_BOW_WORK_INT_STEP lua_const("FIGHTER_LINK_STATUS_BOW_WORK_INT_STEP") #define FIGHTER_LINK_STATUS_BOW_WORK_INT_SHOOT_NUM lua_const("FIGHTER_LINK_STATUS_BOW_WORK_INT_SHOOT_NUM") #define FIGHTER_LINK_STATUS_BOW_WORK_INT_DOUBLE_COUNT lua_const("FIGHTER_LINK_STATUS_BOW_WORK_INT_DOUBLE_COUNT") #define FIGHTER_LINK_STATUS_BOW_WORK_INT_MAX_HOLD_COUNT lua_const("FIGHTER_LINK_STATUS_BOW_WORK_INT_MAX_HOLD_COUNT") #define FIGHTER_LINK_GENERATE_ARTICLE_BOW lua_const("FIGHTER_LINK_GENERATE_ARTICLE_BOW") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_COPY_CHARA lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_COPY_CHARA") #define WN_LINK_BOW_STATUS_KIND_HAVE lua_const("WN_LINK_BOW_STATUS_KIND_HAVE") #define ITEM_KIND_LINKARROW lua_const("ITEM_KIND_LINKARROW") #define FIGHTER_LINK_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_LINK_GENERATE_ARTICLE_BOWARROW") #define FIGHTER_LINK_STATUS_BOW_STEP_HOLD lua_const("FIGHTER_LINK_STATUS_BOW_STEP_HOLD") #define FIGHTER_LINK_STATUS_BOW_FLAG_CHARGE_MAX lua_const("FIGHTER_LINK_STATUS_BOW_FLAG_CHARGE_MAX") #define FIGHTER_LINK_STATUS_BOW_STEP_END lua_const("FIGHTER_LINK_STATUS_BOW_STEP_END") #define FIGHTER_LINK_INSTANCE_WORK_ID_INT_BOW_ARTICLE_ID lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_INT_BOW_ARTICLE_ID") #define WN_LINK_BOW_STATUS_KIND_BACK lua_const("WN_LINK_BOW_STATUS_KIND_BACK") #define ARTICLE_OPE_TARGET_FIRST lua_const("ARTICLE_OPE_TARGET_FIRST") #define FIGHTER_LINK_STATUS_BOOMERANG_WORK_INT_MOTION lua_const("FIGHTER_LINK_STATUS_BOOMERANG_WORK_INT_MOTION") #define FIGHTER_LINK_STATUS_BOOMERANG_WORK_INT_MOTION_AIR lua_const("FIGHTER_LINK_STATUS_BOOMERANG_WORK_INT_MOTION_AIR") #define FIGHTER_LINK_STATUS_BOOMERANG_FLAG_FIRST lua_const("FIGHTER_LINK_STATUS_BOOMERANG_FLAG_FIRST") #define FIGHTER_LINK_STATUS_BOOMERANG_CATCH_INT_MTRANS lua_const("FIGHTER_LINK_STATUS_BOOMERANG_CATCH_INT_MTRANS") #define FIGHTER_LINK_STATUS_BOOMERANG_CATCH_FLAG_FIRST lua_const("FIGHTER_LINK_STATUS_BOOMERANG_CATCH_FLAG_FIRST") #define FIGHTER_LINK_GENERATE_ARTICLE_BOOMERANG lua_const("FIGHTER_LINK_GENERATE_ARTICLE_BOOMERANG") #define FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_EF_ID_TRIFORCE lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_EF_ID_TRIFORCE") #define FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_EF_ID_TRIFORCE_BREAK lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_EF_ID_TRIFORCE_BREAK") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_REQ_CATCH lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_REQ_CATCH") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_RESPOND_CATCH lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_RESPOND_CATCH") #define FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_TARGET_TASK_ID lua_const("FIGHTER_LINK_STATUS_WORK_ID_INT_FINAL_TARGET_TASK_ID") #define FIGHTER_LINK_STATUS_WORK_ID_FLOAT_FINAL_DISTANCE lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLOAT_FINAL_DISTANCE") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_CATCH_SUCCESS lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_CATCH_SUCCESS") #define MA_MSC_CMD_SEARCH_SEARCH_FP lua_const("MA_MSC_CMD_SEARCH_SEARCH_FP") #define COLLISION_KIND_MASK_HIT lua_const("COLLISION_KIND_MASK_HIT") #define COLLISION_CATEGORY_MASK_FIGHTER lua_const("COLLISION_CATEGORY_MASK_FIGHTER") #define COLLISION_SITUATION_MASK_ALL lua_const("COLLISION_SITUATION_MASK_ALL") #define COLLISION_PART_MASK_ALL lua_const("COLLISION_PART_MASK_ALL") #define HIT_STATUS_MASK_NORMAL lua_const("HIT_STATUS_MASK_NORMAL") #define FIGHTER_STATUS_LINK_FINAL_MSG_MOT_PLAY lua_const("FIGHTER_STATUS_LINK_FINAL_MSG_MOT_PLAY") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_RAISE_ONOFF lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_RAISE_ONOFF") #define MA_MSC_CMD_EFFECT_EFFECT_OFF_HANDLE lua_const("MA_MSC_CMD_EFFECT_EFFECT_OFF_HANDLE") #define FIGHTER_STATUS_LINK_FINAL_MSG_STOP lua_const("FIGHTER_STATUS_LINK_FINAL_MSG_STOP") #define FIGHTER_STATUS_LINK_FINAL_MSG_MOT_STOP lua_const("FIGHTER_STATUS_LINK_FINAL_MSG_MOT_STOP") #define FIGHTER_LINK_STATUS_RSLASH_END_WORK_HOLD_FRAME lua_const("FIGHTER_LINK_STATUS_RSLASH_END_WORK_HOLD_FRAME") #define FIGHTER_LINK_STATUS_BOW_WORK_FLOAT_CHARGE lua_const("FIGHTER_LINK_STATUS_BOW_WORK_FLOAT_CHARGE") #define FIGHTER_LINK_STATUS_BOOMERANG_FLAG_FLICK lua_const("FIGHTER_LINK_STATUS_BOOMERANG_FLAG_FLICK") #define FIGHTER_LOG_DATA_INT_HAJIKI_NUM lua_const("FIGHTER_LOG_DATA_INT_HAJIKI_NUM") #define WN_LINK_BOOMERANG_STATUS_KIND_NUM lua_const("WN_LINK_BOOMERANG_STATUS_KIND_NUM") #define WN_LINK_BOOMERANG_STATUS_KIND_START lua_const("WN_LINK_BOOMERANG_STATUS_KIND_START") #define WN_LINK_BOOMERANG_STATUS_KIND_HAVED lua_const("WN_LINK_BOOMERANG_STATUS_KIND_HAVED") #define WN_LINK_BOOMERANG_STATUS_KIND_FLY lua_const("WN_LINK_BOOMERANG_STATUS_KIND_FLY") #define WN_LINK_BOOMERANG_STATUS_KIND_TURN lua_const("WN_LINK_BOOMERANG_STATUS_KIND_TURN") #define WN_LINK_BOOMERANG_STATUS_KIND_HOP lua_const("WN_LINK_BOOMERANG_STATUS_KIND_HOP") #define WN_LINK_BOOMERANG_STATUS_KIND_SWALLOWED lua_const("WN_LINK_BOOMERANG_STATUS_KIND_SWALLOWED") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LINK_BOOMERANG_FLOAT") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_REMOVE_SELF lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_REMOVE_SELF") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_INFLICTION lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_INFLICTION") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_TO_HOP lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_TO_HOP") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_APPLY_FLY_SPEED lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_APPLY_FLY_SPEED") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_INT_LIFE lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_KINETIC_ENERGY_RESERVE_ID_ROT_NORMAL lua_const("WEAPON_KINETIC_ENERGY_RESERVE_ID_ROT_NORMAL") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_SPEED") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_FLICK lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_FLICK") #define WN_LINK_BOOMERANG_TURN_WORK_INT_FOLLOW_FRAME lua_const("WN_LINK_BOOMERANG_TURN_WORK_INT_FOLLOW_FRAME") #define WN_LINK_BOOMERANG_POSTURE_ROT_NODE_TOPN lua_const("WN_LINK_BOOMERANG_POSTURE_ROT_NODE_TOPN") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_TURN_DIST lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLOAT_TURN_DIST") #define WN_LINK_BOOMERANG_TURN_WORK_INT_BACK_ROT_FRAME lua_const("WN_LINK_BOOMERANG_TURN_WORK_INT_BACK_ROT_FRAME") #define LINK_NO_ARTICLE lua_const("LINK_NO_ARTICLE") #define WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_REFLECT lua_const("WN_LINK_BOOMERANG_INSTANCE_WORK_ID_FLAG_REFLECT") #define FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_X lua_const("FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_X") #define FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_Y lua_const("FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_Y") #define FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_Z lua_const("FL_MA_MSC_LINK_GET_PARENT_MODEL_NODE_GLOBAL_POSITION_Z") #define WN_LINK_BOOMERANG_TURN_WORK_INT_LINK_EVENT_RESULT_01 lua_const("WN_LINK_BOOMERANG_TURN_WORK_INT_LINK_EVENT_RESULT_01") #define WN_LINK_BOOMERANG_TURN_WORK_FLOAT_LINK_EVENT_RESULT_01 lua_const("WN_LINK_BOOMERANG_TURN_WORK_FLOAT_LINK_EVENT_RESULT_01") #define WN_LINK_BOOMERANG_TURN_WORK_FLAG_LINK_EVENT_RESULT_01 lua_const("WN_LINK_BOOMERANG_TURN_WORK_FLAG_LINK_EVENT_RESULT_01") #define WN_LINK_BOOMERANG_POSTURE_ROT_NODE_ROTN lua_const("WN_LINK_BOOMERANG_POSTURE_ROT_NODE_ROTN") #define WN_LINK_BOW_STATUS_KIND_NUM lua_const("WN_LINK_BOW_STATUS_KIND_NUM") #define WN_LINK_BOWARROW_STATUS_KIND_NUM lua_const("WN_LINK_BOWARROW_STATUS_KIND_NUM") #define WN_LINK_BOWARROW_STATUS_KIND_HAVED lua_const("WN_LINK_BOWARROW_STATUS_KIND_HAVED") #define WN_LINK_BOWARROW_STATUS_KIND_FLY lua_const("WN_LINK_BOWARROW_STATUS_KIND_FLY") #define WN_LINK_BOWARROW_STATUS_KIND_STICK lua_const("WN_LINK_BOWARROW_STATUS_KIND_STICK") #define WN_LINK_BOWARROW_STATUS_KIND_HIT_STICK lua_const("WN_LINK_BOWARROW_STATUS_KIND_HIT_STICK") #define WN_LINK_BOWARROW_STATUS_FLY_WORK_INT_ATTACK_POWER lua_const("WN_LINK_BOWARROW_STATUS_FLY_WORK_INT_ATTACK_POWER") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_ANGLE_RAND lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_ANGLE_RAND") #define WN_LINK_BOWARROW_STATUS_STICK_WORK_FLOAT_RAND lua_const("WN_LINK_BOWARROW_STATUS_STICK_WORK_FLOAT_RAND") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_X lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_X") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_Y lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_Y") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_Z lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_STICK_Z") #define WN_LINK_BOWARROW_STATUS_FLY_WORK_FLOAT_ROTATE_Z lua_const("WN_LINK_BOWARROW_STATUS_FLY_WORK_FLOAT_ROTATE_Z") #define WN_LINK_BOWARROW_STATUS_FLY_WORK_FLOAT_ROTATE_SPEED lua_const("WN_LINK_BOWARROW_STATUS_FLY_WORK_FLOAT_ROTATE_SPEED") #define WN_LINK_BOWARROW_STATUS_TURN_WORK_INT_STAY_COUNT lua_const("WN_LINK_BOWARROW_STATUS_TURN_WORK_INT_STAY_COUNT") #define WEAPON_KIND_LINK_BOWARROW lua_const("WEAPON_KIND_LINK_BOWARROW") #define WEAPON_INSTANCE_WORK_ID_INT_INIT_LIFE lua_const("WEAPON_INSTANCE_WORK_ID_INT_INIT_LIFE") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_CHARGE lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_CHARGE") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_SHOT_ANGLE lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLOAT_SHOT_ANGLE") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLAG_DOUBLE lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLAG_DOUBLE") #define WEAPON_KIND_TOONLINK_BOWARROW lua_const("WEAPON_KIND_TOONLINK_BOWARROW") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_INT_SHOOT_NUM lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_INT_SHOOT_NUM") #define WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLAG_STICK_HEAD lua_const("WN_LINK_BOWARROW_INSTANCE_WORK_ID_FLAG_STICK_HEAD") #define WEAPON_LINK_SWORDBEAM_STATUS_KIND_NUM lua_const("WEAPON_LINK_SWORDBEAM_STATUS_KIND_NUM") #define WEAPON_LINK_SWORDBEAM_STATUS_KIND_FLY lua_const("WEAPON_LINK_SWORDBEAM_STATUS_KIND_FLY") #define WEAPON_LINK_SWORDBEAM_STATUS_KIND_VANISH lua_const("WEAPON_LINK_SWORDBEAM_STATUS_KIND_VANISH") #define WEAPON_LINK_SWORDBEAM_STATUS_KIND_HIT lua_const("WEAPON_LINK_SWORDBEAM_STATUS_KIND_HIT") #define WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE") #define WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_FLAG_HIT") #define FIGHTER_SAMUS_STATUS_KIND_NUM lua_const("FIGHTER_SAMUS_STATUS_KIND_NUM") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_H lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_H") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_C lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_C") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_F lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_F") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_E lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_E") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S1G lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S1G") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S1A lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S1A") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S2G lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S2G") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S2A lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_S2A") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_GROUND_LW lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_GROUND_LW") #define FIGHTER_SAMUS_STATUS_KIND_SPECIAL_AIR_LW lua_const("FIGHTER_SAMUS_STATUS_KIND_SPECIAL_AIR_LW") #define FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP lua_const("FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP") #define FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP_G lua_const("FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP_G") #define FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP_A lua_const("FIGHTER_SAMUS_STATUS_KIND_BOMB_JUMP_A") #define FIGHTER_SAMUS_STATUS_KIND_FINAL_START_G lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_START_G") #define FIGHTER_SAMUS_STATUS_KIND_FINAL_START_A lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_START_A") #define FIGHTER_SAMUS_STATUS_KIND_FINAL_LOOP_G lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_LOOP_G") #define FIGHTER_SAMUS_STATUS_KIND_FINAL_LOOP_A lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_LOOP_A") #define FIGHTER_SAMUS_STATUS_KIND_FINAL_END_G lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_END_G") #define FIGHTER_SAMUS_STATUS_KIND_FINAL_END_A lua_const("FIGHTER_SAMUS_STATUS_KIND_FINAL_END_A") #define FIGHTER_KIND_SAMUSD lua_const("FIGHTER_KIND_SAMUSD") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_ST_INIT lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_ST_INIT") #define FIGHTER_SAMUS_GENERATE_ARTICLE_GBEAM lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_GBEAM") #define FIGHTER_SAMUSD_GENERATE_ARTICLE_GBEAM lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_GBEAM") #define FIGHTER_SAMUS_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_SAMUS_CLIFF_HANG_DATA_AIR_LASSO") #define WEAPON_SAMUS_GBEAM_STATUS_KIND_REACH lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_REACH") #define FIGHTER_SAMUS_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_SAMUS_CLIFF_HANG_DATA_AIR_LASSO_HANG") #define FIGHTER_SAMUSD_GENERATE_ARTICLE_GUN lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_GUN") #define FIGHTER_SAMUS_GENERATE_ARTICLE_GUN lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_GUN") #define WEAPON_SAMUS_GBEAM_STATUS_KIND_HANG_REWIND lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_HANG_REWIND") #define WEAPON_SAMUS_GBEAM_STATUS_KIND_REWIND lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_REWIND") #define WEAPON_SAMUS_GBEAM_STATUS_KIND_EXHAUST lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_EXHAUST") #define WEAPON_SAMUS_GBEAM_STATUS_KIND_PULL lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_PULL") #define FIGHTER_SAMUS_GENERATE_ARTICLE_SUPERMISSILE lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_SUPERMISSILE") #define FIGHTER_SAMUSD_GENERATE_ARTICLE_SUPERMISSILE lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_SUPERMISSILE") #define FIGHTER_SAMUS_MOTION_PART_SET_KIND_VISOR lua_const("FIGHTER_SAMUS_MOTION_PART_SET_KIND_VISOR") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_FINAL_EXEC lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_FINAL_EXEC") #define FIGHTER_SAMUS_STATUS_FINAL_FLAG_MOT_RESTART lua_const("FIGHTER_SAMUS_STATUS_FINAL_FLAG_MOT_RESTART") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_GUN_ID lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_GUN_ID") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_LASER_C lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_LASER_C") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLOAT_FINAL_LASER_ANG lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLOAT_FINAL_LASER_ANG") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_MOT2ND lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_FINAL_MOT2ND") #define FIGHTER_SAMUS_GENERATE_ARTICLE_LASER lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_LASER") #define FIGHTER_SAMUS_GENERATE_ARTICLE_LASER2 lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_LASER2") #define FIGHTER_SAMUS_SCREW_ATTACK_TRANSITION_TERM_ID_ENABLE_FALL_SPECIAL lua_const("FIGHTER_SAMUS_SCREW_ATTACK_TRANSITION_TERM_ID_ENABLE_FALL_SPECIAL") #define FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_KINETIC_MOTION_SPEED_MUL lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_KINETIC_MOTION_SPEED_MUL") #define MA_MSC_CMD_ITEM_SET_CHANGE_STATUS_EVENT lua_const("MA_MSC_CMD_ITEM_SET_CHANGE_STATUS_EVENT") #define MA_MSC_CMD_SLOEP_SLOPE_KIND_LR lua_const("MA_MSC_CMD_SLOEP_SLOPE_KIND_LR") #define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MOT_RESTART lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MOT_RESTART") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_LW_BODY lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_LW_BODY") #define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_MOT_RESTART lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_MOT_RESTART") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_SPECIAL_N_COUNT") #define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE") #define FIGHTER_SAMUS_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE") #define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_NONE lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_NONE") #define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F") #define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B") #define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP") #define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD") #define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR") #define FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_AIR_JUMP_AERIAL lua_const("FIGHTER_SAMUS_SPECIAL_N_CANCEL_TYPE_AIR_JUMP_AERIAL") #define FIGHTER_SAMUS_STATUS_SPECIAL_N_WORK_INT_COUNT lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_WORK_INT_COUNT") #define FIGHTER_PAD_CMD_CAT3_FLAG_SPECIAL_S_SMASH_DASH lua_const("FIGHTER_PAD_CMD_CAT3_FLAG_SPECIAL_S_SMASH_DASH") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_MOT_RESTART lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_MOT_RESTART") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_AIR_CONTROL lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_AIR_CONTROL") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_AIR_CONTROL_DONE lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_AIR_CONTROL_DONE") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_MATERIAL_MOTION lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_MATERIAL_MOTION") #define FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_WAIT_TAKEOFF lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_WAIT_TAKEOFF") #define FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_ACC_X lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_ACC_X") #define FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_DISABLE_LR lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_HI_FLAG_DISABLE_LR") #define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MV lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MV") #define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MV_CONT lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_MV_CONT") #define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_JUMP lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_JUMP") #define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_CHK_CROUCH lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_CHK_CROUCH") #define FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_WEAPON lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_LW_FLAG_WEAPON") #define FIGHTER_SAMUS_GENERATE_ARTICLE_BOMB lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_BOMB") #define WORK_KIND_STATUS_WORK lua_const("WORK_KIND_STATUS_WORK") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLOAT_BOMBJUMP_ANG lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLOAT_BOMBJUMP_ANG") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX") #define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_SAMUS_GENERATE_ARTICLE_CSHOT lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_CSHOT") #define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_AIR_START lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_AIR_START") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_INT_ITEM_HOLD_KIND_BACKUP lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_INT_ITEM_HOLD_KIND_BACKUP") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_SMASH lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_SMASH") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_WEAPON lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_WEAPON") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_WEAPON_GENERATED lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_WEAPON_GENERATED") #define FIGHTER_SAMUS_GENERATE_ARTICLE_MISSILE lua_const("FIGHTER_SAMUS_GENERATE_ARTICLE_MISSILE") #define FIGHTER_SAMUSD_GENERATE_ARTICLE_MISSILE lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_MISSILE") #define FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_GENERATE_SUCCESS lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_S_WORK_FLAG_GENERATE_SUCCESS") #define WEAPON_SAMUS_BOMB_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_BOMB_STATUS_KIND_NUM") #define WEAPON_SAMUS_BOMB_STATUS_KIND_FALL lua_const("WEAPON_SAMUS_BOMB_STATUS_KIND_FALL") #define WEAPON_SAMUS_BOMB_STATUS_KIND_BURST_ATTACK lua_const("WEAPON_SAMUS_BOMB_STATUS_KIND_BURST_ATTACK") #define WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_BOMBJUMP lua_const("WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_BOMBJUMP") #define WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_RANDOM_ROT_Z lua_const("WEAPON_SAMUS_BOMB_INSTANCE_WORK_ID_INT_RANDOM_ROT_Z") #define WEAPON_SAMUS_CSHOT_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_CSHOT_STATUS_KIND_NUM") #define WEAPON_SAMUS_CSHOT_STATUS_KIND_CHARGE lua_const("WEAPON_SAMUS_CSHOT_STATUS_KIND_CHARGE") #define WEAPON_SAMUS_CSHOT_STATUS_KIND_SHOOT lua_const("WEAPON_SAMUS_CSHOT_STATUS_KIND_SHOOT") #define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_FLOAT_CHARGE lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_FLOAT_CHARGE") #define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET") #define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW") #define WEAPON_INSTANCE_WORK_ID_FLAG_SWALLOWED lua_const("WEAPON_INSTANCE_WORK_ID_FLAG_SWALLOWED") #define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_FLOAT_SHOOT_LR lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_FLOAT_SHOOT_LR") #define WEAPON_KIND_SAMUSD_CSHOT lua_const("WEAPON_KIND_SAMUSD_CSHOT") #define MA_MSC_EFFECT_GET_LAST_HANDLE lua_const("MA_MSC_EFFECT_GET_LAST_HANDLE") #define WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW_SUB lua_const("WEAPON_SAMUS_CSHOT_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW_SUB") #define WEAPON_KIND_SAMUS_CSHOT lua_const("WEAPON_KIND_SAMUS_CSHOT") #define WEAPON_SAMUS_GBEAM_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_NUM") #define WEAPON_SAMUS_GBEAM_STATUS_KIND_WAIT lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_WAIT") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_FLAG lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_FLAG") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_INT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_INT") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_FLOAT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_WAIT_FLOAT") #define WEAPON_SAMUS_GBEAM_INSTANCE_WORK_ID_MOTION_WHOLE_RATE lua_const("WEAPON_SAMUS_GBEAM_INSTANCE_WORK_ID_MOTION_WHOLE_RATE") #define WEAPON_SAMUS_GUN_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_GUN_STATUS_KIND_NUM") #define WEAPON_SAMUS_GUN_STATUS_KIND_FINAL lua_const("WEAPON_SAMUS_GUN_STATUS_KIND_FINAL") #define WEAPON_SAMUS_GUN_STATUS_KIND_S4S lua_const("WEAPON_SAMUS_GUN_STATUS_KIND_S4S") #define WEAPON_SAMUS_LASER_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_LASER_STATUS_KIND_NUM") #define WEAPON_SAMUS_LASER_STATUS_KIND_CHARGE lua_const("WEAPON_SAMUS_LASER_STATUS_KIND_CHARGE") #define WEAPON_SAMUS_LASER_STATUS_KIND_SHOOT lua_const("WEAPON_SAMUS_LASER_STATUS_KIND_SHOOT") #define WEAPON_SAMUS_LASER_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_SAMUS_LASER_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_SAMUS_LASER_INSTANCE_WORK_ID_FLOAT_DST lua_const("WEAPON_SAMUS_LASER_INSTANCE_WORK_ID_FLOAT_DST") #define WEAPON_SAMUS_LASER2_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_LASER2_STATUS_KIND_NUM") #define WEAPON_SAMUS_LASER2_STATUS_KIND_UPPER lua_const("WEAPON_SAMUS_LASER2_STATUS_KIND_UPPER") #define WEAPON_SAMUS_LASER2_STATUS_KIND_LOWER lua_const("WEAPON_SAMUS_LASER2_STATUS_KIND_LOWER") #define WEAPON_SAMUS_LASER2_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_SAMUS_LASER2_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_SAMUS_LASER2_INSTANCE_WORK_ID_FLOAT_DST lua_const("WEAPON_SAMUS_LASER2_INSTANCE_WORK_ID_FLOAT_DST") #define WEAPON_SAMUS_MISSILE_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_MISSILE_STATUS_KIND_NUM") #define WEAPON_SAMUS_MISSILE_STATUS_KIND_HOMING lua_const("WEAPON_SAMUS_MISSILE_STATUS_KIND_HOMING") #define WEAPON_SAMUS_MISSILE_STATUS_KIND_H_BURST lua_const("WEAPON_SAMUS_MISSILE_STATUS_KIND_H_BURST") #define WEAPON_SAMUS_MISSILE_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_SAMUS_MISSILE_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_SAMUS_MISSILE_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_SAMUS_MISSILE_INSTANCE_WORK_ID_FLOAT_ROT") #define WEAPON_SAMUS_MISSILE_WORK_FLOAT_GRAVITY_ANGLE lua_const("WEAPON_SAMUS_MISSILE_WORK_FLOAT_GRAVITY_ANGLE") #define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_NUM") #define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_READY lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_READY") #define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_STRAIGHT lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_STRAIGHT") #define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_S_BURST lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_S_BURST") #define WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_WIN lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_KIND_WIN") #define WEAPON_SAMUS_SUPERMISSILE_STATUS_READY_WORK_ID_INT_FRAME lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_READY_WORK_ID_INT_FRAME") #define WEAPON_SAMUS_SUPERMISSILE_STATUS_STRAIGHT_WORK_ID_INT_FRAME lua_const("WEAPON_SAMUS_SUPERMISSILE_STATUS_STRAIGHT_WORK_ID_INT_FRAME") #define WEAPON_SAMUS_TRANSPORTATION_STATUS_KIND_NUM lua_const("WEAPON_SAMUS_TRANSPORTATION_STATUS_KIND_NUM") #define WEAPON_SAMUS_TRANSPORTATION_STATUS_KIND_DUMMY lua_const("WEAPON_SAMUS_TRANSPORTATION_STATUS_KIND_DUMMY") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_AERIAL_TURN_COUNT lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_AERIAL_TURN_COUNT") #define FIGHTER_YOSHI_STATUS_SPECIAL_LW_FLAG_LANDING_ENABLE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_LW_FLAG_LANDING_ENABLE") #define FIGHTER_YOSHI_STATUS_KIND_NUM lua_const("FIGHTER_YOSHI_STATUS_KIND_NUM") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_N_1 lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_N_1") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_N_2 lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_N_2") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_LOOP") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_TURN lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_S_TURN") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_AIR_S_JUMP lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_AIR_S_JUMP") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_LW_TO_AIR lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_LW_TO_AIR") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_AIR_LW lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_AIR_LW") #define FIGHTER_YOSHI_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_YOSHI_STATUS_KIND_SPECIAL_LW_LANDING") #define FIGHTER_YOSHI_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_DASH") #define FIGHTER_YOSHI_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_YOSHI_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_HIT") #define FIGHTER_YOSHI_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_YOSHI_STATUS_KIND_FINAL_END lua_const("FIGHTER_YOSHI_STATUS_KIND_FINAL_END") #define DAMAGE_NO_REACTION_MODE_REACTION_VALUE lua_const("DAMAGE_NO_REACTION_MODE_REACTION_VALUE") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_AERIAL_DAMAGE_REACTION lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_AERIAL_DAMAGE_REACTION") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_JUMP_AERIAL_ARMOR lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_JUMP_AERIAL_ARMOR") #define FIGHTER_YOSHI_STATUS_THROW_FLAG_THROWN_VISIBLE lua_const("FIGHTER_YOSHI_STATUS_THROW_FLAG_THROWN_VISIBLE") #define FIGHTER_YOSHI_STATUS_FINAL_FLAG_DASH_HIT lua_const("FIGHTER_YOSHI_STATUS_FINAL_FLAG_DASH_HIT") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_VISUAL_SCENE_MODULE_START_INIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_START_INIT") #define FIGHTER_VISUAL_SCENE_MODULE_START_EXIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_START_EXIT") #define FIGHTER_STATUS_VISUAL_SCENE_FLAG_CLEAR_SLOW lua_const("FIGHTER_STATUS_VISUAL_SCENE_FLAG_CLEAR_SLOW") #define FIGHTER_YOSHI_STATUS_FINAL_FLAG_TO_VISUAL_SCENE lua_const("FIGHTER_YOSHI_STATUS_FINAL_FLAG_TO_VISUAL_SCENE") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_START_X lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_START_X") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_START_Y lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_START_Y") #define FIGHTER_STATUS_VISUAL_SCENE_FLAG_CLEAR_ATTACK lua_const("FIGHTER_STATUS_VISUAL_SCENE_FLAG_CLEAR_ATTACK") #define FIGHTER_VISUAL_SCENE_MODULE_READY_EXIT_PRE lua_const("FIGHTER_VISUAL_SCENE_MODULE_READY_EXIT_PRE") #define FIGHTER_VISUAL_SCENE_MODULE_READY_EXEC lua_const("FIGHTER_VISUAL_SCENE_MODULE_READY_EXEC") #define FIGHTER_VISUAL_SCENE_MODULE_READY_EXIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_READY_EXIT") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_CHANGE_MOTION_TARGET lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_CHANGE_MOTION_TARGET") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_CHANGE_SCALE_TARGET lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_CHANGE_SCALE_TARGET") #define FIGHTER_KIND_YOSHI lua_const("FIGHTER_KIND_YOSHI") #define FIGHTER_YOSHI_GENERATE_ARTICLE_YOSHIMOB lua_const("FIGHTER_YOSHI_GENERATE_ARTICLE_YOSHIMOB") #define FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_INIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_INIT") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_ADD_DAMAGE_COUNT lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_INT_ADD_DAMAGE_COUNT") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_ADD_DAMAGE lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_ADD_DAMAGE") #define FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_EXEC_STATUS lua_const("FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_EXEC_STATUS") #define FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_EXIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_SCENE_01_EXIT") #define FIGHTER_YOSHI_GENERATE_ARTICLE_YOSHIBG01 lua_const("FIGHTER_YOSHI_GENERATE_ARTICLE_YOSHIBG01") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_OWNER_SCALE lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_OWNER_SCALE") #define FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_YOSHI_STATUS_FINAL_WORK_FLOAT_INIT_SCALE") #define FIGHTER_VISUAL_SCENE_MODULE_END_INIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_END_INIT") #define FIGHTER_VISUAL_SCENE_MODULE_END_EXEC lua_const("FIGHTER_VISUAL_SCENE_MODULE_END_EXEC") #define FIGHTER_VISUAL_SCENE_MODULE_END_EXIT lua_const("FIGHTER_VISUAL_SCENE_MODULE_END_EXIT") #define FIGHTER_YOSHI_STATUS_SPECIAL_LW_WORK_INT_COUNT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_LW_WORK_INT_COUNT") #define FIGHTER_YOSHI_STATUS_SPECIAL_LW_FLAG_FALL lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_LW_FLAG_FALL") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_SPEED lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_SPEED") #define FIGHTER_KINETIC_TYPE_YOSHI_SPECIAL_S_AIR lua_const("FIGHTER_KINETIC_TYPE_YOSHI_SPECIAL_S_AIR") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_NEXT_STATUS lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_NEXT_STATUS") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_RESERVE_DIR lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_RESERVE_DIR") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_TURN_FLAG lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_TURN_FLAG") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_ANGLE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_ANGLE") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_SCALE_INDEX lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_SCALE_INDEX") #define FIGHTER_YOSHI_STATUS_SPECIAL_HI_FLAG_EGG_APPEAR lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_HI_FLAG_EGG_APPEAR") #define FIGHTER_YOSHI_STATUS_SPECIAL_HI_FLAG_EGG_SHOOT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_HI_FLAG_EGG_SHOOT") #define FIGHTER_YOSHI_STATUS_SPECIAL_HI_WORK_INT_EGG_COUNT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_HI_WORK_INT_EGG_COUNT") #define FIGHTER_YOSHI_GENERATE_ARTICLE_TAMAGO lua_const("FIGHTER_YOSHI_GENERATE_ARTICLE_TAMAGO") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_HOP_COUNT lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_HOP_COUNT") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_HOP_SPEED lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_HOP_SPEED") #define FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_LW_NO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_LW_NO") #define FIGHTER_YOSHI_GENERATE_ARTICLE_STAR lua_const("FIGHTER_YOSHI_GENERATE_ARTICLE_STAR") #define FIGHTER_YOSHI_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND") #define FIGHTER_YOSHI_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_MOT_CHANGE") #define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SPITED lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SPITED") #define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SWALLOW lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SWALLOW") #define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SPIT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_SPIT") #define FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_CATCH lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_N_FLAG_CATCH") #define FIGHTER_ATTACK_ABSOLUTE_KIND_THROW lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_THROW") #define FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N_2 lua_const("FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N_2") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_MOT_CHANGE") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_COUNT lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_COUNT") #define FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_S_NO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_S_NO") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_LIFE lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_LIFE") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_DISP_INDEX lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_DISP_INDEX") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_ATTACK_COUNT lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_ATTACK_COUNT") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_EFFECT_FRAME lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_EFFECT_FRAME") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_ATTACK_GROUP lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_ATTACK_GROUP") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_TOUCH_WALL lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_TOUCH_WALL") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_JUMP lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_JUMP") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_WAIT lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_WAIT") #define FIGHTER_KINETIC_TYPE_YOSHI_SPECIAL_S_GROUND lua_const("FIGHTER_KINETIC_TYPE_YOSHI_SPECIAL_S_GROUND") #define FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_GROUND_ANGLE lua_const("FIGHTER_YOSHI_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_GROUND_ANGLE") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_BACKUP lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_BACKUP") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_ACCEL lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_FLOAT_ACCEL") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_DISP_EGG lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_DISP_EGG") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_HIDE_EGG lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_FLAG_HIDE_EGG") #define FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_CHANGE_STEP lua_const("FIGHTER_YOSHI_STATUS_SPECIAL_S_WORK_INT_CHANGE_STEP") #define WEAPON_YOSHI_STAR_STATUS_KIND_NUM lua_const("WEAPON_YOSHI_STAR_STATUS_KIND_NUM") #define WEAPON_YOSHI_STAR_STATUS_KIND_MOVE lua_const("WEAPON_YOSHI_STAR_STATUS_KIND_MOVE") #define WEAPON_STATUS_WORK_KEEP_FLAG_NONE_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_NONE_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_NONE_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_NONE_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_NONE_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_NONE_FLOAT") #define WEAPON_YOSHI_STAR_STATUS_WORK_FLAG_REMOVE lua_const("WEAPON_YOSHI_STAR_STATUS_WORK_FLAG_REMOVE") #define WEAPON_YOSHI_TAMAGO_STATUS_KIND_NUM lua_const("WEAPON_YOSHI_TAMAGO_STATUS_KIND_NUM") #define WEAPON_YOSHI_TAMAGO_STATUS_KIND_THROWED lua_const("WEAPON_YOSHI_TAMAGO_STATUS_KIND_THROWED") #define WEAPON_YOSHI_TAMAGO_STATUS_KIND_BURST lua_const("WEAPON_YOSHI_TAMAGO_STATUS_KIND_BURST") #define WEAPON_YOSHI_TAMAGO_STATUS_KIND_SPIT lua_const("WEAPON_YOSHI_TAMAGO_STATUS_KIND_SPIT") #define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_BOUND_NUM") #define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLOAT_ROT") #define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLOAT_ROT_SPEED") #define WEAPON_STATUS_WORK_KEEP_FLAG_ALL_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ALL_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ALL_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ALL_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ALL_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ALL_FLOAT") #define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_SPECIAL_HI_BURST_FRAME lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_SPECIAL_HI_BURST_FRAME") #define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLAG_EVENT lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_FLAG_EVENT") #define WEAPON_YOSHI_TAMAGO_STATUS_SPIT_WORK_INT_GROUND_CORRECT_SHAPE_TYPE_BACKUP lua_const("WEAPON_YOSHI_TAMAGO_STATUS_SPIT_WORK_INT_GROUND_CORRECT_SHAPE_TYPE_BACKUP") #define WEAPON_YOSHI_YOSHIMOB_STATUS_KIND_NUM lua_const("WEAPON_YOSHI_YOSHIMOB_STATUS_KIND_NUM") #define WEAPON_YOSHI_YOSHIMOB_STATUS_KIND_RUN lua_const("WEAPON_YOSHI_YOSHIMOB_STATUS_KIND_RUN") #define FIGHTER_KIRBY_STATUS_KIND_NUM lua_const("FIGHTER_KIRBY_STATUS_KIND_NUM") #define FIGHTER_STATUS_KIND_THROW_KIRBY lua_const("FIGHTER_STATUS_KIND_THROW_KIRBY") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SWALLOW_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SWALLOW_WAIT") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SWALLOW lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SWALLOW") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT_JUMP lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT_JUMP") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WAIT_FALL") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WALK lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_WALK") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_JUMP1 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_JUMP1") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_JUMP2 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_JUMP2") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_FALL") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_PASS lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_PASS") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_LANDING") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_TURN") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_TURN_AIR lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_EAT_TURN_AIR") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_DRINK_ITEM lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_DRINK_ITEM") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_DRINK lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_DRINK") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SPIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_N_SPIT") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI2 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI2") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI3 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI3") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI4 lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_HI4") #define FIGHTER_KIRBY_STATUS_KIND_STONE_STONE lua_const("FIGHTER_KIRBY_STATUS_KIND_STONE_STONE") #define FIGHTER_KIRBY_STATUS_KIND_STONE_END lua_const("FIGHTER_KIRBY_STATUS_KIND_STONE_END") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_WAIT") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_WALK lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_WALK") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_TURN") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_JUMP_SQUAT lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_JUMP_SQUAT") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_PASS lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_PASS") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_FALL") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_LANDING") #define FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_KIRBY_STATUS_KIND_SPECIAL_S_ATTACK") #define FIGHTER_KIRBY_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_KIRBY_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_KIRBY_STATUS_KIND_MIIFIGHTER_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIFIGHTER_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_MIISWORDSMAN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MIISWORDSMAN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_START lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_START") #define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_FIRE lua_const("FIGHTER_KIRBY_STATUS_KIND_MIIGUNNER_SPECIAL_N1_FIRE") #define FIGHTER_KIRBY_STATUS_KIND_MARIO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MARIO_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_ATTACK lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_ATTACK") #define FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_DONKEY_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_LINK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LINK_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_H lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_H") #define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_C lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_C") #define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_F") #define FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_E lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUS_SPECIAL_N_E") #define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_H lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_H") #define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_C lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_C") #define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_F") #define FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_E lua_const("FIGHTER_KIRBY_STATUS_KIND_SAMUSD_SPECIAL_N_E") #define FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N_1 lua_const("FIGHTER_KIRBY_STATUS_KIND_YOSHI_SPECIAL_N_1") #define FIGHTER_KIRBY_STATUS_KIND_FOX_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_FOX_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PIKACHU_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PIKACHU_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PICHU_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PICHU_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_LUIGI_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LUIGI_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_CAPTAIN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_CAPTAIN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_CAPTAIN_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_CAPTAIN_SPECIAL_N_TURN") #define FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_FIRE lua_const("FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_FIRE") #define FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_NESS_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_PEACH_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PEACH_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PEACH_SPECIAL_N_HIT lua_const("FIGHTER_KIRBY_STATUS_KIND_PEACH_SPECIAL_N_HIT") #define FIGHTER_KIRBY_STATUS_KIND_DAISY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DAISY_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_DAISY_SPECIAL_N_HIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DAISY_SPECIAL_N_HIT") #define FIGHTER_KIRBY_STATUS_KIND_KOOPA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KOOPA_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_ZELDA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ZELDA_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_SHEIK_SPECIAL_N_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_MARTH_SPECIAL_N_END_MAX") #define FIGHTER_KIRBY_STATUS_KIND_GAMEWATCH_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_GAMEWATCH_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_GANON_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_GANON_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_GANON_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_GANON_SPECIAL_N_TURN") #define FIGHTER_KIRBY_STATUS_KIND_FALCO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_FALCO_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_OPEN_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_OPEN_WAIT") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE_START lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE_START") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE_END lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BITE_END") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_ITEM lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_ITEM") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_FOOD lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_FOOD") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BOMB lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_BOMB") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_LARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_LARGE") #define FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_EAT lua_const("FIGHTER_KIRBY_STATUS_KIND_WARIO_SPECIAL_N_EAT") #define FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N_SPIN lua_const("FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N_SPIN") #define FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_METAKNIGHT_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_CHARGE") #define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_DIR lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_DIR") #define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_TURN") #define FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PIT_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_SHOOT_H lua_const("FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_SHOOT_H") #define FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SZEROSUIT_SPECIAL_N_LANDING") #define FIGHTER_KIRBY_STATUS_KIND_PIKMIN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PIKMIN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_CHARGE") #define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_DANGER lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_DANGER") #define FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_BLOW lua_const("FIGHTER_KIRBY_STATUS_KIND_DIDDY_SPECIAL_N_BLOW") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SWALLOW_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SWALLOW_WAIT") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SWALLOW lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SWALLOW") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_JUMP lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_JUMP") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_FALL") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WALK lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WALK") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_JUMP1 lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_JUMP1") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_JUMP2 lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_JUMP2") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_FALL lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_FALL") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_PASS lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_WAIT_PASS") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_PASS lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_PASS") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_LANDING") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_TURN") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_TURN_AIR lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_EAT_TURN_AIR") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_DRINK_ITEM lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_DRINK_ITEM") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SPIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SPIT") #define FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SHOT_OBJECT_HIT lua_const("FIGHTER_KIRBY_STATUS_KIND_DEDEDE_SPECIAL_N_SHOT_OBJECT_HIT") #define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END_MDL lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END_MDL") #define FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_IKE_SPECIAL_N_END_MAX") #define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_MAX") #define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCARIO_SPECIAL_N_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_ROBOT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ROBOT_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_TOONLINK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_TOONLINK_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_YOUNGLINK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_YOUNGLINK_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N_CHARGE") #define FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PZENIGAME_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_PLIZARDON_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PLIZARDON_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PFUSHIGISOU_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HOMING lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HOMING") #define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HOMING_START lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HOMING_START") #define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_FAIL lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_FAIL") #define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_REBOUND lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_REBOUND") #define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_LANDING") #define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SONIC_SPECIAL_N_HIT") #define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HOLD_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HOLD_MAX") #define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_ROLL lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_ROLL") #define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_ROLL_AIR lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_ROLL_AIR") #define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_TURN") #define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HIT_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PURIN_SPECIAL_N_HIT_END") #define FIGHTER_KIRBY_STATUS_KIND_MARIOD_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MARIOD_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCINA_SPECIAL_N_END_MAX") #define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_CHARGE") #define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_DIR lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_DIR") #define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_TURN") #define FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PITB_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_CHARGE") #define FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_RETURN lua_const("FIGHTER_KIRBY_STATUS_KIND_ROSETTA_SPECIAL_N_RETURN") #define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_WIIFIT_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_START lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_START") #define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH") #define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH_END lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_MAX_DASH_END") #define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_DASH lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_DASH") #define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_DASH_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N_DASH_TURN") #define FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N2 lua_const("FIGHTER_KIRBY_STATUS_KIND_LITTLEMAC_SPECIAL_N2") #define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_SEARCH lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_SEARCH") #define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_POCKET lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_POCKET") #define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_FAILURE lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_FAILURE") #define FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_TAKE_OUT lua_const("FIGHTER_KIRBY_STATUS_KIND_MURABITO_SPECIAL_N_TAKE_OUT") #define FIGHTER_KIRBY_STATUS_KIND_PALUTENA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PALUTENA_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_START lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_START") #define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_END lua_const("FIGHTER_KIRBY_STATUS_KIND_REFLET_SPECIAL_N_TRON_END") #define FIGHTER_KIRBY_STATUS_KIND_DUCKHUNT_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_DUCKHUNT_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_KOOPAJR_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_SHULK_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SHULK_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SHULK_SPECIAL_N_ACTION lua_const("FIGHTER_KIRBY_STATUS_KIND_SHULK_SPECIAL_N_ACTION") #define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_SHOT lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_SHOT") #define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_MAX_START lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_MAX_START") #define FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_MAX_SHOT lua_const("FIGHTER_KIRBY_STATUS_KIND_GEKKOUGA_SPECIAL_N_MAX_SHOT") #define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_PACMAN_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_ROCKMAN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ROCKMAN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_MAX") #define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_CANCEL lua_const("FIGHTER_KIRBY_STATUS_KIND_MEWTWO_SPECIAL_N_CANCEL") #define FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N_COMMAND lua_const("FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N_COMMAND") #define FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N2_COMMAND lua_const("FIGHTER_KIRBY_STATUS_KIND_RYU_SPECIAL_N2_COMMAND") #define FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N_COMMAND lua_const("FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N_COMMAND") #define FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N2_COMMAND lua_const("FIGHTER_KIRBY_STATUS_KIND_KEN_SPECIAL_N2_COMMAND") #define FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_FIRE lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_FIRE") #define FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_LUCAS_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_TURN lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_TURN") #define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END2 lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END2") #define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END3 lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END3") #define FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_ROY_SPECIAL_N_END_MAX") #define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END2 lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END2") #define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END3 lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END3") #define FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END_MAX lua_const("FIGHTER_KIRBY_STATUS_KIND_CHROM_SPECIAL_N_END_MAX") #define FIGHTER_KIRBY_STATUS_KIND_CLOUD_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_CLOUD_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_CHARGE") #define FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_FIRE lua_const("FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_FIRE") #define FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_BAYONETTA_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_HOLD lua_const("FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_HOLD") #define FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_BITE lua_const("FIGHTER_KIRBY_STATUS_KIND_KAMUI_SPECIAL_N_BITE") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WAIT") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_F") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_B lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_B") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_BRAKE_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_BRAKE_F") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_BRAKE_B lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_WALK_BRAKE_B") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_DASH_F lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_DASH_F") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_DASH_B lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_DASH_B") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP_SQUAT lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP_SQUAT") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP_AERIAL lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_JUMP_AERIAL") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_AIR lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_AIR") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_LANDING lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_HOLD_LANDING") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_THROW lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_THROW") #define FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_EAR_CLOSE lua_const("FIGHTER_KIRBY_STATUS_KIND_SNAKE_SPECIAL_N_EAR_CLOSE") #define FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_CHARGE lua_const("FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_CHARGE") #define FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_FAILURE lua_const("FIGHTER_KIRBY_STATUS_KIND_RIDLEY_SPECIAL_N_FAILURE") #define FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_INKLING_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SUCTION lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SUCTION") #define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SWALLOW lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SWALLOW") #define FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SPIT lua_const("FIGHTER_KIRBY_STATUS_KIND_KROOL_SPECIAL_N_SPIT") #define FIGHTER_KIRBY_STATUS_KIND_GAOGAEN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_GAOGAEN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_POPO_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_POPO_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_NANA_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_NANA_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_WOLF_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_WOLF_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_SEARCH lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_SEARCH") #define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_POCKET lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_POCKET") #define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_FAILURE lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_FAILURE") #define FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_TAKE_OUT lua_const("FIGHTER_KIRBY_STATUS_KIND_SHIZUE_SPECIAL_N_TAKE_OUT") #define FIGHTER_KIRBY_STATUS_KIND_SIMON_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_SIMON_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_RICHTER_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_RICHTER_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N") #define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_LOOP lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_LOOP") #define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_WAIT lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_WAIT") #define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_SHOOT lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_SHOOT") #define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_END") #define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_HIT_END lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_HIT_END") #define FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_FAILURE lua_const("FIGHTER_KIRBY_STATUS_KIND_PACKUN_SPECIAL_N_FAILURE") #define FIGHTER_KIRBY_GENERATE_ARTICLE_WINDUMMY lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_WINDUMMY") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_HIT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_HIT") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINAL_CHANGE_STATUS_NUM lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINAL_CHANGE_STATUS_NUM") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINAL_CHANGE_STATUS_ID_1 lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINAL_CHANGE_STATUS_ID_1") #define FIGHTER_KIRBY_LINK_NO_FINAL lua_const("FIGHTER_KIRBY_LINK_NO_FINAL") #define FIGHTER_KIRBY_GENERATE_ARTICLE_ULTRASWORD lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_ULTRASWORD") #define FIGHTER_KIRBY_GENERATE_ARTICLE_ULTRASWORDHAT lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_ULTRASWORDHAT") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_FINAL_IS_ROCKET_BELT_ATTACHED lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_FINAL_IS_ROCKET_BELT_ATTACHED") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINALCUTTER_MOT_FRAME_INHERIT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINALCUTTER_MOT_FRAME_INHERIT") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_GROUND_MOT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_GROUND_MOT") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_AIR_MOT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_AIR_MOT") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define FIGHTER_KIRBY_GENERATE_ARTICLE_FINALCUTTER lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_FINALCUTTER") #define FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_KIRBY_FINALCUTTER_FLOAT") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_METEOR_HIT_NUM lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_METEOR_HIT_NUM") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_METEOR_TARGET_ID lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_METEOR_TARGET_ID") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINALCUTTER_CANCEL lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINALCUTTER_CANCEL") #define MA_MSC_CMD_EFFECT_AFTER_IMAGE_OFF lua_const("MA_MSC_CMD_EFFECT_AFTER_IMAGE_OFF") #define FIGHTER_KIRBY_ARCHIVE_GROUP_SPECIAL_HI_METEOR_HIT_MAX lua_const("FIGHTER_KIRBY_ARCHIVE_GROUP_SPECIAL_HI_METEOR_HIT_MAX") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_START_SITUATION lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_FINALCUTTER_START_SITUATION") #define ENERGY_CONTROLLER_RESET_TYPE_FLY_ADJUST lua_const("ENERGY_CONTROLLER_RESET_TYPE_FLY_ADJUST") #define EFFECT_SUB_ATTRIBUTE_SYNC_STOP lua_const("EFFECT_SUB_ATTRIBUTE_SYNC_STOP") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FORCE_LOUPE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FORCE_LOUPE") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_KIRBY_GENERATE_ARTICLE_STONE lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_STONE") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_FALL_MIN_CANCEL_FRAME lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_FALL_MIN_CANCEL_FRAME") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_HOLD_FRAME lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_HOLD_FRAME") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_PREV_SITUATION lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_PREV_SITUATION") #define FIGHTER_KIRBY_STONE_KIND_TERM lua_const("FIGHTER_KIRBY_STONE_KIND_TERM") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_PREV_STONE lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_PREV_STONE") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_EFFECT_ONOFF lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_EFFECT_ONOFF") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_PREV_EFFECT_ONOFF lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_PREV_EFFECT_ONOFF") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_EFFECT_HANDLE lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_EFFECT_HANDLE") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_PREV_BLINK_ONOFF lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_PREV_BLINK_ONOFF") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_BLINK_ONOFF lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_BLINK_ONOFF") #define FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_BLINK_COUNTER lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_INT_STONE_BLINK_COUNTER") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_BLINK_TABLE_SELECT lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_STONE_BLINK_TABLE_SELECT") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLOAT_2ND_DAMAGE lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLOAT_2ND_DAMAGE") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_COPY lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_COPY") #define FIGHTER_KIND_PIT lua_const("FIGHTER_KIND_PIT") #define FIGHTER_KIND_PITB lua_const("FIGHTER_KIND_PITB") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_COPY_STRANS_OFF lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_COPY_STRANS_OFF") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_ROSETTA_SPECIAL_N_INTERVAL lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_ROSETTA_SPECIAL_N_INTERVAL") #define FIGHTER_KIND_SHULK lua_const("FIGHTER_KIND_SHULK") #define FIGHTER_SHULK_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SELECT lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SELECT") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK") #define FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_N_FALL lua_const("FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_N_FALL") #define FIGHTER_KIND_NESS lua_const("FIGHTER_KIND_NESS") #define FIGHTER_KIND_MARTH lua_const("FIGHTER_KIND_MARTH") #define FIGHTER_KIND_IKE lua_const("FIGHTER_KIND_IKE") #define FIGHTER_KIND_LUCARIO lua_const("FIGHTER_KIND_LUCARIO") #define FIGHTER_KIND_PZENIGAME lua_const("FIGHTER_KIND_PZENIGAME") #define FIGHTER_KIND_PLIZARDON lua_const("FIGHTER_KIND_PLIZARDON") #define FIGHTER_KIND_PFUSHIGISOU lua_const("FIGHTER_KIND_PFUSHIGISOU") #define FIGHTER_KIND_MEWTWO lua_const("FIGHTER_KIND_MEWTWO") #define FIGHTER_KIND_CLOUD lua_const("FIGHTER_KIND_CLOUD") #define FIGHTER_KIND_RIDLEY lua_const("FIGHTER_KIND_RIDLEY") #define FIGHTER_KIND_POPO lua_const("FIGHTER_KIND_POPO") #define FIGHTER_KIND_NANA lua_const("FIGHTER_KIND_NANA") #define FIGHTER_KIND_SIMON lua_const("FIGHTER_KIND_SIMON") #define FIGHTER_KIND_RICHTER lua_const("FIGHTER_KIND_RICHTER") #define FIGHTER_KIND_PACKUN lua_const("FIGHTER_KIND_PACKUN") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_NUM lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_NUM") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_FRAME lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_FRAME") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_ID lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_OBJECT_ID") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_INHALE_WEAPON_SIZE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_INHALE_WEAPON_SIZE") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_WEAPON_ID lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_INHALE_WEAPON_ID") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_DRINK_WEAPON lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_DRINK_WEAPON") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOW_WEAPON lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOW_WEAPON") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS") #define KINETIC_ENERGY_RESERVE_ID_NONE lua_const("KINETIC_ENERGY_RESERVE_ID_NONE") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE_CHK lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE_CHK") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_BOMB lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_BOMB") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_DRAGOON lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_DRAGOON") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_GENESIS lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_CHANGE_ITEM_USE_STATUS_GENESIS") #define FIGHTER_KIRBY_HAVE_ITEM_WORK_0 lua_const("FIGHTER_KIRBY_HAVE_ITEM_WORK_0") #define FIGHTER_KIRBY_HAVE_ITEM_WORK_TERM lua_const("FIGHTER_KIRBY_HAVE_ITEM_WORK_TERM") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_ITEM_USE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_ITEM_USE") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_WEAPON_HOLD_FRAME lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_WEAPON_HOLD_FRAME") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_TRANSITION_TERM_ID_GROUND") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_TRANSITION_TERM_ID_AIR lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_TRANSITION_TERM_ID_AIR") #define FIGHTER_KIRBY_AREA_KIND_EAT_ITEM lua_const("FIGHTER_KIRBY_AREA_KIND_EAT_ITEM") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_INHALE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_INHALE") #define COLLISION_CATEGORY_ITEM lua_const("COLLISION_CATEGORY_ITEM") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_SPECIAL_N_HIT_NEAR_COUNT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_SPECIAL_N_HIT_NEAR_COUNT") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_SPECIAL_N_HIT_NEAR_FRAME lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_SPECIAL_N_HIT_NEAR_FRAME") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_CHECK_DEAD_OFFSET_X lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CHECK_DEAD_OFFSET_X") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_CHECK_DEAD_OFFSET_Y lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_CHECK_DEAD_OFFSET_Y") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WALK_SPEED lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WALK_SPEED") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WALK_SPEED_MAX_RATIO lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WALK_SPEED_MAX_RATIO") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_SWALLOWED_FLICK_TIMER lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_SWALLOWED_FLICK_TIMER") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X_PREV lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_X_PREV") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y_PREV lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_SWALLOWED_FLICK_OFFSET_Y_PREV") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOWED_STICK_ON lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SWALLOWED_STICK_ON") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WAIT_SWALLOWED_STICK_X lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WAIT_SWALLOWED_STICK_X") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WAIT_SWALLOWED_STICK_Y lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_FLOAT_EAT_WAIT_SWALLOWED_STICK_Y") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_DRINK_WEAPON_KIND lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_DRINK_WEAPON_KIND") #define FIGHTER_KIRBY_EAT_WEAPON_KIND_LARGE lua_const("FIGHTER_KIRBY_EAT_WEAPON_KIND_LARGE") #define FIGHTER_KIRBY_EAT_WEAPON_KIND_MISSILE lua_const("FIGHTER_KIRBY_EAT_WEAPON_KIND_MISSILE") #define FIGHTER_KIRBY_EAT_WEAPON_KIND_BOMB lua_const("FIGHTER_KIRBY_EAT_WEAPON_KIND_BOMB") #define ITEM_TRAIT_FLAG_BOMB lua_const("ITEM_TRAIT_FLAG_BOMB") #define ITEM_TRAIT_FLAG_RECOVER lua_const("ITEM_TRAIT_FLAG_RECOVER") #define ITEM_TRAIT_FLAG_QUICK lua_const("ITEM_TRAIT_FLAG_QUICK") #define ITEM_TRAIT_FLAG_TOUCH lua_const("ITEM_TRAIT_FLAG_TOUCH") #define ITEM_KIND_KROOLCROWN lua_const("ITEM_KIND_KROOLCROWN") #define ITEM_KROOLCROWN_ACTION_EATEN lua_const("ITEM_KROOLCROWN_ACTION_EATEN") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT_COPY lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT_COPY") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_TASK lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_TASK") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_STAR_KIND_COPY lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_STAR_KIND_COPY") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_WN_STAR_KIND lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_WN_STAR_KIND") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_GROUP lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_GROUP") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_NO lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_NO") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT_END lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SPIT_END") #define FIGHTER_KIRBY_GENERATE_ARTICLE_STARMISSILE lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_STARMISSILE") #define FIGHTER_KIND_NONE lua_const("FIGHTER_KIND_NONE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_MASTERCORE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_MASTERCORE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_METAMON lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_METAMON") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_WN_STAR_TASK_ID lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_INT_WN_STAR_TASK_ID") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_STAR_KIND_NORMAL lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_STAR_KIND_NORMAL") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT1 lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT1") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_SPECIAL_S_NO_MAX_ATTACK_EFFECT lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_SPECIAL_S_NO_MAX_ATTACK_EFFECT") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_NO_CHANGE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_NO_CHANGE") #define FIGHTER_KIRBY_GENERATE_ARTICLE_HAMMER lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_HAMMER") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_MAX lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_MAX") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT2 lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT2") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT3 lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT3") #define FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_SQUAT lua_const("FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_SQUAT") #define FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_GROUND") #define FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_AIR lua_const("FIGHTER_KIRBY_STATUS_HAMMER_TRANSITION_TERM_ID_AIR") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_COUNT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_COUNT") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_GROUND_KILL_EFFECT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_GROUND_KILL_EFFECT") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_QUARTER lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_QUARTER") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_DARK lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_DARK") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_START lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_START") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CHANGE_SE_HOLD_MAX lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_CHANGE_SE_HOLD_MAX") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_MAX_CHK_END lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_FLAG_HOLD_MAX_CHK_END") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_MAX_DAMAGE_COUNT lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_MAX_DAMAGE_COUNT") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_MAX_DAMAGE_VALUE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_HOLD_MAX_DAMAGE_VALUE") #define FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_SE_HANDLE lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_S_WORK_INT_SE_HANDLE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_N_FOOT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_N_FOOT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_RELEASE_BUTTON lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_RELEASE_BUTTON") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_EFFECT_OFF lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_EFFECT_OFF") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_SPECIAL_LANDING_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_SPECIAL_LANDING_FRAME") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_G lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_G") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_A lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_A") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_MOTION_RATE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_MOTION_RATE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_MOTION_FIRST lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_MOTION_FIRST") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FOOT lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FOOT") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_LANDING_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_LANDING_FRAME") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_INT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_N_FLOAT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_CANCEL_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_CANCEL_FRAME") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_CHARGE_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_CHARGE_FRAME") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_STEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_STEP") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_N_CHARGE_MAX lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_N_CHARGE_MAX") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_ADD_FIRE_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_ADD_FIRE_COUNT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_REQ_REMOVE_BULLETCLIMAX_CIRCLE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_REQ_REMOVE_BULLETCLIMAX_CIRCLE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_REMOVE_BULLETCLIMAX_CIRCLE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_REMOVE_BULLETCLIMAX_CIRCLE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_TRIGGER_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_INT_TRIGGER_COUNT") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_DIR_DECIDE lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_DIR_DECIDE") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_DIR_DECIDE_END lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_DIR_DECIDE_END") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_AIR_PHASE lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_AIR_PHASE") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_BRAKE_FALL lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_BRAKE_FALL") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_NORMAL_FALL lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_NORMAL_FALL") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_GENERATE_BIRD lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_GENERATE_BIRD") #define FIGHTER_CAPTAIN_GENERATE_ARTICLE_FALCONPUNCH lua_const("FIGHTER_CAPTAIN_GENERATE_ARTICLE_FALCONPUNCH") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_VISIBLE_BIRD lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_VISIBLE_BIRD") #define FIGHTER_CAPTAIN_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_CAPTAIN_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_CAPTAIN_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_CAPTAIN_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_PREV_AIR_PHASE lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_PREV_AIR_PHASE") #define WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_SPECIAL_N lua_const("WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_SPECIAL_N") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_TURN lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_TURN") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_CHECK_END lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_CHECK_END") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLOAT_FALCON_PUNCH_START_CHARA_DIR lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLOAT_FALCON_PUNCH_START_CHARA_DIR") #define WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_SPECIAL_N_TURN lua_const("WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_SPECIAL_N_TURN") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_PREV_SITUATION lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_PUNCH_PREV_SITUATION") #define FIGHTER_CAPTAIN_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_CAPTAIN_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_LIMIT_BREAK_SPECIAL lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_LIMIT_BREAK_SPECIAL") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_02 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_02") #define FIGHTER_CLOUD_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_FALL lua_const("FIGHTER_CLOUD_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_FALL") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N_HOP lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N_HOP") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_TRANSITION_TERM_ID_GROUND") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_TRANSITION_TERM_ID_AIR lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_TRANSITION_TERM_ID_AIR") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_N_FLOAT") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SEARCH_WEAPON_CHK lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SEARCH_WEAPON_CHK") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE_CHK lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE_CHK") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_WEAPON_SCALE lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_WEAPON_SCALE") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_WEAPON_SPEED lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_FLOAT_WEAPON_SPEED") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SHOT_OBJECT_ID lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SHOT_OBJECT_ID") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SEARCH_WEAPON_ID lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SEARCH_WEAPON_ID") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_DRINK_WEAPON lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_DRINK_WEAPON") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SPIT_COUNT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SPIT_COUNT") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SHOT_OBJECT_FRAME lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_SHOT_OBJECT_FRAME") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_HIDDEN lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_HIDDEN") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_SHOOT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_SHOOT") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_HIT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SHOT_OBJECT_HIT") #define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT") #define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLOAT_CHARGE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLOAT_CHARGE") #define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_DANGER lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLAG_DANGER") #define FIGHTER_DIDDY_STATUS_SPECIAL_N_FLOAT_CHARGE_DANGER lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_N_FLOAT_CHARGE_DANGER") #define FIGHTER_DIDDY_GENERATE_ARTICLE_GUN lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_GUN") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_RETICLE") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_CAN lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_CAN") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_RELEASE_CAN lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_RELEASE_CAN") #define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_FALCO_BLASTER_STEP_START lua_const("FIGHTER_FALCO_BLASTER_STEP_START") #define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_INT_STEP") #define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_INT_STEP_PREV") #define FIGHTER_FALCO_BLASTER_STEP_SHOT lua_const("FIGHTER_FALCO_BLASTER_STEP_SHOT") #define FIGHTER_FALCO_BLASTER_STEP_END lua_const("FIGHTER_FALCO_BLASTER_STEP_END") #define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_LOOP lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_LOOP") #define FIGHTER_LOG_ATTACK_KIND_SPECIAL_N lua_const("FIGHTER_LOG_ATTACK_KIND_SPECIAL_N") #define FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_LOOP_ACCEPT lua_const("FIGHTER_FALCO_BLASTER_STATUS_WORK_ID_FLAG_LOOP_ACCEPT") #define FIGHTER_FALCO_GENERATE_ARTICLE_BLASTER lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_BLASTER") #define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_FOX_BLASTER_STEP_START lua_const("FIGHTER_FOX_BLASTER_STEP_START") #define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_INT_STEP") #define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_INT_STEP_PREV") #define FIGHTER_FOX_BLASTER_STEP_SHOT lua_const("FIGHTER_FOX_BLASTER_STEP_SHOT") #define FIGHTER_FOX_BLASTER_STEP_END lua_const("FIGHTER_FOX_BLASTER_STEP_END") #define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_LOOP lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_LOOP") #define FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_LOOP_ACCEPT lua_const("FIGHTER_FOX_BLASTER_STATUS_WORK_ID_FLAG_LOOP_ACCEPT") #define FIGHTER_FOX_GENERATE_ARTICLE_BLASTER lua_const("FIGHTER_FOX_GENERATE_ARTICLE_BLASTER") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_MOT_CHANGE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_MTRANS lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_MTRANS") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_COUNT_CHECK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_COUNT_CHECK") #define FIGHTER_LOG_DATA_INT_ATTACK_NUM lua_const("FIGHTER_LOG_DATA_INT_ATTACK_NUM") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_FOOD lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_FOOD") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_BUTTON_RELEASE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_COUNT_ENABLE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_COUNT_ENABLE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_TRIGGER_COUNT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_WORK_INT_TRIGGER_COUNT") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_LOOP_CHECK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_LOOP_CHECK") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_RAPID_CHECK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_N_FLAG_RAPID_CHECK") #define FIGHTER_GANON_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_GANON_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_GANON_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_GANON_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_GANON_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_GANON_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT") #define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_PUNCH_AIR_PHASE lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_PUNCH_AIR_PHASE") #define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_PUNCH_PREV_AIR_PHASE lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_PUNCH_PREV_AIR_PHASE") #define FIGHTER_GANON_PUNCH_TRANSITION_TERM_ID_ENABLE_GROUND_END lua_const("FIGHTER_GANON_PUNCH_TRANSITION_TERM_ID_ENABLE_GROUND_END") #define FIGHTER_GANON_PUNCH_TRANSITION_TERM_ID_ENABLE_AIR_END lua_const("FIGHTER_GANON_PUNCH_TRANSITION_TERM_ID_ENABLE_AIR_END") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_TURN lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_TURN") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_CHECK_END lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_CHECK_END") #define FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_PUNCH_START_CHARA_DIR lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_PUNCH_START_CHARA_DIR") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_BRAKE_FALL lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_BRAKE_FALL") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_NORMAL_FALL lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_NORMAL_FALL") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_DIR_DECIDE lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_DIR_DECIDE") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_DIR_DECIDE_END lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_PUNCH_DIR_DECIDE_END") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_GRAVITY_DEFAULT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_GRAVITY_DEFAULT") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_START_ROTATION lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_START_ROTATION") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_ROTATION lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_ROTATION") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_END_ROTATION lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_END_ROTATION") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_REQUEST_GRAVITY_DEFAULT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_N_FLAG_REQUEST_GRAVITY_DEFAULT") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_N_SPPED_Y lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_N_SPPED_Y") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_RATE lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_RATE") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_INT_NEXT_MOTION_KIND lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_INT_NEXT_MOTION_KIND") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_INT_NEXT_MOTION_KIND_AIR lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_INT_NEXT_MOTION_KIND_AIR") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLAG_RELEASE_HOLD_BUTTON lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLAG_RELEASE_HOLD_BUTTON") #define FIGHTER_GEKKOUGA_GENERATE_ARTICLE_SHURIKEN lua_const("FIGHTER_GEKKOUGA_GENERATE_ARTICLE_SHURIKEN") #define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_FLAG lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_FLAG") #define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_INT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_INT") #define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_FLOAT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_RELEASE_HOLD_BUTTON_FLOAT") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_PARAM_MOTION_RATE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_PARAM_MOTION_RATE") #define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_HOLD lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_HOLD") #define ARTICLE_OPE_TARGET_LAST lua_const("ARTICLE_OPE_TARGET_LAST") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_FRAME_MAX lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_FRAME_MAX") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FLASHING lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FLASHING") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLAG_SHURIKEN_SHOOT lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_N_WORK_FLAG_SHURIKEN_SHOOT") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_HOP lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_HOP") #define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT") #define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MAX") #define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT") #define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_RUMBLE_MIDDLE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_RUMBLE_MIDDLE") #define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_RUMBLE_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_RUMBLE_MAX") #define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MAX_DAMAGE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MAX_DAMAGE") #define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MDL_DAMAGE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_CHARGE_MDL_DAMAGE") #define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT_MAX") #define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_READY_LEVEL lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_READY_LEVEL") #define FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_MAX_CHARGE_SOUND_DONE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_FLAG_MAX_CHARGE_SOUND_DONE") #define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_CHARGE_SE_HANDLE lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_CHARGE_SE_HANDLE") #define FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV lua_const("FIGHTER_IKE_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV") #define FIGHTER_INKLING_MOTION_PART_SET_KIND_TANK lua_const("FIGHTER_INKLING_MOTION_PART_SET_KIND_TANK") #define FIGHTER_INKLING_STATUS_SPECIAL_N_FLAG_CAN_CHANGE_ANGLE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_N_FLAG_CAN_CHANGE_ANGLE") #define FIGHTER_INKLING_GENERATE_ARTICLE_COPY_INKLINGGUN lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_COPY_INKLINGGUN") #define FIGHTER_INKLING_GENERATE_ARTICLE_COPY_INKLINGTANK lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_COPY_INKLINGTANK") #define FIGHTER_INKLING_STATUS_SPECIAL_N_WORK_INT_BULLET_NUM lua_const("FIGHTER_INKLING_STATUS_SPECIAL_N_WORK_INT_BULLET_NUM") #define FIGHTER_INKLING_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_DEGREE") #define FIGHTER_INKLING_GENERATE_ARTICLE_INKBULLET lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_INKBULLET") #define FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_N_NO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_CUSTOMIZE_SPECIAL_N_NO") #define FIGHTER_COMMAND_TURN_LR_RIGHT lua_const("FIGHTER_COMMAND_TURN_LR_RIGHT") #define FIGHTER_COMMAND_TURN_LR_LEFT lua_const("FIGHTER_COMMAND_TURN_LR_LEFT") #define FIGHTER_INSTANCE_WORK_ID_FLAG_KEEP_ESCAPE_PENALTY_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_KEEP_ESCAPE_PENALTY_FRAME") #define FIGHTER_KAMUI_GENERATE_ARTICLE_DRAGONHAND lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_DRAGONHAND") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_END_HOLD lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_END_HOLD") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_HOLD_FRAME lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_HOLD_FRAME") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_INT_FRAME_PREVIOUS_INPUT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_INT_FRAME_PREVIOUS_INPUT") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_SHOT_MOTION_FRAME lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_SHOT_MOTION_FRAME") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_BITE_HOLD_RATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_BITE_HOLD_RATE") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_HOLD_RATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_WORK_FLOAT_HOLD_RATE") #define FIGHTER_KAMUI_GENERATE_ARTICLE_RYUSENSYA lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_RYUSENSYA") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_N_BUOYANCY lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_N_BUOYANCY") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_AIR_CONTROL lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_AIR_CONTROL") #define FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_MOTION_END2 lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_N_FLAG_MOTION_END2") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_N_BUOYANCY_BITE lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_N_BUOYANCY_BITE") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_MAIN_COUNT lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_MAIN_COUNT") #define FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE_START lua_const("FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE_START") #define FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE lua_const("FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE") #define FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE_END lua_const("FIGHTER_KOOPA_STATUS_BREATH_FLAG_CONTINUE_END") #define FIGHTER_KOOPA_STATUS_BREATH_STEP_START lua_const("FIGHTER_KOOPA_STATUS_BREATH_STEP_START") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_STEP lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_STEP") #define FIGHTER_KOOPA_STATUS_BREATH_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_KOOPA_STATUS_BREATH_TRANSITION_TERM_ID_WAIT") #define FIGHTER_KOOPA_STATUS_BREATH_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_KOOPA_STATUS_BREATH_TRANSITION_TERM_ID_FALL") #define FIGHTER_KOOPA_STATUS_BREATH_STEP_LOOP lua_const("FIGHTER_KOOPA_STATUS_BREATH_STEP_LOOP") #define FIGHTER_KOOPA_STATUS_BREATH_STEP_END lua_const("FIGHTER_KOOPA_STATUS_BREATH_STEP_END") #define FIGHTER_KOOPA_STATUS_BREATH_FLAG_GENE_BREATH lua_const("FIGHTER_KOOPA_STATUS_BREATH_FLAG_GENE_BREATH") #define FIGHTER_KOOPA_GENERATE_ARTICLE_BREATH lua_const("FIGHTER_KOOPA_GENERATE_ARTICLE_BREATH") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_FLOAT_GENE_ANGLE lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_FLOAT_GENE_ANGLE") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_HEAD_NODE lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_HEAD_NODE") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_PREV_STEP lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_PREV_STEP") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_PREV_GENERATE_KIND lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_PREV_GENERATE_KIND") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE1_HANDLE lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE1_HANDLE") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE2_HANDLE lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE2_HANDLE") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE2_ID lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_SE2_ID") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLOAT_BREATH_SCALE lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLOAT_BREATH_SCALE") #define FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_GENERATE_COUNT lua_const("FIGHTER_KOOPA_STATUS_BREATH_WORK_INT_GENERATE_COUNT") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLOAT_BREATH_SPEED_MUL lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLOAT_BREATH_SPEED_MUL") #define CAMERA_QUAKE_KIND_SMALL_HF lua_const("CAMERA_QUAKE_KIND_SMALL_HF") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_SKIP_HOLD lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_SKIP_HOLD") #define FIGHTER_KOOPAJR_GENERATE_ARTICLE_CANNONBALL lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_CANNONBALL") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_FAIL lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_FAIL") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_N") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_N") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLOAT_CHARGE lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLOAT_CHARGE") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_FIRST lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_FIRST") #define FIGHTER_KROOL_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_BLUNDERBUSS lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_BLUNDERBUSS") #define FIGHTER_KROOL_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_SPITBALL lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_SPITBALL") #define FIGHTER_KROOL_GENERATE_ARTICLE_PIRATEHAT lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_PIRATEHAT") #define FIGHTER_KROOL_GENERATE_ARTICLE_BLUNDERBUSS lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_BLUNDERBUSS") #define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_FIRE lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_FIRE") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SUCTION_IRONBALL lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SUCTION_IRONBALL") #define FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_NONE lua_const("FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_NONE") #define FIGHTER_KROOL_INSTANCE_WORK_ID_INT_SPECIAL_N_SPIT_TYPE lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_INT_SPECIAL_N_SPIT_TYPE") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_N_CATCH_CUT lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_N_CATCH_CUT") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_IRONBALL_END lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_IRONBALL_END") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_IRONBALL lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_IRONBALL") #define FIGHTER_KROOL_GENERATE_ARTICLE_IRONBALL lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_IRONBALL") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_NO_SHOOT_IRONBALL lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_NO_SHOOT_IRONBALL") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_CANCEL lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SHOOT_CANCEL") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_NO_SHOOT_CANCEL lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_NO_SHOOT_CANCEL") #define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SUCTION lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SUCTION") #define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_LOOP lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_LOOP") #define FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_INT_LOOP_COUNT") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_START_SWALLOW lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_START_SWALLOW") #define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_END lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_END") #define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SWALLOW lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SWALLOW") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP") #define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SPIT lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_SPIT") #define FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_F lua_const("FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_F") #define FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_HI lua_const("FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_HI") #define FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_B lua_const("FIGHTER_KROOL_SPECIAL_N_SPIT_TYPE_B") #define FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_2ND_WAIGHT lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_2ND_WAIGHT") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT_TYPE_DECIDE lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT_TYPE_DECIDE") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT") #define FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT_END lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_FLAG_SPIT_END") #define FIGHTER_KROOL_GENERATE_ARTICLE_SPITBALL lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_SPITBALL") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_DROP_CROWN lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_DROP_CROWN") #define DAMAGE_NO_REACTION_MODE_DAMAGE_POWER lua_const("DAMAGE_NO_REACTION_MODE_DAMAGE_POWER") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_INT_CHARGE_FRAME lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_INT_CHARGE_FRAME") #define FIGHTER_LITTLEMAC_STATUS_WORK_ID_FLOAT_SPECIAL_N_CHARGE_RATE lua_const("FIGHTER_LITTLEMAC_STATUS_WORK_ID_FLOAT_SPECIAL_N_CHARGE_RATE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_CLIFF_STOP lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DAMAGE_CLIFF_STOP") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_MAX_TURN_DASH_START lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_MAX_TURN_DASH_START") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_TURN_DASH_START lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_TURN_DASH_START") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_INT_KO_COUNT lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_INT_KO_COUNT") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_KO_GRAVITY_END lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_KO_GRAVITY_END") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_KO_GRAVITY lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_KO_GRAVITY") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_KO_GAGE_MAX_KEEP_FRAME lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_KO_GAGE_MAX_KEEP_FRAME") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_REQUEST_KO_GAUGE_MAX_EFFECT lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_REQUEST_KO_GAUGE_MAX_EFFECT") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_CHARGE_RATE lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_CHARGE_RATE") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_MIN lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_MIN") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_MAX lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLOAT_POWER_MAX") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_MOT_INHERIT lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_MOT_INHERIT") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AURABALL_CHARGE_FRAME lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_AURABALL_CHARGE_FRAME") #define FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_FLAG_CHARGE_MAX lua_const("FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_FLAG_CHARGE_MAX") #define FIGHTER_LUCARIO_AURABALL_TRANSITION_TERM_ID_START_HOLD lua_const("FIGHTER_LUCARIO_AURABALL_TRANSITION_TERM_ID_START_HOLD") #define FIGHTER_LUCARIO_AURABALL_TRANSITION_TERM_ID_START_SHOOT lua_const("FIGHTER_LUCARIO_AURABALL_TRANSITION_TERM_ID_START_SHOOT") #define FIGHTER_LUCARIO_GENERATE_ARTICLE_AURABALL lua_const("FIGHTER_LUCARIO_GENERATE_ARTICLE_AURABALL") #define WEAPON_LUCARIO_AURABALL_STATUS_KIND_CHARGE lua_const("WEAPON_LUCARIO_AURABALL_STATUS_KIND_CHARGE") #define FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_INT_CANCEL_STATUS lua_const("FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_INT_CANCEL_STATUS") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_CHARGE_FRAME lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_CHARGE_FRAME") #define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_STOP_Y_TIME") #define FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_MOT_CHANGE") #define FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_SPECIAL_N") #define FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE") #define FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_ALREADY_GENERATED lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_FLAG_ALREADY_GENERATED") #define FIGHTER_LUCAS_GENERATE_ARTICLE_PK_FREEZE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_PK_FREEZE") #define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_TIME") #define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_NOBANG_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_NOBANG_TIME") #define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_NO_BANG lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_NO_BANG") #define FIGHTER_LUCAS_STATUS_TRANSITION_TERM_ID_0 lua_const("FIGHTER_LUCAS_STATUS_TRANSITION_TERM_ID_0") #define FIGHTER_LUCAS_STATUS_TRANSITION_TERM_ID_1 lua_const("FIGHTER_LUCAS_STATUS_TRANSITION_TERM_ID_1") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_INT_SPECIAL_AIR_END_MOTION lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_INT_SPECIAL_AIR_END_MOTION") #define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS") #define FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_N_WORK_INT_WAIT_MTRANS_KIND") #define FIGHTER_LUIGI_STATUS_SPECIAL_N_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_N_INT_MTRANS") #define FIGHTER_LUIGI_STATUS_SPECIAL_N_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_N_FLAG_FIRST") #define FIGHTER_MARTH_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT") #define FIGHTER_MARTH_STATUS_SPECIAL_N_FLAG_CHARGE_MAX lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_FLAG_CHARGE_MAX") #define FIGHTER_INSTANCE_WORK_ID_INT_KIND lua_const("FIGHTER_INSTANCE_WORK_ID_INT_KIND") #define FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV") #define FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_END_MOTION lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_END_MOTION") #define FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_END_AIR_MOTION lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_END_AIR_MOTION") #define FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT") #define MA_MSC_COLOR_BLEND_SET_FLASH_SPEED_RATE lua_const("MA_MSC_COLOR_BLEND_SET_FLASH_SPEED_RATE") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_AIR_N") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_START_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_START_FRAME") #define FIGHTER_METAKNIGHT_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_WORK_INT_MOT_KIND") #define FIGHTER_METAKNIGHT_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_WORK_INT_MOT_AIR_KIND") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_ATTACK_COUNTER lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_ATTACK_COUNTER") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_N") #define FIGHTER_METAKNIGHT_MOTION_TRANSITION_TERM_ID_MOT_END lua_const("FIGHTER_METAKNIGHT_MOTION_TRANSITION_TERM_ID_MOT_END") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_FRAME") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_REMOVE_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_REMOVE_FRAME") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_EFFECT_REMOVE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_EFFECT_REMOVE") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_EFFECT_HANDLE") #define FIGHTER_METAKNIGHT_STATUS_WORK_INT_MTRANS lua_const("FIGHTER_METAKNIGHT_STATUS_WORK_INT_MTRANS") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_UNABLE_COUNTER lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_UNABLE_COUNTER") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_FLOAT_GROUND_EFFECT_COUNTER lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_FLOAT_GROUND_EFFECT_COUNTER") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_HOP_COUNT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_BUTTON_HOP_COUNT") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_START_SE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_START_SE") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_START_SE_COUNTER lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_START_SE_COUNTER") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_EFFECT_ON lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_EFFECT_ON") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_ADD_ATTACK_ON lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_ADD_ATTACK_ON") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_ATTACK_ID_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_WORK_INT_ATTACK_ID_FRAME") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_BUTTON_SPECIAL_ON lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_N_SPIN_FLAG_BUTTON_SPECIAL_ON") #define FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_MOT_INHERIT lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_MOT_INHERIT") #define FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_MEWTWO_SHADOWBALL_TRANSITION_TERM_ID_START_HOLD lua_const("FIGHTER_MEWTWO_SHADOWBALL_TRANSITION_TERM_ID_START_HOLD") #define FIGHTER_MEWTWO_SHADOWBALL_TRANSITION_TERM_ID_START_SHOOT lua_const("FIGHTER_MEWTWO_SHADOWBALL_TRANSITION_TERM_ID_START_SHOOT") #define FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_SHADOWBALL_CHARGE_FRAME lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_INT_SHADOWBALL_CHARGE_FRAME") #define FIGHTER_MEWTWO_SPECIAL_N_STATUS_WORK_ID_FLAG_CHARGE_MAX lua_const("FIGHTER_MEWTWO_SPECIAL_N_STATUS_WORK_ID_FLAG_CHARGE_MAX") #define FIGHTER_MEWTWO_GENERATE_ARTICLE_SHADOWBALL lua_const("FIGHTER_MEWTWO_GENERATE_ARTICLE_SHADOWBALL") #define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_CHARGE lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_CHARGE") #define FIGHTER_MEWTWO_SPECIAL_N_STATUS_WORK_ID_INT_CANCEL_STATUS lua_const("FIGHTER_MEWTWO_SPECIAL_N_STATUS_WORK_ID_INT_CANCEL_STATUS") #define FIGHTER_MIIFIGHTER_GENERATE_ARTICLE_IRONBALL lua_const("FIGHTER_MIIFIGHTER_GENERATE_ARTICLE_IRONBALL") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_IRONBALL_FLAG_FIRST lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_IRONBALL_FLAG_FIRST") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_ST_INIT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_ST_INIT") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GUNNER_CHARGE_COUNT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GUNNER_CHARGE_COUNT") #define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_WORK_INT_CANCEL_STATUS lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_WORK_INT_CANCEL_STATUS") #define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_WORK_INT_COUNT lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_WORK_INT_COUNT") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GUNNERCHARGE lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GUNNERCHARGE") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_EFH_CHARGE_MAX") #define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_SHOOT lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_SHOOT") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1") #define FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_FLAG_STRANS_0 lua_const("FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_FLAG_STRANS_0") #define FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_FLAG_STRANS_1 lua_const("FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_FLAG_STRANS_1") #define FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_WORK_INT_RECOVER_GRAVITY_COUNTER lua_const("FIGHTER_MIISWORDSMAN_STATUS_TORNADO_SHOT_WORK_INT_RECOVER_GRAVITY_COUNTER") #define FIGHTER_KINETIC_TYPE_MIISWORDSMAN_SPECIAL_AIR_N1 lua_const("FIGHTER_KINETIC_TYPE_MIISWORDSMAN_SPECIAL_AIR_N1") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_TAKEOUT_INPUT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_TAKEOUT_INPUT") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_ATTACK_OBJECT_ID lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_ATTACK_OBJECT_ID") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_STATUS_ATTR lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_STATUS_ATTR") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_N_OBJECT_CATEGORY lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_N_OBJECT_CATEGORY") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_PULL_SPEED lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_PULL_SPEED") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_SEARCHING lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_SEARCHING") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_SEARCH_FRAME lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_SEARCH_FRAME") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_SEARCH lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_SEARCH") #define FIGHTER_KIRBY_MURABITO_AREA_KIND_SEARCH_ITEM lua_const("FIGHTER_KIRBY_MURABITO_AREA_KIND_SEARCH_ITEM") #define MA_MSC_CMD_SEARCH_SEARCH_SCH_CLR_ALL lua_const("MA_MSC_CMD_SEARCH_SEARCH_SCH_CLR_ALL") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_SEARCH_STEP lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_SEARCH_STEP") #define MA_MSC_CMD_SEARCH_SEARCH lua_const("MA_MSC_CMD_SEARCH_SEARCH") #define COLLISION_KIND_MASK_ATTACK lua_const("COLLISION_KIND_MASK_ATTACK") #define COLLISION_CATEGORY_MASK_ITEM lua_const("COLLISION_CATEGORY_MASK_ITEM") #define COLLISION_CATEGORY_MASK_ITEM_E lua_const("COLLISION_CATEGORY_MASK_ITEM_E") #define COLLISION_SITUATION_MASK_GA lua_const("COLLISION_SITUATION_MASK_GA") #define HIT_STATUS_MASK_ALL lua_const("HIT_STATUS_MASK_ALL") #define MA_MSC_CMD_SEARCH_SET_OPPONENT lua_const("MA_MSC_CMD_SEARCH_SET_OPPONENT") #define COLLISION_TARGET_PROPERTY lua_const("COLLISION_TARGET_PROPERTY") #define COLLISION_PROPERTY_MASK_REFLECT lua_const("COLLISION_PROPERTY_MASK_REFLECT") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_ORIGINAL_SCALE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_ORIGINAL_SCALE") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_TARGET_SCALE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_TARGET_SCALE") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_ADD_SCALE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLOAT_ADD_SCALE") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_REQUEST_TAKEOUT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_REQUEST_TAKEOUT") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_REQUEST lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_REQUEST") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_END_POCKET lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_END_POCKET") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_BUFFER lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_BUFFER") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_TRAIT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_TRAIT") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_N_TIME_LIMIT lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_N_TIME_LIMIT") #define FIGHTER_MURABITO_SPECIAL_N_TRAIT_FIRE lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_FIRE") #define FIGHTER_MURABITO_SPECIAL_N_TRAIT_HAVE_HEAVY lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_HAVE_HEAVY") #define FIGHTER_LOG_ATTACK_KIND_THROW_ITEM lua_const("FIGHTER_LOG_ATTACK_KIND_THROW_ITEM") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_TAKEOUT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_TAKEOUT") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_END_SCALE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_FLAG_END_SCALE") #define FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_HAVE_NO lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_N_INT_TAKEOUT_HAVE_NO") #define FIGHTER_MURABITO_SPECIAL_N_TRAIT_HAVE_LIGHT lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_HAVE_LIGHT") #define FIGHTER_MURABITO_SPECIAL_N_TRAIT_USE lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_USE") #define FIGHTER_MURABITO_SPECIAL_N_TRAIT_EQUIP lua_const("FIGHTER_MURABITO_SPECIAL_N_TRAIT_EQUIP") #define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_STOP_Y_TIME") #define FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_MOT_CHANGE") #define FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_SPECIAL_N") #define FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE") #define FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_ALREADY_GENERATED lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_FLAG_ALREADY_GENERATED") #define FIGHTER_NESS_GENERATE_ARTICLE_PK_FLASH lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PK_FLASH") #define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_TIME") #define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_NOBANG_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_NOBANG_TIME") #define WEAPON_NESS_PK_FLASH_STATUS_KIND_NO_BANG lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_NO_BANG") #define FIGHTER_NESS_STATUS_TRANSITION_TERM_ID_0 lua_const("FIGHTER_NESS_STATUS_TRANSITION_TERM_ID_0") #define FIGHTER_NESS_STATUS_TRANSITION_TERM_ID_1 lua_const("FIGHTER_NESS_STATUS_TRANSITION_TERM_ID_1") #define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS") #define FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_NESS_STATUS_SPECIAL_N_WORK_INT_WAIT_MTRANS_KIND") #define FIGHTER_PACKUN_GENERATE_ARTICLE_SPIKEBALL lua_const("FIGHTER_PACKUN_GENERATE_ARTICLE_SPIKEBALL") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_START_SCALE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_START_SCALE") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_FLAG") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_INT") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_LOOP_FLOAT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_LOOP lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_LOOP") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_FRONT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_FRONT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_WAIT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_WAIT") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_FLAG") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_INT") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_N_SHOOT_FLOAT") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_SPIKEBALL_SPEED_MUL lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_SPIKEBALL_SPEED_MUL") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_PREVIOUS_WAIT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_PREVIOUS_WAIT") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_POS_X lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_POS_X") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_POS_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_POS_Y") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_DISTANCE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLOAT_SHOOT_START_SPIKEBALL_DISTANCE") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLAG_END_PREVIOUS_SHOOT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_WORK_FLAG_END_PREVIOUS_SHOOT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_END lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_END") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_RANK lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_RANK") #define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_CHARGE_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_CHARGE_FRAME") #define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_NEXT_STATUS") #define PACMAN_SPECIAL_N_RANK_MAX lua_const("PACMAN_SPECIAL_N_RANK_MAX") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_MAX_HAVE_ITEM lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_MAX_HAVE_ITEM") #define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_TARGET_NUM lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_TARGET_NUM") #define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_MAX_HOLD_COUNT lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_INT_MAX_HOLD_COUNT") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_PULL_THROW lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_PULL_THROW") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_REMOVE_ITEM lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_N_REMOVE_ITEM") #define PACMAN_SPECIAL_N_RANK_MIN lua_const("PACMAN_SPECIAL_N_RANK_MIN") #define FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_FLAG_THROW lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_N_WORK_FLAG_THROW") #define FIGHTER_PALUTENA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_LANDING lua_const("FIGHTER_PALUTENA_INSTANCE_WORK_ID_FLAG_SPECIAL_N_LANDING") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_HAS_TARGET_ARTICLE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_HAS_TARGET_ARTICLE") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_INT_TARGET_CATEGORY lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_INT_TARGET_CATEGORY") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_TARGET_EXIST lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_TARGET_EXIST") #define FIGHTER_PALUTENA_GENERATE_ARTICLE_AUTORETICLE lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_AUTORETICLE") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_1ST_DONE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_1ST_DONE") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_2ND_DONE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_2ND_DONE") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_3RD_DONE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SHOT_3RD_DONE") #define FIGHTER_PALUTENA_GENERATE_ARTICLE_AUTOAIMBULLET lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_AUTOAIMBULLET") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SIGHT_EFFECT_ON lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_FLAG_SIGHT_EFFECT_ON") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_X lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_X") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_Y lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_Y") #define FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_Z lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_N_WORK_FLOAT_TARGET_POS_Z") #define FIGHTER_PEACH_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_PEACH_STATUS_WORK_INT_MOT_KIND") #define FIGHTER_PEACH_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_PEACH_STATUS_WORK_INT_MOT_AIR_KIND") #define FIGHTER_PEACH_MOTION_TRANSITION_TERM_ID_MOT_END lua_const("FIGHTER_PEACH_MOTION_TRANSITION_TERM_ID_MOT_END") #define FIGHTER_PEACH_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE lua_const("FIGHTER_PEACH_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE") #define FIGHTER_PEACH_GENERATE_ARTICLE_KINOPIO lua_const("FIGHTER_PEACH_GENERATE_ARTICLE_KINOPIO") #define FIGHTER_PEACH_STATUS_WORK_INT_MTRANS lua_const("FIGHTER_PEACH_STATUS_WORK_INT_MTRANS") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_N") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_N_HIT_FLOAT") #define FIGHTER_PEACH_STATUS_SPECIAL_N_WORK_FLOAT_SHIELD_LR lua_const("FIGHTER_PEACH_STATUS_SPECIAL_N_WORK_FLOAT_SHIELD_LR") #define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_N_INT_LOOP lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_N_INT_LOOP") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MOT_INHERIT lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MOT_INHERIT") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_STRANS_0 lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_STRANS_0") #define FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_STRANS_1 lua_const("FIGHTER_PIKACHU_INSTANCE_WORK_ID_FLAG_STRANS_1") #define FIGHTER_PIKMIN_GENERATE_ARTICLE_PIKMIN lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_PIKMIN") #define FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SHOOT_PIKMIN lua_const("FIGHTER_KIRBY_STATUS_SPECIAL_N_FLAG_SHOOT_PIKMIN") #define FIGHTER_PIT_STATUS_SPECIAL_N_FLAG_DIR_S lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_FLAG_DIR_S") #define FIGHTER_PIT_GENERATE_ARTICLE_BOW lua_const("FIGHTER_PIT_GENERATE_ARTICLE_BOW") #define FIGHTER_PIT_STATUS_SPECIAL_N_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_FLAG_FIRST") #define FIGHTER_KINETIC_TYPE_PIT_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_PIT_SPECIAL_AIR_N") #define FIGHTER_PIT_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_PIT_GENERATE_ARTICLE_BOWARROW") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_CHARGE_FLOAT") #define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_CHARGE lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_CHARGE") #define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_DIR_S lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_DIR_S") #define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_MOTION lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_MOTION") #define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_MOTION_AIR") #define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_BOW_MOTION lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_BOW_MOTION") #define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_BOW_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_INT_BOW_MOTION_AIR") #define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_CHARGE_MAX lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_CHARGE_MAX") #define FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_CHARGE_FLAG_FIRST") #define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_FLAG_FIRST") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_N_SHOOT_FLOAT") #define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_MOTION lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_MOTION") #define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_MOTION_AIR") #define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_BOW_MOTION lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_BOW_MOTION") #define FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_BOW_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_N_SHOOT_INT_BOW_MOTION_AIR") #define FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE_START lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE_START") #define FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE") #define FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE_END lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_CONTINUE_END") #define FIGHTER_PLIZARDON_STATUS_BREATH_STEP_START lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_STEP_START") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_STEP lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_STEP") #define FIGHTER_PLIZARDON_STATUS_BREATH_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_TRANSITION_TERM_ID_WAIT") #define FIGHTER_PLIZARDON_STATUS_BREATH_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_TRANSITION_TERM_ID_FALL") #define FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_GENE_BREATH lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_FLAG_GENE_BREATH") #define FIGHTER_PLIZARDON_GENERATE_ARTICLE_BREATH lua_const("FIGHTER_PLIZARDON_GENERATE_ARTICLE_BREATH") #define FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLOAT_BREATH_SPEED_MUL lua_const("FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLOAT_BREATH_SPEED_MUL") #define FIGHTER_PLIZARDON_STATUS_BREATH_STEP_LOOP lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_STEP_LOOP") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_MAIN_COUNT lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_MAIN_COUNT") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_GENE_ANGLE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_GENE_ANGLE") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_HEAD_NODE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_HEAD_NODE") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_X lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_X") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_Y lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_Y") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_Z lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_FLOAT_HEAD_NODE_ROTATE_Z") #define FIGHTER_PLIZARDON_STATUS_BREATH_STEP_END lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_STEP_END") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_LOOP_COUNT lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_LOOP_COUNT") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_PREV_STEP lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_PREV_STEP") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_PREV_GENERATE_KIND lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_PREV_GENERATE_KIND") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE2_HANDLE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE2_HANDLE") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE1_HANDLE lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE1_HANDLE") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE1_ID lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE1_ID") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE2_ID lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_SE2_ID") #define FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLOAT_BREATH_SCALE lua_const("FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLOAT_BREATH_SCALE") #define FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_GENERATE_COUNT lua_const("FIGHTER_PLIZARDON_STATUS_BREATH_WORK_INT_GENERATE_COUNT") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_N") #define FIGHTER_POPO_STATUS_SPECIAL_N_WORK_INT_SITUATION lua_const("FIGHTER_POPO_STATUS_SPECIAL_N_WORK_INT_SITUATION") #define FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE") #define FIGHTER_POPO_GENERATE_ARTICLE_ICESHOT lua_const("FIGHTER_POPO_GENERATE_ARTICLE_ICESHOT") #define FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE_SUCCESS lua_const("FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_GENERATE_ARTICLE_SUCCESS") #define WEAPON_POPO_ICESHOT_STATUS_KIND_REMOVE lua_const("WEAPON_POPO_ICESHOT_STATUS_KIND_REMOVE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_MOTION_RATE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_LIFE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_LIFE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_MOVE_DIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_MOVE_DIR") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_STICK lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_STICK") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_START_TURN_FRAME lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_START_TURN_FRAME") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_START_LR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_START_LR") #define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_TURN lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_TURN") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_SITUATION_PRE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_SITUATION_PRE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CROWN_EFFECT_ENABLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CROWN_EFFECT_ENABLE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT5 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT5") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_RESERVE_DIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_RESERVE_DIR") #define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_START_TURN lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_START_TURN") #define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_MAX_FLAG lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_MAX_FLAG") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT1 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT1") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT2 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT2") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT3 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT3") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT4 lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_COUNT4") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_ATTACK_COUNT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_ATTACK_COUNT") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SPEED lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SPEED") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ANGLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ANGLE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ADD_ANGLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ADD_ANGLE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CHANGE_END lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CHANGE_END") #define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CHANGE_STATUS lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_CHANGE_STATUS") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_CONTROL_RUMBLE_COUNT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_CONTROL_RUMBLE_COUNT") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SPEED_BACKUP lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SPEED_BACKUP") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ACCEL lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ACCEL") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_FRAME lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_EFFECT_FRAME") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_ROLL_DIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_ROLL_DIR") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_SPEED_GROUND lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_TURN_SPEED_GROUND") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_STATUS_PRE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_STATUS_PRE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_HIT_END_DEGREE_SPEED lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_HIT_END_DEGREE_SPEED") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_SCALE_IDX lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_SCALE_IDX") #define CAMERA_QUAKE_KIND_M lua_const("CAMERA_QUAKE_KIND_M") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_X lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_X") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_Y lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_Y") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_Z lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_SCALE_BACKUP_Z") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_DISP_IDX lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_DISP_IDX") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ANGLE_NEXT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_ANGLE_NEXT") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_PREV_ANGLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_FLOAT_PREV_ANGLE") #define FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_ATTACK_GROUP lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_WORK_INT_ATTACK_GROUP") #define FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_FLUSHING_EFFECT_ON lua_const("FIGHTER_PURIN_STATUS_SPECIAL_N_FLAG_FLUSHING_EFFECT_ON") #define FIGHTER_PZENIGAME_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE lua_const("FIGHTER_PZENIGAME_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_INT_MOTION_KIND lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_INT_MOTION_KIND") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_INT_MOTION_KIND_AIR lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_INT_MOTION_KIND_AIR") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_CHARGE_MAX lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_CHARGE_MAX") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_SHOOT_ANGLE_ENABLE lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_SHOOT_ANGLE_ENABLE") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_NODE_ANGLE_SET lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLAG_NODE_ANGLE_SET") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLOAT_NODE_ANGLE lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLOAT_NODE_ANGLE") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLOAT_ANGLE lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_N_FLOAT_ANGLE") #define FIGHTER_REFLET_MAGIC_KIND_THUNDER lua_const("FIGHTER_REFLET_MAGIC_KIND_THUNDER") #define FIGHTER_REFLET_MAGIC_KIND_EL_THUNDER lua_const("FIGHTER_REFLET_MAGIC_KIND_EL_THUNDER") #define FIGHTER_REFLET_MAGIC_KIND_GIGA_THUNDER lua_const("FIGHTER_REFLET_MAGIC_KIND_GIGA_THUNDER") #define FIGHTER_REFLET_MAGIC_KIND_TRON lua_const("FIGHTER_REFLET_MAGIC_KIND_TRON") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_THUNDER_KIND lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_THUNDER_KIND") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_LAST_USED_MAGIC_KIND lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_LAST_USED_MAGIC_KIND") #define FIGHTER_REFLET_STATUS_COMMON_INT_MOTION_KIND_GROUND lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_MOTION_KIND_GROUND") #define FIGHTER_REFLET_STATUS_COMMON_INT_MOTION_KIND_AIR lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_MOTION_KIND_AIR") #define FIGHTER_REFLET_STATUS_COMMON_INT_KINETIC_GROUND lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_KINETIC_GROUND") #define FIGHTER_REFLET_STATUS_COMMON_INT_KINETIC_AIR lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_KINETIC_AIR") #define FIGHTER_REFLET_STATUS_COMMON_INT_CORRECT_GROUND lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_CORRECT_GROUND") #define FIGHTER_REFLET_STATUS_COMMON_INT_CORRECT_AIR lua_const("FIGHTER_REFLET_STATUS_COMMON_INT_CORRECT_AIR") #define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_INT_NEXT_STATUS lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_INT_NEXT_STATUS") #define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_INT_COUNT lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_INT_COUNT") #define FIGHTER_REFLET_INSTANCE_WORK_ID_SPECIAL_N_CHARGE_RATE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_SPECIAL_N_CHARGE_RATE") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_N_CURRENT_POINT") #define FIGHTER_REFLET_STATUS_SPECIAL_N_SHOOT_FLAG_SHOOT_OK lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_SHOOT_FLAG_SHOOT_OK") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THROWAWAY_TABLE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THROWAWAY_TABLE") #define FIGHTER_REFLET_STATUS_SPECIAL_S_FLAG_SHOOT_OK lua_const("FIGHTER_REFLET_STATUS_SPECIAL_S_FLAG_SHOOT_OK") #define FIGHTER_REFLET_STATUS_COMMON_FLAG_MAGIC_EMPTY_EFFECT_DONE lua_const("FIGHTER_REFLET_STATUS_COMMON_FLAG_MAGIC_EMPTY_EFFECT_DONE") #define MA_MSC_CMD_EFFECT_EFFECT_FOLLOW lua_const("MA_MSC_CMD_EFFECT_EFFECT_FOLLOW") #define FIGHTER_REFLET_STATUS_SPECIAL_N_SHOOT_FLAG_TRY lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_SHOOT_FLAG_TRY") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_TEMP_MAGIC_KIND lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_TEMP_MAGIC_KIND") #define FIGHTER_REFLET_GENERATE_ARTICLE_THUNDER lua_const("FIGHTER_REFLET_GENERATE_ARTICLE_THUNDER") #define MA_MSC_EFFECT_REMOVE_COMMON lua_const("MA_MSC_EFFECT_REMOVE_COMMON") #define FIGHTER_REFLET_STATUS_SPECIAL_N_TRON_HOLD_INT_COUNT lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_TRON_HOLD_INT_COUNT") #define FIGHTER_REFLET_STATUS_SPECIAL_N_TRON_HOLD_FLAG_LETS_TERMINATE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_TRON_HOLD_FLAG_LETS_TERMINATE") #define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_THUNDER_SWORD_ON lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_THUNDER_SWORD_ON") #define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE") #define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE2 lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE2") #define FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE3 lua_const("FIGHTER_REFLET_STATUS_SPECIAL_N_HOLD_EFFECT_HANDLE3") #define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_FLOAT_WEAK_SIZE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_FLOAT_WEAK_SIZE") #define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_NUM lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_NUM") #define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_COUNT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_FRAME_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_N_WORK_INT_FIRE_FRAME_COUNT") #define FIGHTER_RIDLEY_GENERATE_ARTICLE_BREATH lua_const("FIGHTER_RIDLEY_GENERATE_ARTICLE_BREATH") #define FIGHTER_ROBOT_STATUS_BEAM_FLAG_CONTINUE lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_CONTINUE") #define FIGHTER_ROBOT_STATUS_BEAM_FLAG_TERM_WAIT lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_TERM_WAIT") #define FIGHTER_ROBOT_STATUS_BEAM_FLAG_TERM_FALL lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_TERM_FALL") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BEAM_ENERGY_VALUE lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BEAM_ENERGY_VALUE") #define FIGHTER_ROBOT_STATUS_BEAM_WORK_FLOAT_ENERGY_VALUE lua_const("FIGHTER_ROBOT_STATUS_BEAM_WORK_FLOAT_ENERGY_VALUE") #define FIGHTER_ROBOT_STATUS_BEAM_FLAG_SHOOT lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_SHOOT") #define FIGHTER_ROBOT_GENERATE_ARTICLE_BEAM lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_BEAM") #define FIGHTER_ROBOT_STATUS_BEAM_FLAG_NECK_CONTROL lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_NECK_CONTROL") #define FIGHTER_ROBOT_STATUS_BEAM_FLAG_NECK_RETURN lua_const("FIGHTER_ROBOT_STATUS_BEAM_FLAG_NECK_RETURN") #define FIGHTER_ROBOT_STATUS_BEAM_WORK_FLOAT_NECK_ANG lua_const("FIGHTER_ROBOT_STATUS_BEAM_WORK_FLOAT_NECK_ANG") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_METALBLADE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_METALBLADE") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_ALREADY_EXIST_METALBLADE lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_ALREADY_EXIST_METALBLADE") #define FIGHTER_INSTANCE_WORK_ID_INT_STATUS_START_TURN_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_STATUS_START_TURN_FRAME") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_STICK_CHECK_FRAME_END lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_STICK_CHECK_FRAME_END") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_STICK_CHECK_ACCEPT lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_STICK_CHECK_ACCEPT") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_TURN_MOTION lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_TURN_MOTION") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLOAT_STICK_X lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLOAT_STICK_X") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLOAT_STICK_Y lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLOAT_STICK_Y") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_FIRST lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_ID_FLAG_FIRST") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ATTACK_HI3_LANDING lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ATTACK_HI3_LANDING") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_INT_METALBLADE_ID lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_N_WORK_INT_METALBLADE_ID") #define FIGHTER_KIRBY_GENERATE_ARTICLE_ROSETTATICOMISSILE lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_ROSETTATICOMISSILE") #define FIGHTER_ROSETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_MOTION_RATE lua_const("FIGHTER_ROSETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_MOTION_RATE") #define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_CHARGE_SKIP lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_CHARGE_SKIP") #define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_CHARGE lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_CHARGE") #define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLOAT_MOTION_FRAME lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLOAT_MOTION_FRAME") #define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_N") #define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_N lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_N") #define FIGHTER_ROSETTA_STATUS_SPECIAL_N_INT_MOTION_KIND_GROUND lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_INT_MOTION_KIND_GROUND") #define FIGHTER_ROSETTA_STATUS_SPECIAL_N_INT_MOTION_KIND_AIR lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_INT_MOTION_KIND_AIR") #define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLOAT_CHARGE_FRAME lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLOAT_CHARGE_FRAME") #define KINETIC_TYPE_NONE lua_const("KINETIC_TYPE_NONE") #define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_SHOOTED lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_N_FLAG_SHOOTED") #define FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CONTINUE_MOT") #define FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_AFTER_TURN lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_AFTER_TURN") #define FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CHARGE_MAX lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CHARGE_MAX") #define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE_COUNT") #define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_CHARGE_SE_HANDLE lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_CHARGE_SE_HANDLE") #define FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CHARGE_MAX_DAMAGE lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_FLAG_CHARGE_MAX_DAMAGE") #define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT_MAX lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_CHARGE_COUNT_MAX") #define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_READY_LEVEL lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_READY_LEVEL") #define FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV lua_const("FIGHTER_ROY_STATUS_SPECIAL_N_WORK_INT_SITUATION_PREV") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_FAILED lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_FAILED") #define FIGHTER_RYU_GENERATE_ARTICLE_HADOKEN lua_const("FIGHTER_RYU_GENERATE_ARTICLE_HADOKEN") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_FIRED lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_FIRED") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_MOTION_FIRST lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_MOTION_FIRST") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_AIR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_MOTION_KIND_AIR") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_INT_BUTTON_ON_TIMER lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_INT_BUTTON_ON_TIMER") #define FIGHTER_RYU_STRENGTH_S lua_const("FIGHTER_RYU_STRENGTH_S") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_INT_STRENGTH lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_INT_STRENGTH") #define WEAPON_RYU_HADOKEN_TYPE_NORMAL lua_const("WEAPON_RYU_HADOKEN_TYPE_NORMAL") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_TYPE lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_INT_TYPE") #define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N_HOP lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N_HOP") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N_COMMAND lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N_COMMAND") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N2_COMMAND lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_N2_COMMAND") #define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_N") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_FALL lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_N_FLAG_SPECIAL_FALL") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_COMMAND lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_COMMON_FLAG_COMMAND") #define WEAPON_RYU_HADOKEN_TYPE_SYAKUNETU lua_const("WEAPON_RYU_HADOKEN_TYPE_SYAKUNETU") #define FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_N2_COMMAND lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_N2_COMMAND") #define FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_N_COMMAND lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_N_COMMAND") #define FIGHTER_RYU_INSTANCE_WORK_ID_FLOAT_LADDER_CATCH_BOTTOM_CANCEL_FRAME lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLOAT_LADDER_CATCH_BOTTOM_CANCEL_FRAME") #define FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLEHAVE") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_NEEDLE_COUNT lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_NEEDLE_COUNT") #define FT_SHEIK_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FT_SHEIK_STATUS_SPECIAL_N_FLAG_MOT_CHANGE") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_SPECIAL_N_LANDING_DISGUISE lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_SPECIAL_N_LANDING_DISGUISE") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_MTRANS_WAIT_AIR lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_MTRANS_WAIT_AIR") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_MTRANS_WAIT_GROUND lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_MTRANS_WAIT_GROUND") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_CHARGE_MAX lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_CHARGE_MAX") #define FT_SHEIK_STATUS_SPECIAL_N_WORK_INT_CANCEL_STATUS lua_const("FT_SHEIK_STATUS_SPECIAL_N_WORK_INT_CANCEL_STATUS") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_STRANS_GROUND lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_STRANS_GROUND") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_STRANS_TEMP_0 lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_STRANS_TEMP_0") #define FT_SHEIK_STATUS_SPECIAL_N_FLAG_INTERRUPT lua_const("FT_SHEIK_STATUS_SPECIAL_N_FLAG_INTERRUPT") #define FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLE lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_NEEDLE") #define FT_SHEIK_STATUS_SPECIAL_N_WORK_INT_ATTACK_COUNT lua_const("FT_SHEIK_STATUS_SPECIAL_N_WORK_INT_ATTACK_COUNT") #define FT_SHEIK_STATUS_SPECIAL_N_FLAG_EFFECT lua_const("FT_SHEIK_STATUS_SPECIAL_N_FLAG_EFFECT") #define FIGHTER_SHULK_STATUS_SPECIAL_N_FLAG_END lua_const("FIGHTER_SHULK_STATUS_SPECIAL_N_FLAG_END") #define FIGHTER_SHULK_INSTANCE_WORK_ID_INT_SPECIAL_N_TYPE lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_INT_SPECIAL_N_TYPE") #define FIGHTER_SHULK_MONAD_TYPE_JUMP lua_const("FIGHTER_SHULK_MONAD_TYPE_JUMP") #define FIGHTER_SHULK_MONAD_TYPE_SPEED lua_const("FIGHTER_SHULK_MONAD_TYPE_SPEED") #define FIGHTER_SHULK_MONAD_TYPE_SHIELD lua_const("FIGHTER_SHULK_MONAD_TYPE_SHIELD") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_03 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_03") #define FIGHTER_SHULK_MONAD_TYPE_BUSTER lua_const("FIGHTER_SHULK_MONAD_TYPE_BUSTER") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_04 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_04") #define FIGHTER_SHULK_MONAD_TYPE_SMASH lua_const("FIGHTER_SHULK_MONAD_TYPE_SMASH") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_05 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_05") #define FIGHTER_SIMON_GENERATE_ARTICLE_AXE lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_AXE") #define FIGHTER_SIMON_STATUS_SPECIAL_N_INT_MOTION lua_const("FIGHTER_SIMON_STATUS_SPECIAL_N_INT_MOTION") #define FIGHTER_SIMON_STATUS_SPECIAL_N_INT_MOTION_AIR lua_const("FIGHTER_SIMON_STATUS_SPECIAL_N_INT_MOTION_AIR") #define FIGHTER_SIMON_STATUS_SPECIAL_N_FLAG_HAVE_AXE lua_const("FIGHTER_SIMON_STATUS_SPECIAL_N_FLAG_HAVE_AXE") #define FIGHTER_SNAKE_STATUS_SPECIAL_N_THROW_WORK_FLAG_FIRST lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_THROW_WORK_FLAG_FIRST") #define FIGHTER_SNAKE_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_SNAKE_STATUS_WORK_INT_MOT_KIND") #define FIGHTER_SNAKE_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_SNAKE_STATUS_WORK_INT_MOT_AIR_KIND") #define FIGHTER_SNAKE_GENERATE_ARTICLE_GRENADE lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_GRENADE") #define FIGHTER_SNAKE_STATUS_SPECIAL_N_HOLD_WAIT_WORK_FLOAT_THROW_RATE lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_HOLD_WAIT_WORK_FLOAT_THROW_RATE") #define FIGHTER_SNAKE_STATUS_SPECIAL_N_WORK_FLOAT_THROW_RATE lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_WORK_FLOAT_THROW_RATE") #define FIGHTER_SNAKE_STATUS_SPECIAL_N_FLAG_BUTTON_SPECIAL_OFF lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_FLAG_BUTTON_SPECIAL_OFF") #define FIGHTER_SNAKE_GENERATE_ARTICLE_GRENADE_PIN lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_GRENADE_PIN") #define FIGHTER_SNAKE_STATUS_SPECIAL_N_WORK_FLAG_FIRST lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_WORK_FLAG_FIRST") #define FIGHTER_SNAKE_INSTANCE_WORK_FLAG_CYPHER_FALL lua_const("FIGHTER_SNAKE_INSTANCE_WORK_FLAG_CYPHER_FALL") #define FIGHTER_SNAKE_STATUS_SPECIAL_N_THROW_WORK_FLOAT_THROW_RATE lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_N_THROW_WORK_FLOAT_THROW_RATE") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N") #define FIGHTER_SONIC_STATUS_SPECIAL_N_FLAG_IS_KIRBY lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_FLAG_IS_KIRBY") #define FIGHTER_SONIC_STATUS_SPECIAL_N_WORK_FLOAT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_WORK_FLOAT_ADVANCE_COUNTER") #define FIGHTER_SONIC_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_ADD_ATTACK_POWER lua_const("FIGHTER_SONIC_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_ADD_ATTACK_POWER") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_FAIL lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_FAIL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_FAIL_FLOAT") #define FIGHTER_SONIC_STATUS_SPECIAL_N_FAIL_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_FAIL_WORK_INT_ADVANCE_COUNTER") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_HIT lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_HIT") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_NONE lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_NONE") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HIT_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HIT_WORK_INT_ADVANCE_COUNTER") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_HOMING lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_HOMING") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_N_HOMING_FLOAT") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_CONTINUE_COUNT lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_CONTINUE_COUNT") #define FIGHTER_SONIC_GENERATE_ARTICLE_HOMINGTARGET lua_const("FIGHTER_SONIC_GENERATE_ARTICLE_HOMINGTARGET") #define WEAPON_SONIC_HOMINGTARGET_STATUS_KIND_STAY lua_const("WEAPON_SONIC_HOMINGTARGET_STATUS_KIND_STAY") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_HOMING_EXPECT_HIT_FRAME lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_HOMING_EXPECT_HIT_FRAME") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_TARGET_VANISH lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_TARGET_VANISH") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_TARGET_VANISH_COUNT lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_TARGET_VANISH_COUNT") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_TARGET_OBJECT_ID lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_WORK_INT_TARGET_OBJECT_ID") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_TARGET_EXITST lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_TARGET_EXITST") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_HAS_TARGET_ARTICLE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_HAS_TARGET_ARTICLE") #define FIGHTER_SONIC_INSTANCE_WORK_INT_SPECIAL_N_STATUS_KIND_NEXT lua_const("FIGHTER_SONIC_INSTANCE_WORK_INT_SPECIAL_N_STATUS_KIND_NEXT") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_REBOUND lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_N_REBOUND") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SZEROSUIT_SPECIAL_N_SHOOT_FLOAT") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_N_FLAG_SHOOT lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_N_FLAG_SHOOT") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_N_WORK_FLOAT_CHARGE") #define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_MOT_KIND_GROUND lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_MOT_KIND_GROUND") #define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_MOT_KIND_AIR lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_MOT_KIND_AIR") #define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_MOT_CHANGE") #define FIGHTER_WARIO_INSTANCE_WORK_ID_FLAG_SPECIAL_N_AGAIN lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_FLAG_SPECIAL_N_AGAIN") #define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_STATUS_KIND_EAT lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_STATUS_KIND_EAT") #define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_WAIT_FRAME_MIN lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_WAIT_FRAME_MIN") #define FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_WAIT_FRAME_MAX lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_WORK_INT_WAIT_FRAME_MAX") #define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_EAT_WEAPON_DONE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_EAT_WEAPON_DONE") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_HOLD_TO_SHOOT lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_HOLD_TO_SHOOT") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_LEVEL_RATIO lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_N_CHARGE_LEVEL_RATIO") #define FIGHTER_WIIFIT_GENERATE_ARTICLE_SUNBULLET lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_SUNBULLET") #define FIGHTER_WIIFIT_STATUS_SPECIAL_N_FLAG_SUN_BULLET_ABSORBED lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_N_FLAG_SUN_BULLET_ABSORBED") #define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE") #define FIGHTER_WIIFIT_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_N_WORK_INT_CANCEL_TYPE") #define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_NONE lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_NONE") #define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_F") #define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_ESCAPE_B") #define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_JUMP") #define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_GROUND_GUARD") #define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_AIR_ESCAPE_AIR") #define FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_AIR_JUMP_AERIAL lua_const("FIGHTER_WIIFIT_SPECIAL_N_CANCEL_TYPE_AIR_JUMP_AERIAL") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_FUKUSHIKI_LANDING lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_FUKUSHIKI_LANDING") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_HEADING_LANDING lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_HEADING_LANDING") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_HULAHOOP_LANDING lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_HULAHOOP_LANDING") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FLASHING lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_FLASHING") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_N_EFFECT_MAX_ID lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_N_EFFECT_MAX_ID") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_MAX_FRAME lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_N_CHARGE_MAX_FRAME") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SHOOT_BULLET lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLAG_SPECIAL_N_SHOOT_BULLET") #define FIGHTER_ZELDA_STATUS_SPECIAL_N_WORK_INT_STOP_Y lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_N_WORK_INT_STOP_Y") #define FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_MOT_CHANGE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_MOT_CHANGE") #define FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_N_AIR lua_const("FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_N_AIR") #define FIGHTER_ZELDA_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_ZELDA_REFLECTOR_KIND_REFLECTOR") #define FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_REFLECTOR_START lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_REFLECTOR_START") #define MA_MSC_SHIELD_SET_STATUS lua_const("MA_MSC_SHIELD_SET_STATUS") #define COLLISION_KIND_REFLECTOR lua_const("COLLISION_KIND_REFLECTOR") #define FIGHTER_REFLECTOR_GROUP_EXTEND lua_const("FIGHTER_REFLECTOR_GROUP_EXTEND") #define FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_REFLECTOR_END lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_N_FLAG_REFLECTOR_END") #define WEAPON_KIRBY_FINALCUTTERSHOT_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_STATUS_KIND_NUM") #define WEAPON_KIRBY_FINALCUTTERSHOT_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_STATUS_KIND_REGULAR") #define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLOAT_SPEED") #define WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("WEAPON_KIRBY_FINALCUTTERSHOT_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define WEAPON_KIRBY_HAMMER_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_HAMMER_STATUS_KIND_NUM") #define WEAPON_KIRBY_HAMMER_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_HAMMER_STATUS_KIND_REGULAR") #define WEAPON_KIRBY_HAMMER_STATUS_KIND_REGULAR_AIR lua_const("WEAPON_KIRBY_HAMMER_STATUS_KIND_REGULAR_AIR") #define WEAPON_KIRBY_HAT_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_HAT_STATUS_KIND_NUM") #define WEAPON_KIRBY_HAT_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_HAT_STATUS_KIND_REGULAR") #define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_NUM") #define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_START lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_START") #define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_CHARGE lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_CHARGE") #define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_SHOOT lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_SHOOT") #define WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_END lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_STATUS_KIND_SPECIAL_N_END") #define WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_START lua_const("WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_START") #define WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_CHARGE lua_const("WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_CHARGE") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_N_FLOAT") #define WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_SHOOT lua_const("WEAPON_KINETIC_TYPE_KIRBY_ROSETTATICOMISSILE_SPECIAL_N_SHOOT") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLOAT_RATE lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLOAT_RATE") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_LR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_LR") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FREE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FREE") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_MOVE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_MOVE") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_JUMP_COUNT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_JUMP_COUNT") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FREE_DISABLE_JUMP lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FREE_DISABLE_JUMP") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_SAME_FLOOR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_SAME_FLOOR") #define WEAPON_KIRBY_ROSETTATICOMISSILE_INSTANCE_WORK_ID_INT_SHOOT_SMOKE_FRAME lua_const("WEAPON_KIRBY_ROSETTATICOMISSILE_INSTANCE_WORK_ID_INT_SHOOT_SMOKE_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_FLAG_HIT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_FLAG_HIT") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_FLAG_HIT_FIGHTER lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_FLAG_HIT_FIGHTER") #define WEAPON_KIRBY_STARMISSILE_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_KIND_NUM") #define WEAPON_KIRBY_STARMISSILE_STATUS_KIND_FLY lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_KIND_FLY") #define WEAPON_KIRBY_STARMISSILE_STATUS_KIND_FLY_COPY lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_KIND_FLY_COPY") #define WEAPON_KIRBY_STARMISSILE_INSTANCE_WORK_ID_FLAG_IS_WEAPON lua_const("WEAPON_KIRBY_STARMISSILE_INSTANCE_WORK_ID_FLAG_IS_WEAPON") #define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_INT_LIFE lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_INT_LIFE") #define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLAG_SHOT_CANCELED lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLAG_SHOT_CANCELED") #define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_INT_KIND lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_INT_KIND") #define WEAPON_KIRBY_STARMISSILE_KIND_COPY_CANCEL lua_const("WEAPON_KIRBY_STARMISSILE_KIND_COPY_CANCEL") #define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLOAT_ANGLE") #define WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLOAT_BRAKE lua_const("WEAPON_KIRBY_STARMISSILE_STATUS_WORK_FLOAT_BRAKE") #define WEAPON_KIRBY_STONE_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_STONE_STATUS_KIND_NUM") #define WEAPON_KIRBY_STONE_STATUS_KIND_DUMMY lua_const("WEAPON_KIRBY_STONE_STATUS_KIND_DUMMY") #define WEAPON_INSTANCE_WORK_ID_FLAG_NO_DEAD lua_const("WEAPON_INSTANCE_WORK_ID_FLAG_NO_DEAD") #define WEAPON_KIRBY_STONE_INSTANCE_WORK_ID_INT_STONE_KIND lua_const("WEAPON_KIRBY_STONE_INSTANCE_WORK_ID_INT_STONE_KIND") #define WEAPON_KIRBY_ULTRASWORD_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_ULTRASWORD_STATUS_KIND_NUM") #define WEAPON_KIRBY_ULTRASWORD_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_ULTRASWORD_STATUS_KIND_REGULAR") #define WEAPON_KIRBY_ULTRASWORDHAT_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_ULTRASWORDHAT_STATUS_KIND_NUM") #define WEAPON_KIRBY_ULTRASWORDHAT_STATUS_KIND_REGULAR lua_const("WEAPON_KIRBY_ULTRASWORDHAT_STATUS_KIND_REGULAR") #define WEAPON_KIRBY_WINDUMMY_STATUS_KIND_NUM lua_const("WEAPON_KIRBY_WINDUMMY_STATUS_KIND_NUM") #define WEAPON_KIRBY_WINDUMMY_STATUS_KIND_WIN lua_const("WEAPON_KIRBY_WINDUMMY_STATUS_KIND_WIN") #define WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_NUM lua_const("WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_NUM") #define WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_FLY lua_const("WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_FLY") #define WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_STAY lua_const("WEAPON_FOX_BLASTER_BULLET_STATUS_KIND_STAY") #define WEAPON_FOX_BLASTER_BULLET_INSTANCE_WORK_ID_INT_EFFECT_ID lua_const("WEAPON_FOX_BLASTER_BULLET_INSTANCE_WORK_ID_INT_EFFECT_ID") #define FIGHTER_FOX_STATUS_KIND_NUM lua_const("FIGHTER_FOX_STATUS_KIND_NUM") #define FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_RUSH") #define FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_BOUND lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_BOUND") #define FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_RUSH_END lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_HI_RUSH_END") #define FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_LOOP lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_LOOP") #define FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_FOX_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_STATUS_KIND_WIN lua_const("FIGHTER_STATUS_KIND_WIN") #define FIGHTER_FOX_STATUS_KIND_FINAL_READY lua_const("FIGHTER_FOX_STATUS_KIND_FINAL_READY") #define FIGHTER_FOX_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_FOX_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_FOX_STATUS_KIND_FINAL_END lua_const("FIGHTER_FOX_STATUS_KIND_FINAL_END") #define FIGHTER_APPEAL_KIND_SMASH lua_const("FIGHTER_APPEAL_KIND_SMASH") #define FIGHTER_FOX_WIN_STATUS_WORK_ID_FLAG_EXIST_FALCO lua_const("FIGHTER_FOX_WIN_STATUS_WORK_ID_FLAG_EXIST_FALCO") #define FIGHTER_MOTION_PART_SET_KIND_DEMO_FACIAL lua_const("FIGHTER_MOTION_PART_SET_KIND_DEMO_FACIAL") #define FIGHTER_FOX_INSTANCE_WORK_ID_FLAG_ILLUSION_LANDING lua_const("FIGHTER_FOX_INSTANCE_WORK_ID_FLAG_ILLUSION_LANDING") #define FIGHTER_FOX_INSTANCE_WORK_ID_FLAG_REFLECTOR_LANDING lua_const("FIGHTER_FOX_INSTANCE_WORK_ID_FLAG_REFLECTOR_LANDING") #define FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG lua_const("FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG") #define FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT lua_const("FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT") #define FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT lua_const("FIGHTER_FOX_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_FOX_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_FOX_GENERATE_ARTICLE_RETICLE") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_RESERVE_CLEAR_SLOW lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_RESERVE_CLEAR_SLOW") #define FIGHTER_WOLF_GENERATE_ARTICLE_WOLFEN lua_const("FIGHTER_WOLF_GENERATE_ARTICLE_WOLFEN") #define FIGHTER_FOX_GENERATE_ARTICLE_ARWINGSHOT lua_const("FIGHTER_FOX_GENERATE_ARTICLE_ARWINGSHOT") #define FIGHTER_FOX_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE") #define FIGHTER_FOX_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_INT_STOP_Y_FRAME") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_INT_RUSH_FRAME lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_INT_RUSH_FRAME") #define FIGHTER_FOX_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_FOX_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_AIR lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_AIR") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_REVERT_DEGREE lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_REVERT_DEGREE") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_WOLF_KICK lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_WOLF_KICK") #define FIGHTER_FOX_FIRE_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_FOX_FIRE_TRANSITION_TERM_ID_WAIT") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_DIR lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_DIR") #define FIGHTER_FOX_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_X lua_const("FIGHTER_FOX_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_X") #define FIGHTER_FOX_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_Y lua_const("FIGHTER_FOX_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_Y") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_DECIDE_STICK lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_DECIDE_STICK") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_TO_RUSH_DEGREE lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLOAT_TO_RUSH_DEGREE") #define FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_WOLF_ENABLE_CONTROL lua_const("FIGHTER_FOX_FIRE_STATUS_WORK_ID_FLAG_WOLF_ENABLE_CONTROL") #define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_INT_STOP_Y_FRAME") #define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_FOX_REFLECTOR_FLOAT") #define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_HIT_TO_RESTART lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_HIT_TO_RESTART") #define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_SET_ATTACK lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_SET_ATTACK") #define FIGHTER_FOX_REFLECTOR_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_FOX_REFLECTOR_TRANSITION_TERM_ID_WAIT") #define FIGHTER_FOX_REFLECTOR_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_FOX_REFLECTOR_TRANSITION_TERM_ID_FALL") #define FIGHTER_FOX_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_FOX_REFLECTOR_KIND_REFLECTOR") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STOP_Y_FRAME") #define FIGHTER_FOX_ILLUSION_STEP_START lua_const("FIGHTER_FOX_ILLUSION_STEP_START") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STEP") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_STEP_PREV") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_REVERT_ANGLE_FRAME lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_REVERT_ANGLE_FRAME") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_REVERT_ANGLE_COUNT lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_INT_REVERT_ANGLE_COUNT") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_RUSH_DEGREE lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_RUSH_DEGREE") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_MAX_RUSH_DEGREE lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_MAX_RUSH_DEGREE") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_MIN_STICK lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLOAT_MIN_STICK") #define FIGHTER_FOX_ILLUSION_STEP_RUSH lua_const("FIGHTER_FOX_ILLUSION_STEP_RUSH") #define FIGHTER_FOX_ILLUSION_STEP_END lua_const("FIGHTER_FOX_ILLUSION_STEP_END") #define FIGHTER_FOX_ILLUSION_STEP_FORCE_END lua_const("FIGHTER_FOX_ILLUSION_STEP_FORCE_END") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_RUSH_FORCE_END lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_RUSH_FORCE_END") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD_TO_END lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD_TO_END") #define FIGHTER_FOX_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_FOX_CLIFF_HANG_DATA_SPECIAL_S") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD") #define FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_AIR_CONTROL lua_const("FIGHTER_FOX_ILLUSION_STATUS_WORK_ID_FLAG_AIR_CONTROL") #define WEAPON_FOX_ILLUSION_STATUS_KIND_NUM lua_const("WEAPON_FOX_ILLUSION_STATUS_KIND_NUM") #define WEAPON_FOX_ILLUSION_STATUS_KIND_MOVE_GROUND lua_const("WEAPON_FOX_ILLUSION_STATUS_KIND_MOVE_GROUND") #define WEAPON_FOX_ILLUSION_STATUS_KIND_MOVE_AIR lua_const("WEAPON_FOX_ILLUSION_STATUS_KIND_MOVE_AIR") #define WEAPON_FOX_ILLUSION_STATUS_KIND_STOP lua_const("WEAPON_FOX_ILLUSION_STATUS_KIND_STOP") #define WEAPON_FOX_ILLUSION_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_FOX_ILLUSION_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_FOX_ILLUSION_INSTANCE_WORK_ID_FLAG_STOP lua_const("WEAPON_FOX_ILLUSION_INSTANCE_WORK_ID_FLAG_STOP") #define FIGHTER_PIKACHU_STATUS_KIND_NUM lua_const("FIGHTER_PIKACHU_STATUS_KIND_NUM") #define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_HOLD lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_HOLD") #define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_WEAK lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_WEAK") #define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_ATTACK") #define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_HI_WARP lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_HI_WARP") #define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_PIKACHU_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_PIKACHU_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_DASH") #define FIGHTER_PIKACHU_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_PIKACHU_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT") #define FIGHTER_PIKACHU_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_PIKACHU_STATUS_FINAL_FLAG_ATTACK_HIT") #define WEAPON_PIKACHU_VORTEX_STATUS_KIND_HIT lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_HIT") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_VORTEX_TIME_COUNT lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_VORTEX_TIME_COUNT") #define WEAPON_PIKACHU_VORTEX_STATUS_KIND_END lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_END") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_REFLECT_COUNT_TOTAL lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_REFLECT_COUNT_TOTAL") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_REFLECT_COUNT_ATTACK_2 lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_REFLECT_COUNT_ATTACK_2") #define WEAPON_PIKACHU_VORTEX_STATUS_KIND_RETURN lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_RETURN") #define FIGHTER_STATUS_ATTR_INHERIT_CAMERA_RANGE lua_const("FIGHTER_STATUS_ATTR_INHERIT_CAMERA_RANGE") #define FIGHTER_PIKACHU_STATUS_VORTEX_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_PIKACHU_STATUS_VORTEX_TRANSITION_TERM_ID_WAIT") #define FIGHTER_PIKACHU_STATUS_VORTEX_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_PIKACHU_STATUS_VORTEX_TRANSITION_TERM_ID_FALL") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_FINAL_GRAVITY_ONOFF lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_FINAL_GRAVITY_ONOFF") #define FIGHTER_PIKACHU_FINAL_TARGET_NUM lua_const("FIGHTER_PIKACHU_FINAL_TARGET_NUM") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_REFLECT_ANGLE lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_REFLECT_ANGLE") #define FIGHTER_PIKACHU_STATUS_FINAL_FLAG_OPPONETN_DEAD lua_const("FIGHTER_PIKACHU_STATUS_FINAL_FLAG_OPPONETN_DEAD") #define FIGHTER_PIKACHU_LINK_NO_FINAL lua_const("FIGHTER_PIKACHU_LINK_NO_FINAL") #define FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_ROT_ANGLE lua_const("FIGHTER_PIKACHU_STATUS_FINAL_WORK_FLOAT_ROT_ANGLE") #define FIGHTER_PICHU_GENERATE_ARTICLE_VORTEX lua_const("FIGHTER_PICHU_GENERATE_ARTICLE_VORTEX") #define FIGHTER_PIKACHU_GENERATE_ARTICLE_VORTEX lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_VORTEX") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_QUICK_ATTACK_GUIDE_EFFECT_LAST_VISIBLE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_QUICK_ATTACK_GUIDE_EFFECT_LAST_VISIBLE") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_COUNT lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_COUNT") #define FIGHTER_PIKACHU_GENERATE_ARTICLE_SPECIALUPDUMMY lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_SPECIALUPDUMMY") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_MOVE_TIME_COUNTER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_MOVE_TIME_COUNTER") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_FALL_STOP_COUNTER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_FALL_STOP_COUNTER") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_GUIDE_EFFECT_HANDLE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_GUIDE_EFFECT_HANDLE") #define ENERGY_STOP_RESET_TYPE_AIR_X_NORMAL_MAX lua_const("ENERGY_STOP_RESET_TYPE_AIR_X_NORMAL_MAX") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_PHASE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_QUICK_ATTACK_PHASE") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_X lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_X") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_Y lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_Y") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_WARP_SPEED_X lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_WARP_SPEED_X") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_WARP_SPEED_Y lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_WARP_SPEED_Y") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_GENERATE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_GENERATE") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_GENERATED lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_GENERATED") #define FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_KAMINARI_WAIT lua_const("FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_KAMINARI_WAIT") #define FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_KAMINARI_FALL lua_const("FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_KAMINARI_FALL") #define FIGHTER_PIKACHU_GENERATE_ARTICLE_CLOUD lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_CLOUD") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_KAMINARI_COL_LOG_GROUP lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_KAMINARI_COL_LOG_GROUP") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_KAMINARI_SITUATION lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_KAMINARI_SITUATION") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_FLICK lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_FLICK") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHG_SA lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHG_SA") #define FIGHTER_PICHU_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_PICHU_CLIFF_HANG_DATA_SPECIAL_S") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_AIR lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_AIR") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_HOLD_COUNT lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_HOLD_COUNT") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_INHERIT_MOTION lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_INHERIT_MOTION") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_WEAK_FRAME lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_WEAK_FRAME") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_HIT lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_HIT") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_ATTACK_POWER_MODIFY lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_ATTACK_POWER_MODIFY") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CALC_ATTACK_POWER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CALC_ATTACK_POWER") #define FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_PREV_SITUATION lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_INT_SKULL_BASH_PREV_SITUATION") #define FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_SKULL_BASH_WAIT lua_const("FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_SKULL_BASH_WAIT") #define FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_SKULL_BASH_FALL lua_const("FIGHTER_PIKACHU_STATUS_TRANSITION_TERM_ID_SKULL_BASH_FALL") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_MISS_END_RUMBLE_2 lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_MISS_END_RUMBLE_2") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_CHARGE_RATE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_CHARGE_RATE") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_3 lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_3") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_2 lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_2") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_1 lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_CHARGE_LEVEL_1") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_ATTACK_SPEED_X lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_ATTACK_SPEED_X") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_BRAKE_TRIGGER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_BRAKE_TRIGGER") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_DEGREE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_DEGREE") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_TARGET_DEGREE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_TARGET_DEGREE") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_START_DEGREE lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLOAT_SKULL_BASH_START_DEGREE") #define WEAPON_PIKACHU_CLOUD_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_CLOUD_STATUS_KIND_NUM") #define WEAPON_PIKACHU_CLOUD_STATUS_KIND_REGULAR lua_const("WEAPON_PIKACHU_CLOUD_STATUS_KIND_REGULAR") #define WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_FLAG_SELF_REMOVE lua_const("WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_FLAG_SELF_REMOVE") #define WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_FLAG_ACTIVATE_KAMINARI lua_const("WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_FLAG_ACTIVATE_KAMINARI") #define WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_INT_INTERVAL_COUNT lua_const("WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_INT_INTERVAL_COUNT") #define WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_INT_KAMINARI_COUNT lua_const("WEAPON_PIKACHU_CLOUD_INSTANCE_WORK_ID_INT_KAMINARI_COUNT") #define WEAPON_PIKACHU_CLOUD_GENERATE_ARTICLE_KAMINARI lua_const("WEAPON_PIKACHU_CLOUD_GENERATE_ARTICLE_KAMINARI") #define WEAPON_PIKACHU_DENGEKI_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_DENGEKI_STATUS_KIND_NUM") #define WEAPON_PIKACHU_DENGEKI_STATUS_KIND_REGULAR lua_const("WEAPON_PIKACHU_DENGEKI_STATUS_KIND_REGULAR") #define WEAPON_PIKACHU_DENGEKI_INSTANCE_WORK_ID_FLOAT_ATK_CLR_FRAME lua_const("WEAPON_PIKACHU_DENGEKI_INSTANCE_WORK_ID_FLOAT_ATK_CLR_FRAME") #define WEAPON_PIKACHU_DENGEKI_INSTANCE_WORK_ID_INT_HITTEST_FRAME lua_const("WEAPON_PIKACHU_DENGEKI_INSTANCE_WORK_ID_INT_HITTEST_FRAME") #define WEAPON_KIND_PICHU_DENGEKI lua_const("WEAPON_KIND_PICHU_DENGEKI") #define WEAPON_PIKACHU_DENGEKIDAMA_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_DENGEKIDAMA_STATUS_KIND_NUM") #define WEAPON_PIKACHU_DENGEKIDAMA_STATUS_KIND_REGULAR lua_const("WEAPON_PIKACHU_DENGEKIDAMA_STATUS_KIND_REGULAR") #define WEAPON_PIKACHU_KAMINARI_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_KAMINARI_STATUS_KIND_NUM") #define WEAPON_PIKACHU_KAMINARI_STATUS_KIND_REGULAR lua_const("WEAPON_PIKACHU_KAMINARI_STATUS_KIND_REGULAR") #define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_SELF_REMOVE lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_SELF_REMOVE") #define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_IS_HEAD lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_IS_HEAD") #define CAMERA_QUAKE_KIND_L lua_const("CAMERA_QUAKE_KIND_L") #define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_INT_FIGHTER_OBJECT_ID lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_INT_FIGHTER_OBJECT_ID") #define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_COLLISION_CHECK lua_const("WEAPON_PIKACHU_KAMINARI_INSTANCE_WORK_ID_FLAG_COLLISION_CHECK") #define WEAPON_PIKACHU_SPECIALUPDUMMY_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_SPECIALUPDUMMY_STATUS_KIND_NUM") #define WEAPON_PIKACHU_SPECIALUPDUMMY_STATUS_KIND_FLY lua_const("WEAPON_PIKACHU_SPECIALUPDUMMY_STATUS_KIND_FLY") #define WEAPON_PIKACHU_VORTEX_STATUS_KIND_NUM lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_NUM") #define WEAPON_PIKACHU_VORTEX_STATUS_KIND_NORMAL lua_const("WEAPON_PIKACHU_VORTEX_STATUS_KIND_NORMAL") #define WEAPON_PIKACHU_VORTEX_INSTANCE_WORK_ID_INT_OWNER_OBJECT_ID lua_const("WEAPON_PIKACHU_VORTEX_INSTANCE_WORK_ID_INT_OWNER_OBJECT_ID") #define WEAPON_PIKACHU_VORTEX_INSTANCE_WORK_ID_INT_CAMERA_TYPE lua_const("WEAPON_PIKACHU_VORTEX_INSTANCE_WORK_ID_INT_CAMERA_TYPE") #define FIGHTER_LUIGI_STATUS_KIND_NUM lua_const("FIGHTER_LUIGI_STATUS_KIND_NUM") #define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_CHARGE lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_CHARGE") #define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_RAM lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_RAM") #define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_BREATH lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_BREATH") #define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_WALL lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_S_WALL") #define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_DROP lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_DROP") #define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_LANDING_FALL lua_const("FIGHTER_LUIGI_STATUS_KIND_SPECIAL_HI_LANDING_FALL") #define FIGHTER_LUIGI_STATUS_KIND_FINAL_VACUUM lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_VACUUM") #define FIGHTER_LUIGI_STATUS_KIND_FINAL_SHOOT_READY lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_SHOOT_READY") #define FIGHTER_LUIGI_STATUS_KIND_FINAL_SHOOT lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_SHOOT") #define FIGHTER_LUIGI_STATUS_KIND_FINAL_END lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_END") #define FIGHTER_LUIGI_STATUS_KIND_FINAL_FAIL lua_const("FIGHTER_LUIGI_STATUS_KIND_FINAL_FAIL") #define FIGHTER_LUIGI_INSTANCE_WORK_ID_INT_OBAKYUMU_OBJECT_ID lua_const("FIGHTER_LUIGI_INSTANCE_WORK_ID_INT_OBAKYUMU_OBJECT_ID") #define FIGHTER_LUIGI_GENERATE_ARTICLE_PLUNGER lua_const("FIGHTER_LUIGI_GENERATE_ARTICLE_PLUNGER") #define WEAPON_LUIGI_PLUNGER_STATUS_KIND_PULL lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_PULL") #define FIGHTER_LUIGI_GENERATE_ARTICLE_OBAKYUMU lua_const("FIGHTER_LUIGI_GENERATE_ARTICLE_OBAKYUMU") #define FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_FLAG lua_const("FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_FLAG") #define FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_INT lua_const("FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_INT") #define FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_FLOAT lua_const("FIGHTER_LUIGI_STATUS_WORK_KEEP_FLAG_AIR_LASSO_LANDING_FLOAT") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_START lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_START") #define FIGHTER_LUIGI_LINK_NO_OBAKYUMU lua_const("FIGHTER_LUIGI_LINK_NO_OBAKYUMU") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_VACUUM lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_VACUUM") #define FIGHTER_LUIGI_STATUS_FINAL_INT_SHOOT_NUM lua_const("FIGHTER_LUIGI_STATUS_FINAL_INT_SHOOT_NUM") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_SHOOT_READY lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_SHOOT_READY") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_SHOOT lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_SHOOT") #define FIGHTER_LUIGI_STATUS_FINAL_FLAG_RESHOOT lua_const("FIGHTER_LUIGI_STATUS_FINAL_FLAG_RESHOOT") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_END lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_END") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_FAIL lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_FINAL_FAIL") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_BONUS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_BONUS") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_FLAG_REVERSE_LR lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_FLAG_REVERSE_LR") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_INT_MTRANS") #define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_FLAG_FIRST") #define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_S") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_CHARGE_FLOAT") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_DISCHARGE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_DISCHARGE") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_FLASHING lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_FLASHING") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_WORK_FLOAT_CHARGE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_WORK_FLOAT_CHARGE") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_INT_MTRANS") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_CHARGE_FLAG_FIRST") #define FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_CHARGE_MELEE_NO_RANDOM lua_const("FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_CHARGE_MELEE_NO_RANDOM") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_RAM_FLOAT") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_TRANSITION_TERM_ID_HIT lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_TRANSITION_TERM_ID_HIT") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_TRANSITION_TERM_ID_GROUND") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_LAST_STRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_LAST_STRANS") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_HIT lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_HIT") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_BREATH_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_BREATH_FLAG_FIRST") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_END_FLOAT") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_END_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_END_INT_MTRANS") #define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S_END lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S_END") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_END_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_END_FLAG_FIRST") #define MA_MSC_CMD_EFFECT_LANDING_EFFECT lua_const("MA_MSC_CMD_EFFECT_LANDING_EFFECT") #define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_S_END lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_S_END") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_WALL_FLAG_DETACH lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_WALL_FLAG_DETACH") #define FIGHTER_LUIGI_STATUS_SPECIAL_LW_INT_MTRANS lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_INT_MTRANS") #define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_LW") #define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_FIRST lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_FIRST") #define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_AIR_LW") #define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_HI_FALL lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_HI_FALL") #define FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_FINAL_IS_ROCKET_BELT_ATTACHED lua_const("FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_FINAL_IS_ROCKET_BELT_ATTACHED") #define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_LIMIT_X_DEC lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_LIMIT_X_DEC") #define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLOAT_LIMIT_X_DEC lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLOAT_LIMIT_X_DEC") #define FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_BUOYANCY lua_const("FIGHTER_LUIGI_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_BUOYANCY") #define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_RISE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLAG_RISE") #define FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLOAT_RISE_Y lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_LW_FLOAT_RISE_Y") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_GROUND_CHECK lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_GROUND_CHECK") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_SET_ATTACK_POWER lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_SET_ATTACK_POWER") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLOAT_CHARGE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLOAT_CHARGE") #define WEAPON_LUIGI_FIREBALL_STATUS_KIND_NUM lua_const("WEAPON_LUIGI_FIREBALL_STATUS_KIND_NUM") #define WEAPON_LUIGI_FIREBALL_STATUS_KIND_START lua_const("WEAPON_LUIGI_FIREBALL_STATUS_KIND_START") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_NUM lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_NUM") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_CATCH lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_CATCH") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_AIR_CATCH lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_AIR_CATCH") #define WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_CONNECTOR_EXHAUST lua_const("WEAPON_LUIGI_OBAKYUMU_STATUS_KIND_CONNECTOR_EXHAUST") #define WEAPON_LUIGI_OBAKYUMU_INSTANCE_WORK_ID_FLAG_SHOOT lua_const("WEAPON_LUIGI_OBAKYUMU_INSTANCE_WORK_ID_FLAG_SHOOT") #define WEAPON_LUIGI_PLUNGER_STATUS_KIND_NUM lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_NUM") #define WEAPON_LUIGI_PLUNGER_STATUS_KIND_WAIT lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_WAIT") #define WEAPON_LUIGI_PLUNGER_STATUS_KIND_SHOOT lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_SHOOT") #define WEAPON_LUIGI_PLUNGER_STATUS_KIND_EXHAUST lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_EXHAUST") #define WEAPON_LUIGI_PLUNGER_STATUS_KIND_STOP_GROUND lua_const("WEAPON_LUIGI_PLUNGER_STATUS_KIND_STOP_GROUND") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_FLAG lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_FLAG") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_INT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_INT") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_FLOAT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_SHOOT_FLOAT") #define WEAPON_LUIGI_PLUNGER_INSTANCE_WORK_ID_FLAG_AIR_LASSO lua_const("WEAPON_LUIGI_PLUNGER_INSTANCE_WORK_ID_FLAG_AIR_LASSO") #define WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_FLAG lua_const("WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_FLAG") #define WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_INT lua_const("WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_INT") #define WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_FLOAT lua_const("WEAPON_LUIGI_PLUNGER_STATUS_WORK_KEEP_FLAG_EXHAUST_FLOAT") #define WEAPON_LUIGI_PLUNGER_EXHAUST_WORK_ID_INT_LIFE lua_const("WEAPON_LUIGI_PLUNGER_EXHAUST_WORK_ID_INT_LIFE") #define WEAPON_LUIGI_PLUNGER_INSTANCE_WORK_ID_FLAG_HIT_GROUND lua_const("WEAPON_LUIGI_PLUNGER_INSTANCE_WORK_ID_FLAG_HIT_GROUND") #define WEAPON_LUIGI_PLUNGER_EXHAUST_WORK_ID_FLAG_HIT_GROUND lua_const("WEAPON_LUIGI_PLUNGER_EXHAUST_WORK_ID_FLAG_HIT_GROUND") #define FIGHTER_NESS_STATUS_KIND_NUM lua_const("FIGHTER_NESS_STATUS_KIND_NUM") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_N_FIRE lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_N_FIRE") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_HOLD lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_HOLD") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_ATTACK lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_ATTACK") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_REFLECT lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_REFLECT") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_AGAIN lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_HI_AGAIN") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_HOLD") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_NESS_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_KINETIC_TYPE_JUMP_AERIAL_MOTION lua_const("FIGHTER_KINETIC_TYPE_JUMP_AERIAL_MOTION") #define FIGHTER_NESS_STATUS_ATTACK_S4_FLAG_REFLECT_START lua_const("FIGHTER_NESS_STATUS_ATTACK_S4_FLAG_REFLECT_START") #define FIGHTER_NESS_REFLECTOR_KIND_BAT lua_const("FIGHTER_NESS_REFLECTOR_KIND_BAT") #define FIGHTER_NESS_STATUS_ATTACK_S4_FLAG_REFLECT_END lua_const("FIGHTER_NESS_STATUS_ATTACK_S4_FLAG_REFLECT_END") #define FIGHTER_NESS_GENERATE_ARTICLE_YOYO lua_const("FIGHTER_NESS_GENERATE_ARTICLE_YOYO") #define FIGHTER_NESS_GENERATE_ARTICLE_YOYO_HEAD lua_const("FIGHTER_NESS_GENERATE_ARTICLE_YOYO_HEAD") #define WEAPON_NESS_YOYO_STATUS_KIND_SHOT_FALL lua_const("WEAPON_NESS_YOYO_STATUS_KIND_SHOT_FALL") #define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_SHOT_FALL lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_SHOT_FALL") #define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_TAKEUP lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_TAKEUP") #define WEAPON_NESS_YOYO_STATUS_KIND_TAKEUP lua_const("WEAPON_NESS_YOYO_STATUS_KIND_TAKEUP") #define FIGHTER_NESS_LINK_NO_YOYO lua_const("FIGHTER_NESS_LINK_NO_YOYO") #define FIGHTER_KINETIC_TYPE_NESS_FINAL_AIR lua_const("FIGHTER_KINETIC_TYPE_NESS_FINAL_AIR") #define FIGHTER_NESS_STATUS_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_NESS_STATUS_FINAL_FLAG_MOT_CHANGE") #define FIGHTER_NESS_STATUS_FINAL_WORK_INT_SHOOT_NUM lua_const("FIGHTER_NESS_STATUS_FINAL_WORK_INT_SHOOT_NUM") #define FIGHTER_NESS_STATUS_FINAL_WORK_FLOAT_ANGLE lua_const("FIGHTER_NESS_STATUS_FINAL_WORK_FLOAT_ANGLE") #define FIGHTER_NESS_STATUS_FINAL_WORK_FLOAT_INTERVAL_FRAME lua_const("FIGHTER_NESS_STATUS_FINAL_WORK_FLOAT_INTERVAL_FRAME") #define FIGHTER_SPECIFIC_STATUS_GOLD lua_const("FIGHTER_SPECIFIC_STATUS_GOLD") #define FIGHTER_NESS_INSTANCE_WORK_ID_FLAG_FINAL_START lua_const("FIGHTER_NESS_INSTANCE_WORK_ID_FLAG_FINAL_START") #define FIGHTER_NESS_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_ADJUST lua_const("FIGHTER_NESS_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_ADJUST") #define FIGHTER_NESS_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_MAX lua_const("FIGHTER_NESS_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_MAX") #define FIGHTER_NESS_GENERATE_ARTICLE_PK_STARSTORM lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PK_STARSTORM") #define FIGHTER_NESS_GENERATE_ARTICLE_PAULA lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PAULA") #define FIGHTER_NESS_GENERATE_ARTICLE_POO lua_const("FIGHTER_NESS_GENERATE_ARTICLE_POO") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_TIME") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_STOP_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_STOP_TIME") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_STOP_Y_TIME") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_WEAPON_ID lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_WEAPON_ID") #define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_WAIT_MTRANS_KIND") #define FIGHTER_KINETIC_TYPE_NESS_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_NESS_SPECIAL_AIR_HI_START") #define FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_X_NORMAL_MAX_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_X_NORMAL_MAX_SPECIAL_HI") #define FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_NESS_SPECIAL_HI_AGAIN_FLOAT") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_NUM lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_NUM") #define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE") #define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_ATTACK_FALL_START lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_ATTACK_FALL_START") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_DIR lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_DIR") #define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_ATTACK_AIR lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_ATTACK_AIR") #define FIGHTER_KINETIC_TYPE_NESS_SPECIAL_HI_ATTACK lua_const("FIGHTER_KINETIC_TYPE_NESS_SPECIAL_HI_ATTACK") #define FIGHTER_KINETIC_TYPE_NESS_SPECIAL_AIR_HI_ATTACK lua_const("FIGHTER_KINETIC_TYPE_NESS_SPECIAL_AIR_HI_ATTACK") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_TARGET_ANGLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_TARGET_ANGLE") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_START_ANGLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_START_ANGLE") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE") #define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_REFLECT_GROUND lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_REFLECT_GROUND") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_NEXT_STATUS lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_NEXT_STATUS") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_DEC_ANGLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_DEC_ANGLE") #define FIGHTER_NESS_GENERATE_ARTICLE_PK_THUNDER lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PK_THUNDER") #define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_THUNDER_VANISH lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_THUNDER_VANISH") #define FIGHTER_NESS_PK_THUNDER_HIT_STATUS_HIT lua_const("FIGHTER_NESS_PK_THUNDER_HIT_STATUS_HIT") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_HIT_STEP lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_HIT_STEP") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_GUIDE_EFFECT_HANDLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_INT_GUIDE_EFFECT_HANDLE") #define FIGHTER_NESS_LINK_NO_PK_THUNDER lua_const("FIGHTER_NESS_LINK_NO_PK_THUNDER") #define FIGHTER_NESS_PK_THUNDER_HIT_STATUS_NONE lua_const("FIGHTER_NESS_PK_THUNDER_HIT_STATUS_NONE") #define FIGHTER_NESS_PK_THUNDER_HIT_STATUS_NEVERHIT lua_const("FIGHTER_NESS_PK_THUNDER_HIT_STATUS_NEVERHIT") #define FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_UD lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_WORK_FLOAT_UD") #define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_TIME") #define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_STOP_Y_TIME") #define FIGHTER_NESS_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE") #define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_WAIT_MTRANS_KIND") #define FIGHTER_NESS_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE") #define FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_NESS_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW") #define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_SE_HANDLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_SE_HANDLE") #define FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_NESS_STATUS_SPECIAL_LW_WORK_INT_EFFECT_HANDLE") #define FIGHTER_NESS_ABSORBER_GROUP_SPECIAL_LW lua_const("FIGHTER_NESS_ABSORBER_GROUP_SPECIAL_LW") #define FIGHTER_NESS_STATUS_SPECIAL_S_FLAG_SHOOT lua_const("FIGHTER_NESS_STATUS_SPECIAL_S_FLAG_SHOOT") #define FIGHTER_NESS_STATUS_SPECIAL_S_WORK_INT_START_SITUATION lua_const("FIGHTER_NESS_STATUS_SPECIAL_S_WORK_INT_START_SITUATION") #define WEAPON_NESS_PK_FIRE_STATUS_KIND_NUM lua_const("WEAPON_NESS_PK_FIRE_STATUS_KIND_NUM") #define WEAPON_NESS_PK_FIRE_STATUS_KIND_SHOOT lua_const("WEAPON_NESS_PK_FIRE_STATUS_KIND_SHOOT") #define WEAPON_NESS_PK_FIRE_STATUS_KIND_PILLAR lua_const("WEAPON_NESS_PK_FIRE_STATUS_KIND_PILLAR") #define WEAPON_NESS_PK_FIRE_INSTANCE_WORK_ID_INT_MOTION lua_const("WEAPON_NESS_PK_FIRE_INSTANCE_WORK_ID_INT_MOTION") #define WEAPON_NESS_PK_FIRE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_NESS_PK_FIRE_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_NESS_PK_FIRE_INSTANCE_WORK_ID_INT_PILLAR_MOTION lua_const("WEAPON_NESS_PK_FIRE_INSTANCE_WORK_ID_INT_PILLAR_MOTION") #define WEAPON_NESS_PK_FLASH_STATUS_KIND_NUM lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_NUM") #define WEAPON_NESS_PK_FLASH_STATUS_KIND_MOVE lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_MOVE") #define WEAPON_NESS_PK_FLASH_STATUS_KIND_TAME lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_TAME") #define WEAPON_NESS_PK_FLASH_STATUS_KIND_BANG lua_const("WEAPON_NESS_PK_FLASH_STATUS_KIND_BANG") #define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_NO_BOMB_FRAME lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_NO_BOMB_FRAME") #define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_FLOAT_COUNT lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_FLOAT_COUNT") #define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_FLAG_MAX lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_FLAG_MAX") #define WEAPON_NESS_PK_FLASH_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_NESS_PK_FLASH_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_EFFECT_HANDLE lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_EFFECT_HANDLE") #define WEAPON_INSTANCE_WORK_ID_INT_CUSTOMIZE_NO lua_const("WEAPON_INSTANCE_WORK_ID_INT_CUSTOMIZE_NO") #define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_FRAME lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_FRAME") #define CAMERA_QUAKE_KIND_S lua_const("CAMERA_QUAKE_KIND_S") #define WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_POWER lua_const("WEAPON_NESS_PK_FLASH_INSTANCE_WORK_ID_INT_POWER") #define WEAPON_NESS_PK_STARSTORM_STATUS_KIND_NUM lua_const("WEAPON_NESS_PK_STARSTORM_STATUS_KIND_NUM") #define WEAPON_NESS_PK_STARSTORM_STATUS_KIND_MOVE lua_const("WEAPON_NESS_PK_STARSTORM_STATUS_KIND_MOVE") #define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_INT_SHOOT_NUM lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_INT_SHOOT_NUM") #define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_LENGTH lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_LENGTH") #define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_CENTER_OFFSET_X lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_CENTER_OFFSET_X") #define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_MOVE_DEG lua_const("WEAPON_NESS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_MOVE_DEG") #define WEAPON_NESS_PK_THUNDER_STATUS_KIND_NUM lua_const("WEAPON_NESS_PK_THUNDER_STATUS_KIND_NUM") #define WEAPON_NESS_PK_THUNDER_STATUS_KIND_MOVE lua_const("WEAPON_NESS_PK_THUNDER_STATUS_KIND_MOVE") #define WEAPON_NESS_PK_THUNDER_STATUS_KIND_VANISH lua_const("WEAPON_NESS_PK_THUNDER_STATUS_KIND_VANISH") #define WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_FLOAT_ANGLE") #define WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_NUM lua_const("WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_NUM") #define WEAPON_NESS_PK_THUNDER_CHILD_MAX lua_const("WEAPON_NESS_PK_THUNDER_CHILD_MAX") #define WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_REG_TIMER lua_const("WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_REG_TIMER") #define WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_FLAG_CREATE_CHILD lua_const("WEAPON_NESS_PK_THUNDER_INSTANCE_WORK_ID_FLAG_CREATE_CHILD") #define WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_INT_VANISH_COUNT lua_const("WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_INT_VANISH_COUNT") #define WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_FLAG_VANISH_DONE lua_const("WEAPON_NESS_PK_THUNDER_STATUS_WORK_ID_FLAG_VANISH_DONE") #define WEAPON_NESS_YOYO_STATUS_KIND_NUM lua_const("WEAPON_NESS_YOYO_STATUS_KIND_NUM") #define WEAPON_NESS_YOYO_STATUS_KIND_SHOT lua_const("WEAPON_NESS_YOYO_STATUS_KIND_SHOT") #define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_NUM lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_NUM") #define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_HAVE lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_HAVE") #define WEAPON_NESS_YOYO_HEAD_STATUS_KIND_SHOT lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_KIND_SHOT") #define WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_FLAG_ATTACK_HI lua_const("WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_FLAG_ATTACK_HI") #define WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_FLOAT_ROT_SPEED") #define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLAG_ROT_STOP lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLAG_ROT_STOP") #define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_ROT lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_ROT") #define WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_INT_ROT_FRAME lua_const("WEAPON_NESS_YOYO_HEAD_INSTANCE_WORK_ID_INT_ROT_FRAME") #define WEAPON_NESS_YOYOHEAD_KINETIC_TYPE_SHOT lua_const("WEAPON_NESS_YOYOHEAD_KINETIC_TYPE_SHOT") #define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_PARENT_THROW_X lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_PARENT_THROW_X") #define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_PARENT_THROW_Y lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_FLOAT_PARENT_THROW_Y") #define WEAPON_NESS_YOYO_LINK_NO_YOYO lua_const("WEAPON_NESS_YOYO_LINK_NO_YOYO") #define WEAPON_NESS_YOYO_HEAD_STATUS_WORK_INT_TAKEUP_INTP_FRAME lua_const("WEAPON_NESS_YOYO_HEAD_STATUS_WORK_INT_TAKEUP_INTP_FRAME") #define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_NUM lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_NUM") #define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_START lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_START") #define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_RIDE lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_RIDE") #define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_SCENE02 lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_SCENE02") #define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_SCENE03 lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_SCENE03") #define WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_ENTRY lua_const("WEAPON_CAPTAIN_BLUEFALCON_STATUS_KIND_ENTRY") #define FIGHTER_CAPTAIN_STATUS_KIND_NUM lua_const("FIGHTER_CAPTAIN_STATUS_KIND_NUM") #define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_N_TURN") #define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_HI_CLING lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_HI_CLING") #define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_HI_THROW lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_HI_THROW") #define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_LW_WALL_END lua_const("FIGHTER_CAPTAIN_STATUS_KIND_SPECIAL_LW_WALL_END") #define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_RIDE lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_RIDE") #define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE02") #define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_SCENE03") #define FIGHTER_CAPTAIN_STATUS_KIND_FINAL_END lua_const("FIGHTER_CAPTAIN_STATUS_KIND_FINAL_END") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_TERM_FINAL_SITUATION_GROUND lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_TERM_FINAL_SITUATION_GROUND") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_HI") #define FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_FLAG_IS_CHECK_DIVE lua_const("FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_FLAG_IS_CHECK_DIVE") #define FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_THROW_FLAG_CHANGE_KINE lua_const("FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_THROW_FLAG_CHANGE_KINE") #define FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_THROW_FLAG_FALL lua_const("FIGHTER_CAPTAIN_STATUS_SPECIAL_HI_THROW_FLAG_FALL") #define FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_HI_THROW_FALL lua_const("FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_HI_THROW_FALL") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_SP_BRAKE lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_SP_BRAKE") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_CLIFF_CHECK lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_CLIFF_CHECK") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_WALL_CHECK lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_WALL_CHECK") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_FALL_ONOFF lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KICK_FALL_ONOFF") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KICK_REDUCTION_LEFT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KICK_REDUCTION_LEFT") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLOAT_FALCON_KICK_SPEED_COEFFICIENT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLOAT_FALCON_KICK_SPEED_COEFFICIENT") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KICK_START_SITUATION lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KICK_START_SITUATION") #define FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_INHERIT_FALL lua_const("FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_INHERIT_FALL") #define FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_LANDING_WAIT lua_const("FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_LANDING_WAIT") #define FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_LANDING_FALL lua_const("FIGHTER_CAPTAIN_FALCON_KICK_AA_TRANSITION_TERM_ID_LANDING_FALL") #define FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_LW_END_GG lua_const("FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_LW_END_GG") #define FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_LW_END_AA lua_const("FIGHTER_KINETIC_TYPE_CAPTAIN_SPECIAL_LW_END_AA") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_HIT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_HIT") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_HIT_CHECK_ONOFF lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_HIT_CHECK_ONOFF") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_CLIFF_FALL_ONOFF lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_CLIFF_FALL_ONOFF") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_GRAVITY_ONOFF lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_KNUCKLE_GRAVITY_ONOFF") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KNUCKLE_START_SITUATION lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_INT_FALCON_KNUCKLE_START_SITUATION") #define FIGHTER_CAPTAIN_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_CAPTAIN_CLIFF_HANG_DATA_SPECIAL_S") #define WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_NUM lua_const("WEAPON_CAPTAIN_FALCONPUNCH_STATUS_KIND_NUM") #define WEAPON_CAPTAIN_FALCONPUNCH_INSTANCE_WORK_ID_INT_OWNER_OBJECT_ID lua_const("WEAPON_CAPTAIN_FALCONPUNCH_INSTANCE_WORK_ID_INT_OWNER_OBJECT_ID") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_HIT lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FALCON_PUNCH_HIT") #define WEAPON_CAPTAIN_FALCONPUNCH_INSTANCE_WORK_ID_FLOAT_MOTION_FRAME lua_const("WEAPON_CAPTAIN_FALCONPUNCH_INSTANCE_WORK_ID_FLOAT_MOTION_FRAME") #define FIGHTER_PURIN_STATUS_KIND_NUM lua_const("FIGHTER_PURIN_STATUS_KIND_NUM") #define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HOLD_MAX lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HOLD_MAX") #define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_ROLL lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_ROLL") #define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_ROLL_AIR lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_ROLL_AIR") #define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_TURN") #define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HIT_END lua_const("FIGHTER_PURIN_STATUS_KIND_SPECIAL_N_HIT_END") #define FIGHTER_PURIN_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_PURIN_STATUS_KIND_FINAL_WAIT") #define FIGHTER_PURIN_STATUS_KIND_FINAL_END lua_const("FIGHTER_PURIN_STATUS_KIND_FINAL_END") #define FIGHTER_PURIN_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_FINAL_FLAG_CONTINUE_MOT") #define FIGHTER_PURIN_STATUS_FINAL_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_PURIN_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_PURIN_FINAL_MODEL_TYPE_HIGH lua_const("FIGHTER_PURIN_FINAL_MODEL_TYPE_HIGH") #define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_MOTION_RATE") #define FIGHTER_PURIN_FINAL_MODEL_TYPE_LOW lua_const("FIGHTER_PURIN_FINAL_MODEL_TYPE_LOW") #define FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_AIR_STOP lua_const("FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_AIR_STOP") #define FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_BRAKE lua_const("FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_BRAKE") #define FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_FALL lua_const("FIGHTER_PURIN_SPECIAL_S_ENERGY_MODE_FALL") #define FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CHANGE_ENERGY lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CHANGE_ENERGY") #define FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT") #define FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CLIFF_START lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_CLIFF_START") #define FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT") #define FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_HIT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_HIT") #define FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_HIT_CANCEL_OK lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_HIT_CANCEL_OK") #define FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_ENABLE_HIT_CANCEL_FRAME lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_INT_ENABLE_HIT_CANCEL_FRAME") #define FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_FLOAT_MOTION_RATE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_LW_WORK_FLOAT_MOTION_RATE") #define FIGHTER_PURIN_STATUS_FINAL_FLAG_COMMON lua_const("FIGHTER_PURIN_STATUS_FINAL_FLAG_COMMON") #define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_COUNT_COMMON lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_COUNT_COMMON") #define FIGHTER_PURIN_STATUS_FINAL_FLAG_SET_MOTION_RATE lua_const("FIGHTER_PURIN_STATUS_FINAL_FLAG_SET_MOTION_RATE") #define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_INIT_SCALE lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_INIT_SCALE") #define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_LAST_SCALE lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_LAST_SCALE") #define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_ATTACK_SCALE lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_ATTACK_SCALE") #define FIGHTER_PURIN_STATUS_FINAL_FLAG_INIT_CAMERA_RATE lua_const("FIGHTER_PURIN_STATUS_FINAL_FLAG_INIT_CAMERA_RATE") #define FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_INIT_CAMERA_RATE_MOTION_FRAME lua_const("FIGHTER_PURIN_STATUS_FINAL_WORK_FLOAT_INIT_CAMERA_RATE_MOTION_FRAME") #define FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_SONG_EFFECT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_SONG_EFFECT") #define FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_ATTACK_WHOLE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_HI_FLAG_ATTACK_WHOLE") #define FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_INPUT lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_FLAG_INPUT") #define FIGHTER_PURIN_STATUS_SPECIAL_S_WORK_INT_ENERGY_MODE lua_const("FIGHTER_PURIN_STATUS_SPECIAL_S_WORK_INT_ENERGY_MODE") #define FIGHTER_PEACH_STATUS_KIND_MAX lua_const("FIGHTER_PEACH_STATUS_KIND_MAX") #define FIGHTER_PEACH_STATUS_KIND_SPECIAL_N_HIT lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_N_HIT") #define FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_HIT_END lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_HIT_END") #define FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_AWAY_END lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_S_AWAY_END") #define FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_AIR_END lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_AIR_END") #define FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_PEACH_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_PEACH_STATUS_KIND_UNIQ_FLOAT_START lua_const("FIGHTER_PEACH_STATUS_KIND_UNIQ_FLOAT_START") #define FIGHTER_PEACH_STATUS_KIND_UNIQ_FLOAT lua_const("FIGHTER_PEACH_STATUS_KIND_UNIQ_FLOAT") #define FIGHTER_PEACH_INSTANCE_WORK_ID_FLOAT_JUMP_START_Y_FROM_WATER lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLOAT_JUMP_START_Y_FROM_WATER") #define FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_JUMP_FROM_WATER lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_JUMP_FROM_WATER") #define FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_UNIQ_FLOAT_RAY_CHECK lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_UNIQ_FLOAT_RAY_CHECK") #define FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_UNIQ_FLOAT lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_UNIQ_FLOAT") #define ITEM_KIND_PEACHDAIKON lua_const("ITEM_KIND_PEACHDAIKON") #define ITEM_KIND_DAISYDAIKON lua_const("ITEM_KIND_DAISYDAIKON") #define FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_FLAG lua_const("FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_FLAG") #define FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_INT lua_const("FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_INT") #define FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_FLOAT lua_const("FIGHTER_STATUS_PEACH_WORK_KEEP_FLAG_FALL_SPECIAL_FLOAT") #define FIGHTER_PEACH_STATUS_SPECIAL_HI_WORK_INT_PARASOL_LIMIT_TIME_COUNTER lua_const("FIGHTER_PEACH_STATUS_SPECIAL_HI_WORK_INT_PARASOL_LIMIT_TIME_COUNTER") #define FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLAG lua_const("FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLAG") #define FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_INT lua_const("FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_INT") #define FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLOAT lua_const("FIGHTER_PEACH_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_FLOAT") #define FIGHTER_LOG_ACTION_CATEGORY_KEEP lua_const("FIGHTER_LOG_ACTION_CATEGORY_KEEP") #define FIGHTER_PEACH_INSTANCE_WORK_INT_SMASH_ITEM lua_const("FIGHTER_PEACH_INSTANCE_WORK_INT_SMASH_ITEM") #define FIGHTER_PEACH_SMASH_ITEM_PAN lua_const("FIGHTER_PEACH_SMASH_ITEM_PAN") #define FIGHTER_PEACH_SMASH_ITEM_RACKET lua_const("FIGHTER_PEACH_SMASH_ITEM_RACKET") #define FIGHTER_PEACH_SMASH_ITEM_CLUB lua_const("FIGHTER_PEACH_SMASH_ITEM_CLUB") #define FIGHTER_DAISY_GENERATE_ARTICLE_KINOPIO lua_const("FIGHTER_DAISY_GENERATE_ARTICLE_KINOPIO") #define FIGHTER_PEACH_STATUS_SPECIAL_S_WORK_INT_ENABLE_UNIQ lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_WORK_INT_ENABLE_UNIQ") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_START lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_START") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_AIR_START lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_AIR_START") #define FIGHTER_PEACH_STATUS_SPECIAL_S_FLAG_FLICK_START lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_FLAG_FLICK_START") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_JUMP") #define FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_ID_TIME_OUT lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_ID_TIME_OUT") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_HIT_END lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_HIT_END") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_BRAKE lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_S_BRAKE") #define FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_FLAG_START_CONTROLLER_MOVE lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_FLAG_START_CONTROLLER_MOVE") #define FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_FLAG_DONE_CONTROLLER_MOVE lua_const("FIGHTER_PEACH_STATUS_SPECIAL_S_JUMP_FLAG_DONE_CONTROLLER_MOVE") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_HI_START") #define FIGHTER_PEACH_STATUS_SPECIAL_HI_WORK_INT_ENABLE_UNIQ lua_const("FIGHTER_PEACH_STATUS_SPECIAL_HI_WORK_INT_ENABLE_UNIQ") #define FIGHTER_PEACH_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_PEACH_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_PEACH_STATUS_SPECIAL_HI_FLAG_MOVE_TRANS lua_const("FIGHTER_PEACH_STATUS_SPECIAL_HI_FLAG_MOVE_TRANS") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_HI_MOTION_AIR_ANGLE lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_HI_MOTION_AIR_ANGLE") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_HI_FALL lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_HI_FALL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_FALL_FLOAT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PEACH_SPECIAL_HI_AIR_END_FLOAT") #define FIGHTER_PEACH_STATUS_SPECIAL_LW_WORK_INT_UNIQ_ITEM_KIND lua_const("FIGHTER_PEACH_STATUS_SPECIAL_LW_WORK_INT_UNIQ_ITEM_KIND") #define ITEM_KIND_NONE lua_const("ITEM_KIND_NONE") #define FIGHTER_KINETIC_TYPE_PEACH_UNIQ_FLOAT lua_const("FIGHTER_KINETIC_TYPE_PEACH_UNIQ_FLOAT") #define FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_ATTACK_AIR lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_LANDING_ATTACK_AIR") #define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_FALL_CONTROL lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_FALL_CONTROL") #define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_ATTACK_AIR_CONTROL lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_ATTACK_AIR_CONTROL") #define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_FALL_TIME lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_FALL_TIME") #define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_ATTACK_AIR_TIME lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_TRANS_ID_ATTACK_AIR_TIME") #define FIGHTER_PEACH_STATUS_TRANS_ID_SPECIAL_LW_ITEM_THROW lua_const("FIGHTER_PEACH_STATUS_TRANS_ID_SPECIAL_LW_ITEM_THROW") #define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_FLOAT_FRAME lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_FLOAT_FRAME") #define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_ENABLE_UNIQ lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_ENABLE_UNIQ") #define FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_MTRANS lua_const("FIGHTER_PEACH_STATUS_UNIQ_FLOAT_WORK_INT_MTRANS") #define FIGHTER_LOG_ACTION_CATEGORY_NONE lua_const("FIGHTER_LOG_ACTION_CATEGORY_NONE") #define FIGHTER_LOG_ACTION_KIND_NONE lua_const("FIGHTER_LOG_ACTION_KIND_NONE") #define FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_EFFECT_ID lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_EFFECT_ID") #define FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_LEFT_EFFECT_ID lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_LEFT_EFFECT_ID") #define FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_RIGHT_EFFECT_ID lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_INT_WINDOW_RIGHT_EFFECT_ID") #define EF_NULL lua_const("EF_NULL") #define FIGHTER_PEACH_STATUS_FINAL_FLAG_IS_ROCKET_BELT_ATTACHED lua_const("FIGHTER_PEACH_STATUS_FINAL_FLAG_IS_ROCKET_BELT_ATTACHED") #define FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_X lua_const("FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_X") #define FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_Y lua_const("FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_Y") #define FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_Z lua_const("FIGHTER_PEACH_STATUS_FINAL_WORK_FLOAT_TRANSN_ROT_SPEED_Z") #define FIGHTER_PEACH_STATUS_FINAL_WORK_INT_FLOAT_ITEM_PEACH_COUNTER lua_const("FIGHTER_PEACH_STATUS_FINAL_WORK_INT_FLOAT_ITEM_PEACH_COUNTER") #define FIGHTER_PEACH_POSTURE_ROT_NODE_TRANSN lua_const("FIGHTER_PEACH_POSTURE_ROT_NODE_TRANSN") #define FIGHTER_PEACH_STATUS_SPECIAL_LW_FLAG_FIX_RAND lua_const("FIGHTER_PEACH_STATUS_SPECIAL_LW_FLAG_FIX_RAND") #define ITEM_KIND_DOSEISAN lua_const("ITEM_KIND_DOSEISAN") #define WEAPON_PEACH_KINOPIOSPORE_STATUS_KIND_NUM lua_const("WEAPON_PEACH_KINOPIOSPORE_STATUS_KIND_NUM") #define WEAPON_PEACH_KINOPIOSPORE_STATUS_KIND_SHOT lua_const("WEAPON_PEACH_KINOPIOSPORE_STATUS_KIND_SHOT") #define FIGHTER_KOOPA_STATUS_KIND_MAX lua_const("FIGHTER_KOOPA_STATUS_KIND_MAX") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_HI_G lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_HI_G") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_HI_A lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_HI_A") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_G lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_G") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_A lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_A") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_L lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_LW_L") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_SQUAT lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_SQUAT") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_FALL") #define FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_LANDING lua_const("FIGHTER_KOOPA_STATUS_KIND_SPECIAL_S_LANDING") #define FIGHTER_KOOPA_STATUS_KIND_FINAL_END lua_const("FIGHTER_KOOPA_STATUS_KIND_FINAL_END") #define ATTACH_ITEM_GROUP_BODY lua_const("ATTACH_ITEM_GROUP_BODY") #define FIGHTER_KOOPA_STATUS_FINAL_WORK_INT_CHANGE_WAIT_FRAME lua_const("FIGHTER_KOOPA_STATUS_FINAL_WORK_INT_CHANGE_WAIT_FRAME") #define FIGHTER_KOOPA_STATUS_FINAL_FLAG_AIR lua_const("FIGHTER_KOOPA_STATUS_FINAL_FLAG_AIR") #define FIGHTER_KOOPA_STATUS_FINAL_FLAG_GENERATE_KOOPAG lua_const("FIGHTER_KOOPA_STATUS_FINAL_FLAG_GENERATE_KOOPAG") #define FIGHTER_KOOPA_STATUS_FINAL_FLAG_WAIT_CHANGE lua_const("FIGHTER_KOOPA_STATUS_FINAL_FLAG_WAIT_CHANGE") #define FIGHTER_KOOPA_GENERATE_ARTICLE_KOOPAG lua_const("FIGHTER_KOOPA_GENERATE_ARTICLE_KOOPAG") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_ST_INIT lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_ST_INIT") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG_MOT_RESTART lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG_MOT_RESTART") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_FRAME lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_FRAME") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG1 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG1") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG1SET lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG1SET") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG2 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG2") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG3 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG3") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG4 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG4") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_WORK_INT_F lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_WORK_INT_F") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_SP_HI_LAND lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_SP_HI_LAND") #define FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG_BONUS lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_HI_FLAG_BONUS") #define FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG_FROM_GR lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG_FROM_GR") #define FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG1 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG1") #define FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG2 lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_LW_FLAG2") #define FIGHTER_KOOPA_STATUS_SPECIAL_S_WORK_FLOAT_START_Y lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_WORK_FLOAT_START_Y") #define FIGHTER_KOOPA_STATUS_SPECIAL_S_FLAG_CAPTURE lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_FLAG_CAPTURE") #define FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_THROW_NO_CHANGE lua_const("FIGHTER_KOOPA_INSTANCE_WORK_ID_FLAG_THROW_NO_CHANGE") #define ENERGY_MOTION_RESET_TYPE_AIR_TRANS_Y lua_const("ENERGY_MOTION_RESET_TYPE_AIR_TRANS_Y") #define FIGHTER_KOOPA_STATUS_SPECIAL_S_INT_CAPTURED_TASK_ID lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_INT_CAPTURED_TASK_ID") #define FIGHTER_KOOPA_STATUS_SPECIAL_S_FLOAT_CAPTURED_STICK_X lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_FLOAT_CAPTURED_STICK_X") #define FIGHTER_KOOPA_STATUS_SPECIAL_S_FLOAT_CAPTURED_DAMAGE lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_FLOAT_CAPTURED_DAMAGE") #define FIGHTER_KOOPA_STATUS_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_KOOPA_STATUS_SPECIAL_S_FLAG_HIT") #define WEAPON_KOOPA_BREATH_STATUS_KIND_NUM lua_const("WEAPON_KOOPA_BREATH_STATUS_KIND_NUM") #define WEAPON_KOOPA_BREATH_STATUS_KIND_MOVE lua_const("WEAPON_KOOPA_BREATH_STATUS_KIND_MOVE") #define WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_INT_HIT_FRAME lua_const("WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_INT_HIT_FRAME") #define WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_SPEED_MUL lua_const("WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_SPEED_MUL") #define WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_SIZE_RATE lua_const("WEAPON_KOOPA_BREATH_INSTANCE_WORK_ID_FLOAT_SIZE_RATE") #define WEAPON_KOOPA_KOOPAG_STATUS_KIND_NUM lua_const("WEAPON_KOOPA_KOOPAG_STATUS_KIND_NUM") #define WEAPON_KOOPA_KOOPAG_STATUS_KIND_START lua_const("WEAPON_KOOPA_KOOPAG_STATUS_KIND_START") #define WEAPON_KOOPA_KOOPAG_STATUS_KIND_ATTACK lua_const("WEAPON_KOOPA_KOOPAG_STATUS_KIND_ATTACK") #define WEAPON_KOOPA_KOOPAG_STATUS_KIND_END lua_const("WEAPON_KOOPA_KOOPAG_STATUS_KIND_END") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_SCALE lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_SCALE") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_X lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_X") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_Y lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_Y") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_Z lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_STAGE_Z") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_POS_Y lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_POS_Y") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_POS_Z lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_POS_Z") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_MOVE_FRAME lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_MOVE_FRAME") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_ATTACK_FRAME lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_ATTACK_FRAME") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_REQUEST_RUMBLE lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_REQUEST_RUMBLE") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_OUT_START lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_OUT_START") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_OUT lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_OUT") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_SIGHT_POS_X lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_SIGHT_POS_X") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_SIGHT_POS_Y lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLOAT_SIGHT_POS_Y") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_SIGHT_EFFECT_ID lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_INT_SIGHT_EFFECT_ID") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_ATTACK_HIT lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_ATTACK_HIT") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_END_UP lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_END_UP") #define WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_IN lua_const("WEAPON_KOOPA_KOOPAG_INSTANCE_WORK_ID_FLAG_CAMERA_ZOOM_IN") #define FIGHTER_SHEIK_STATUS_KIND_NUM lua_const("FIGHTER_SHEIK_STATUS_KIND_NUM") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_HOLD lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_HOLD") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_FIRE lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_FIRE") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_ATTACK") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_RETURN lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_RETURN") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_LW_LANDING") #define FIGHTER_SHEIK_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_DASH") #define FIGHTER_SHEIK_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_SHEIK_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_HIT") #define FIGHTER_SHEIK_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_SHEIK_STATUS_KIND_FINAL_FINISH lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_FINISH") #define FIGHTER_SHEIK_STATUS_KIND_FINAL_END lua_const("FIGHTER_SHEIK_STATUS_KIND_FINAL_END") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_N_CANCEL") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_HI_MOVE lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_HI_MOVE") #define FIGHTER_SHEIK_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_SHEIK_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_LW lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_LW") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_FINAL_HIT lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_FLAG_FINAL_HIT") #define FIGHTER_SHEIK_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_SHEIK_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_SHEIK_GENERATE_ARTICLE_KNIFE lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_KNIFE") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_TARGET_OBJECT_ID_0 lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_TARGET_OBJECT_ID_0") #define FIGHTER_SHEIK_STATUS_FINAL_FLAG_FINISH lua_const("FIGHTER_SHEIK_STATUS_FINAL_FLAG_FINISH") #define FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_TARGET_OBJECT_ID_LAST lua_const("FIGHTER_SHEIK_INSTANCE_WORK_ID_INT_FINAL_TARGET_OBJECT_ID_LAST") #define FT_SHEIK_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FT_SHEIK_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_HI_AIR lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_HI_AIR") #define FIGHTER_SHEIK_STATUS_TRANSITION_TERM_ID_0 lua_const("FIGHTER_SHEIK_STATUS_TRANSITION_TERM_ID_0") #define FIGHTER_SHEIK_STATUS_TRANSITION_TERM_ID_1 lua_const("FIGHTER_SHEIK_STATUS_TRANSITION_TERM_ID_1") #define FIGHTER_STATUS_ATTR_DISABLE_DISSOLVE_CURSOR lua_const("FIGHTER_STATUS_ATTR_DISABLE_DISSOLVE_CURSOR") #define FT_SHEIK_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FT_SHEIK_STATUS_SPECIAL_HI_WORK_INT_FRAME") #define FT_SHEIK_STATUS_SPECIAL_HI_WORK_INT_XLU_FRAME lua_const("FT_SHEIK_STATUS_SPECIAL_HI_WORK_INT_XLU_FRAME") #define FIGHTER_SHEIK_GENERATE_ARTICLE_FUSIN lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_FUSIN") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_HI_MOVE lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_HI_MOVE") #define FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_TOUCH_WALL lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_TOUCH_WALL") #define FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_WALL_JUMP_NUM lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_WALL_JUMP_NUM") #define FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_TURN_FRAME lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_TURN_FRAME") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_JUMP lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_JUMP") #define FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_FRAME lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_FRAME") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_ATTACK lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_ATTACK") #define FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_RETURN lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_RETURN") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_RETURN lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_LW_RETURN") #define FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_RETURN_TO_ATTACK_NUM lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_WORK_INT_RETURN_TO_ATTACK_NUM") #define FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_LANDING_NORMAL lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_LANDING_NORMAL") #define FIGHTER_SHEIK_STATUS_SPECIAL_S_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_WORK_INT_EFFECT_HANDLE") #define FIGHTER_SHEIK_GENERATE_ARTICLE_EXPLOSIONBOMB lua_const("FIGHTER_SHEIK_GENERATE_ARTICLE_EXPLOSIONBOMB") #define FIGHTER_HAVE_ITEM_WORK_EXTRA lua_const("FIGHTER_HAVE_ITEM_WORK_EXTRA") #define FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_FAIL lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_FAIL") #define FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_THROW lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_THROW") #define MA_MSC_CMD_ITEM_THROW_ITEM lua_const("MA_MSC_CMD_ITEM_THROW_ITEM") #define FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_SKIP_HOLD lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_FLAG_SKIP_HOLD") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_S") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S") #define ITEM_EXPLOSIONBOMB_ACTION_MISFIRE lua_const("ITEM_EXPLOSIONBOMB_ACTION_MISFIRE") #define FIGHTER_SHEIK_STATUS_SPECIAL_S_WORK_INT_FRAME lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_S_WORK_INT_FRAME") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S_FIRE lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S_FIRE") #define FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S_FIRE_FROM_GROUND lua_const("FIGHTER_KINETIC_TYPE_SHEIK_SPECIAL_AIR_S_FIRE_FROM_GROUND") #define FT_SHEIK_STATUS_SPECIAL_HI_FLAG_FALL lua_const("FT_SHEIK_STATUS_SPECIAL_HI_FLAG_FALL") #define FT_SHEIK_STATUS_SPECIAL_HI_FLAG_MOVE_END lua_const("FT_SHEIK_STATUS_SPECIAL_HI_FLAG_MOVE_END") #define WEAPON_SHEIK_NEEDLE_STATUS_KIND_NUM lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_NUM") #define WEAPON_SHEIK_NEEDLE_STATUS_KIND_MOVE lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_MOVE") #define WEAPON_SHEIK_NEEDLE_STATUS_KIND_DROP lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_DROP") #define WEAPON_SHEIK_NEEDLE_STATUS_KIND_STAY lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_STAY") #define WEAPON_SHEIK_NEEDLE_STATUS_KIND_JUMP lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_JUMP") #define WEAPON_SHEIK_NEEDLE_STATUS_KIND_NONE lua_const("WEAPON_SHEIK_NEEDLE_STATUS_KIND_NONE") #define WEAPON_SHEIK_NEEDLE_INSTANCE_WORK_ID_INT_NEXT_STATUS_KIND lua_const("WEAPON_SHEIK_NEEDLE_INSTANCE_WORK_ID_INT_NEXT_STATUS_KIND") #define FIGHTER_ZELDA_STATUS_KIND_NUM lua_const("FIGHTER_ZELDA_STATUS_KIND_NUM") #define FIGHTER_ZELDA_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_ZELDA_STATUS_KIND_SPECIAL_S_LOOP") #define FIGHTER_ZELDA_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_ZELDA_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_ZELDA_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_ZELDA_STATUS_KIND_SPECIAL_HI_2") #define FIGHTER_ZELDA_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_ZELDA_STATUS_KIND_SPECIAL_HI_3") #define FIGHTER_ZELDA_STATUS_KIND_FINAL_LOOP lua_const("FIGHTER_ZELDA_STATUS_KIND_FINAL_LOOP") #define FIGHTER_ZELDA_STATUS_KIND_FINAL_FINISH lua_const("FIGHTER_ZELDA_STATUS_KIND_FINAL_FINISH") #define FIGHTER_ZELDA_STATUS_KIND_FINAL_END lua_const("FIGHTER_ZELDA_STATUS_KIND_FINAL_END") #define FIGHTER_ZELDA_GENERATE_ARTICLE_TRIFORCE lua_const("FIGHTER_ZELDA_GENERATE_ARTICLE_TRIFORCE") #define FIGHTER_ZELDA_STATUS_FINAL_FLAG_FINISH lua_const("FIGHTER_ZELDA_STATUS_FINAL_FLAG_FINISH") #define FIGHTER_ZELDA_STATUS_FINAL_WORK_INT_TARGET_OBJECT_ID lua_const("FIGHTER_ZELDA_STATUS_FINAL_WORK_INT_TARGET_OBJECT_ID") #define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_VANISH lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_VANISH") #define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_BURST lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_BURST") #define FIGHTER_HIT_TARGET_MIDDLE lua_const("FIGHTER_HIT_TARGET_MIDDLE") #define FIGHTER_ATTACK_ABSOLUTE_KIND_ZELDA_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_ZELDA_FINAL") #define FIGHTER_ZELDA_STATUS_FINAL_FLAG_HIT lua_const("FIGHTER_ZELDA_STATUS_FINAL_FLAG_HIT") #define FIGHTER_ZELDA_STATUS_FINAL_FLAG_SEAL lua_const("FIGHTER_ZELDA_STATUS_FINAL_FLAG_SEAL") #define FIGHTER_ZELDA_STATUS_FINAL_WORK_INT_TRIFORCE_LIFE lua_const("FIGHTER_ZELDA_STATUS_FINAL_WORK_INT_TRIFORCE_LIFE") #define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_FAILURE lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_FAILURE") #define FIGHTER_ZELDA_STATUS_FINAL_WORK_FLOAT_MOVE_POS_X lua_const("FIGHTER_ZELDA_STATUS_FINAL_WORK_FLOAT_MOVE_POS_X") #define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_INHALE lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_INHALE") #define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE") #define FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_HI_AIR lua_const("FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_HI_AIR") #define FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK") #define FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_FRAME") #define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND") #define GROUND_TOUCH_ID_NONE lua_const("GROUND_TOUCH_ID_NONE") #define GROUND_TOUCH_ID_RIGHT lua_const("GROUND_TOUCH_ID_RIGHT") #define GROUND_TOUCH_ID_LEFT lua_const("GROUND_TOUCH_ID_LEFT") #define GROUND_TOUCH_ID_UP lua_const("GROUND_TOUCH_ID_UP") #define GROUND_TOUCH_ID_DOWN lua_const("GROUND_TOUCH_ID_DOWN") #define FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION") #define FIGHTER_COMMAND_ATTACK_AIR_KIND_NONE lua_const("FIGHTER_COMMAND_ATTACK_AIR_KIND_NONE") #define FIGHTER_KINETIC_TYPE_AIR_STOP_X_NORMAL_MAX lua_const("FIGHTER_KINETIC_TYPE_AIR_STOP_X_NORMAL_MAX") #define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_DIVE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_DIVE") #define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_CONTROL lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_CONTROL") #define FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_1 lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_HI_FLAG_1") #define FIGHTER_ZELDA_GENERATE_ARTICLE_PHANTOM lua_const("FIGHTER_ZELDA_GENERATE_ARTICLE_PHANTOM") #define FIGHTER_ZELDA_STATUS_SPECIAL_LW_FLAG_FAIL lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_LW_FLAG_FAIL") #define FIGHTER_ZELDA_STATUS_SPECIAL_LW_FLAG_ATTACK_PRECEDE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_LW_FLAG_ATTACK_PRECEDE") #define FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_LW_AIR lua_const("FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_LW_AIR") #define FIGHTER_ZELDA_STATUS_SPECIAL_S_WORK_INT_STOP_Y lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_WORK_INT_STOP_Y") #define FIGHTER_ZELDA_STATUS_SPECIAL_S_WORK_INT_NO_BANG lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_WORK_INT_NO_BANG") #define FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_MOT_CHANGE") #define FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_S_AIR lua_const("FIGHTER_KINETIC_TYPE_ZELDA_SPECIAL_S_AIR") #define FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_DISABLE_GRAVITY lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_DISABLE_GRAVITY") #define FIGHTER_ZELDA_GENERATE_ARTICLE_DEIN lua_const("FIGHTER_ZELDA_GENERATE_ARTICLE_DEIN") #define FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_1 lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_1") #define FIGHTER_ZELDA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE_GRAVITY lua_const("FIGHTER_ZELDA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE_GRAVITY") #define FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_2 lua_const("FIGHTER_ZELDA_STATUS_SPECIAL_S_FLAG_2") #define WEAPON_ZELDA_DEIN_STATUS_KIND_TAME lua_const("WEAPON_ZELDA_DEIN_STATUS_KIND_TAME") #define WEAPON_ZELDA_DEIN_STATUS_KIND_NUM lua_const("WEAPON_ZELDA_DEIN_STATUS_KIND_NUM") #define WEAPON_ZELDA_DEIN_STATUS_KIND_MOVE lua_const("WEAPON_ZELDA_DEIN_STATUS_KIND_MOVE") #define WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_LIFE lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_LIFE") #define WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_COUNT lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_COUNT") #define WEAPON_ZELDA_DEIN_STATUS_WORK_FLAG_REFLECT lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLAG_REFLECT") #define WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_ANGLE") #define WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_SPEED lua_const("WEAPON_ZELDA_DEIN_STATUS_WORK_FLOAT_SPEED") #define MA_MSC_CMD_ARTICLE_GENERATE_ARTICLE_LINK_PARENTS lua_const("MA_MSC_CMD_ARTICLE_GENERATE_ARTICLE_LINK_PARENTS") #define FIGHTER_ZELDA_GENERATE_ARTICLE_DEIN_S lua_const("FIGHTER_ZELDA_GENERATE_ARTICLE_DEIN_S") #define WEAPON_ZELDA_DEIN_S_STATUS_KIND_NUM lua_const("WEAPON_ZELDA_DEIN_S_STATUS_KIND_NUM") #define WEAPON_ZELDA_DEIN_S_STATUS_KIND_BANG lua_const("WEAPON_ZELDA_DEIN_S_STATUS_KIND_BANG") #define WEAPON_ZELDA_PHANTOM_STATUS_KIND_NUM lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_NUM") #define WEAPON_ZELDA_PHANTOM_STATUS_KIND_START lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_START") #define WEAPON_ZELDA_PHANTOM_STATUS_KIND_ATTACK lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_ATTACK") #define WEAPON_ZELDA_PHANTOM_STATUS_KIND_DISAPPEAR lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_DISAPPEAR") #define WEAPON_ZELDA_PHANTOM_STATUS_KIND_BUILD lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_BUILD") #define WEAPON_ZELDA_PHANTOM_STATUS_KIND_CANCEL lua_const("WEAPON_ZELDA_PHANTOM_STATUS_KIND_CANCEL") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_07 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_07") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_08 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_08") #define SHIELD_STATUS_NORMAL_GLOBAL lua_const("SHIELD_STATUS_NORMAL_GLOBAL") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_TERM lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_TERM") #define MA_MSC_EFFECT_SET_SYNC_VISIBILITY lua_const("MA_MSC_EFFECT_SET_SYNC_VISIBILITY") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_NONE lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_NONE") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_BUILD_STEP lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_BUILD_STEP") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_HP") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL") #define WEAPON_KINETIC_TYPE_ZELDA_PHANTOM_ATTACK lua_const("WEAPON_KINETIC_TYPE_ZELDA_PHANTOM_ATTACK") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_SITUATION lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_SITUATION") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_04_A lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_04_A") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_04_B lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_04_B") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_06_B lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_06_B") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_REBUILD lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_REBUILD") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_01_A lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_01_A") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_FADE lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_FADE") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_ALPHA lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLOAT_ALPHA") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_SUBSTANTIATION lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_SUBSTANTIATION") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_END lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_END") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_CANCEL lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_FLAG_CANCEL") #define WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_BUILD_NEXT lua_const("WEAPON_ZELDA_PHANTOM_INSTANCE_WORK_ID_INT_BUILD_NEXT") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_03_A lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_03_A") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_06_A lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_06_A") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_01_B lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_01_B") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_02 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_02") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_03_B lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_03_B") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_05 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_05") #define WEAPON_ZELDA_PHANTOM_BUILD_STEP_09 lua_const("WEAPON_ZELDA_PHANTOM_BUILD_STEP_09") #define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_NUM lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_NUM") #define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_START lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_START") #define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_SEAL lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_SEAL") #define WEAPON_ZELDA_TRIFORCE_STATUS_KIND_END lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_KIND_END") #define WEAPON_ZELDA_TRIFORCE_STATUS_WORK_INT_HIT_OBJECT_ID lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_WORK_INT_HIT_OBJECT_ID") #define WEAPON_ZELDA_TRIFORCE_STATUS_WORK_FLAG_CATCH lua_const("WEAPON_ZELDA_TRIFORCE_STATUS_WORK_FLAG_CATCH") #define WEAPON_KINETIC_TYPE_STOP lua_const("WEAPON_KINETIC_TYPE_STOP") #define KINETIC_OUTSIDE_ENERGY_TYPE_WIND lua_const("KINETIC_OUTSIDE_ENERGY_TYPE_WIND") #define ITEM_LINK_NO_HAVE lua_const("ITEM_LINK_NO_HAVE") #define FIGHTER_MARIOD_STATUS_KIND_NUM lua_const("FIGHTER_MARIOD_STATUS_KIND_NUM") #define FIGHTER_MARIOD_STATUS_FINAL_FLAG_FIRST lua_const("FIGHTER_MARIOD_STATUS_FINAL_FLAG_FIRST") #define FIGHTER_MARIOD_GENERATE_ARTICLE_HUGECAPSULE lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_HUGECAPSULE") #define FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_CONTINUE lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_CONTINUE") #define FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_HOP lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_HOP") #define FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL") #define FIGHTER_MARIOD_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOP lua_const("FIGHTER_MARIOD_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOP") #define FIGHTER_MARIOD_GENERATE_ARTICLE_DRMANTLE lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_DRMANTLE") #define FIGHTER_MARIOD_STATUS_SPECIAL_LW_INT_MTRANS lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_INT_MTRANS") #define FIGHTER_KINETIC_TYPE_MARIOD_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_MARIOD_SPECIAL_LW") #define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_FIRST lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_FIRST") #define FIGHTER_KINETIC_TYPE_MARIOD_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_MARIOD_SPECIAL_AIR_LW") #define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_LIMIT_X_DEC lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_LIMIT_X_DEC") #define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLOAT_LIMIT_X_DEC lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLOAT_LIMIT_X_DEC") #define FIGHTER_MARIOD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_BUOYANCY lua_const("FIGHTER_MARIOD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_BUOYANCY") #define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_RISE lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_RISE") #define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_RISE_PRECEDE lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLAG_RISE_PRECEDE") #define FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLOAT_RISE_Y lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_LW_FLOAT_RISE_Y") #define WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_NUM lua_const("WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_NUM") #define WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_REGULAR lua_const("WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_REGULAR") #define WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_HAVED lua_const("WEAPON_MARIOD_DRCAPSULE_STATUS_KIND_HAVED") #define WEAPON_MARIOD_HUGECAPSULE_STATUS_KIND_NUM lua_const("WEAPON_MARIOD_HUGECAPSULE_STATUS_KIND_NUM") #define WEAPON_MARIOD_HUGECAPSULE_STATUS_KIND_REGULAR lua_const("WEAPON_MARIOD_HUGECAPSULE_STATUS_KIND_REGULAR") #define WEAPON_MARIOD_HUGECAPSULE_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_MARIOD_HUGECAPSULE_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_NUM lua_const("WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_NUM") #define WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_FLY lua_const("WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_FLY") #define WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_STAY lua_const("WEAPON_FALCO_BLASTER_BULLET_STATUS_KIND_STAY") #define WEAPON_FALCO_BLASTER_BULLET_INSTANCE_WORK_ID_INT_EFFECT_ID lua_const("WEAPON_FALCO_BLASTER_BULLET_INSTANCE_WORK_ID_INT_EFFECT_ID") #define FIGHTER_FALCO_STATUS_KIND_NUM lua_const("FIGHTER_FALCO_STATUS_KIND_NUM") #define FIGHTER_FALCO_STATUS_KIND_SPECIAL_S_FALL_LANDING lua_const("FIGHTER_FALCO_STATUS_KIND_SPECIAL_S_FALL_LANDING") #define FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_RUSH") #define FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_RUSH_END lua_const("FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_RUSH_END") #define FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_BOUND lua_const("FIGHTER_FALCO_STATUS_KIND_SPECIAL_HI_BOUND") #define FIGHTER_FALCO_STATUS_KIND_FINAL_READY lua_const("FIGHTER_FALCO_STATUS_KIND_FINAL_READY") #define FIGHTER_FALCO_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_FALCO_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_FALCO_STATUS_KIND_FINAL_END lua_const("FIGHTER_FALCO_STATUS_KIND_FINAL_END") #define FIGHTER_FALCO_WIN_STATUS_WORK_ID_FLAG_EXIST_FALCO lua_const("FIGHTER_FALCO_WIN_STATUS_WORK_ID_FLAG_EXIST_FALCO") #define FIGHTER_FALCO_INSTANCE_WORK_ID_FLAG_ILLUSION_FALL_LANDING lua_const("FIGHTER_FALCO_INSTANCE_WORK_ID_FLAG_ILLUSION_FALL_LANDING") #define FIGHTER_FALCO_INSTANCE_WORK_ID_FLAG_ILLUSION_LANDING lua_const("FIGHTER_FALCO_INSTANCE_WORK_ID_FLAG_ILLUSION_LANDING") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_FALCO_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_RETICLE") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_RESERVE_CLEAR_SLOW lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_RESERVE_CLEAR_SLOW") #define FIGHTER_FALCO_GENERATE_ARTICLE_ARWINGSHOT lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_ARWINGSHOT") #define FIGHTER_FALCO_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE") #define FIGHTER_FALCO_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE") #define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_INT_STOP_Y_FRAME") #define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_INT_RUSH_FRAME lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_INT_RUSH_FRAME") #define FIGHTER_FALCO_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_FALCO_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_AIR lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_AIR") #define FIGHTER_FALCO_FIRE_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_FALCO_FIRE_TRANSITION_TERM_ID_WAIT") #define FIGHTER_FALCO_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_X lua_const("FIGHTER_FALCO_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_X") #define FIGHTER_FALCO_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_Y lua_const("FIGHTER_FALCO_INSTANCE_WORK_ID_FLOAT_FIRE_DECIDE_STICK_Y") #define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_DIR lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_DIR") #define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_DECIDE_STICK lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLAG_DECIDE_STICK") #define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE") #define FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_TO_RUSH_DEGREE lua_const("FIGHTER_FALCO_FIRE_STATUS_WORK_ID_FLOAT_TO_RUSH_DEGREE") #define FIGHTER_FALCO_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_FALCO_REFLECTOR_KIND_REFLECTOR") #define FIGHTER_FALCO_REFLECTOR_STATUS_WORK_ID_FLAG_INHERIT_MOTION lua_const("FIGHTER_FALCO_REFLECTOR_STATUS_WORK_ID_FLAG_INHERIT_MOTION") #define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STOP_Y_FRAME") #define FIGHTER_FALCO_ILLUSION_STEP_START lua_const("FIGHTER_FALCO_ILLUSION_STEP_START") #define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STEP") #define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_INT_STEP_PREV") #define FIGHTER_FALCO_ILLUSION_STEP_RUSH lua_const("FIGHTER_FALCO_ILLUSION_STEP_RUSH") #define FIGHTER_FALCO_ILLUSION_STEP_END lua_const("FIGHTER_FALCO_ILLUSION_STEP_END") #define FIGHTER_FALCO_ILLUSION_STEP_FORCE_END lua_const("FIGHTER_FALCO_ILLUSION_STEP_FORCE_END") #define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_RUSH_FORCE_END lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_RUSH_FORCE_END") #define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD_TO_END lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD_TO_END") #define FIGHTER_FALCO_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_FALCO_CLIFF_HANG_DATA_SPECIAL_S") #define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_HIT_SHIELD") #define FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_AIR_CONTROL lua_const("FIGHTER_FALCO_ILLUSION_STATUS_WORK_ID_FLAG_AIR_CONTROL") #define WEAPON_FALCO_ILLUSION_STATUS_KIND_NUM lua_const("WEAPON_FALCO_ILLUSION_STATUS_KIND_NUM") #define WEAPON_FALCO_ILLUSION_STATUS_KIND_MOVE_GROUND lua_const("WEAPON_FALCO_ILLUSION_STATUS_KIND_MOVE_GROUND") #define WEAPON_FALCO_ILLUSION_STATUS_KIND_MOVE_AIR lua_const("WEAPON_FALCO_ILLUSION_STATUS_KIND_MOVE_AIR") #define WEAPON_FALCO_ILLUSION_STATUS_KIND_STOP lua_const("WEAPON_FALCO_ILLUSION_STATUS_KIND_STOP") #define WEAPON_FALCO_ILLUSION_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_FALCO_ILLUSION_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_FALCO_ILLUSION_INSTANCE_WORK_ID_FLAG_STOP lua_const("WEAPON_FALCO_ILLUSION_INSTANCE_WORK_ID_FLAG_STOP") #define FIGHTER_MARTH_STATUS_KIND_NUM lua_const("FIGHTER_MARTH_STATUS_KIND_NUM") #define FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_END_MAX lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_N_END_MAX") #define FIGHTER_MARTH_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_S2") #define FIGHTER_MARTH_STATUS_KIND_SPECIAL_S3 lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_S3") #define FIGHTER_MARTH_STATUS_KIND_SPECIAL_S4 lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_S4") #define FIGHTER_MARTH_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_MARTH_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_MARTH_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_MARTH_STATUS_KIND_FINAL_DASH") #define FIGHTER_MARTH_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_MARTH_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_MARTH_STATUS_KIND_FINAL_END lua_const("FIGHTER_MARTH_STATUS_KIND_FINAL_END") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MARTH_FINAL_FLOAT") #define FIGHTER_MARTH_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_MARTH_STATUS_FINAL_FLAG_CONTINUE_MOT") #define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_MOTION_KIND lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_MOTION_KIND") #define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_MARTH_FINAL_INFO_NUM_MAX lua_const("FIGHTER_MARTH_FINAL_INFO_NUM_MAX") #define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_TASK_ID lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_TASK_ID") #define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_DISP_COUNT lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_DISP_COUNT") #define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_NUM lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_INFO_NUM") #define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_SITUATION_PREV") #define FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_X lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_X") #define FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_Y lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_Y") #define FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_Z lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_FLOAT_POS_Z") #define FIGHTER_MARTH_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_MARTH_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE") #define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE") #define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE_SET_ANGLE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE_SET_ANGLE") #define ENERGY_MOTION_RESET_TYPE_AIR_TRANS_ANGLE lua_const("ENERGY_MOTION_RESET_TYPE_AIR_TRANS_ANGLE") #define ENERGY_MOTION_RESET_TYPE_GROUND_TRANS_IGNORE_NORMAL lua_const("ENERGY_MOTION_RESET_TYPE_GROUND_TRANS_IGNORE_NORMAL") #define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_STICK_CONTROL_ANGLE_CHK_END lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_STICK_CONTROL_ANGLE_CHK_END") #define FIGHTER_MARTH_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_CONTROL_ANGLE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_CONTROL_ANGLE") #define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_FREE_FALL lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_FREE_FALL") #define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_FREE_FALL_CHK lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_FREE_FALL_CHK") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_APPLIED_POWERUP_MOTION_RATE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_APPLIED_POWERUP_MOTION_RATE") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_MARTH_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_MARTH_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD") #define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT") #define FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS") #define FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND") #define FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE") #define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS") #define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_CHECK lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_CHECK") #define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_LW lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_LW") #define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_HI lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_INPUT_HI") #define FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE") #define FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MARTH_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV") #define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_NUM lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_NUM") #define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_WAIT lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_WAIT") #define WEAPON_GANON_BEAST_STATUS_KIND_NUM lua_const("WEAPON_GANON_BEAST_STATUS_KIND_NUM") #define WEAPON_GANON_BEAST_STATUS_KIND_START lua_const("WEAPON_GANON_BEAST_STATUS_KIND_START") #define WEAPON_GANON_BEAST_STATUS_KIND_ATTACK lua_const("WEAPON_GANON_BEAST_STATUS_KIND_ATTACK") #define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLAG_HITSTOP lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLAG_HITSTOP") #define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME") #define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLOAT_VELOCITY_DX lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLOAT_VELOCITY_DX") #define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLOAT_VELOCITY_DY lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLOAT_VELOCITY_DY") #define FIGHTER_GANON_STATUS_KIND_NUM lua_const("FIGHTER_GANON_STATUS_KIND_NUM") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_N_TURN") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_S_CATCH lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_S_CATCH") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_CATCH lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_CATCH") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_FALL lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_FALL") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_END lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_AIR_S_END") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_HI_CLING lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_HI_CLING") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_HI_THROW lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_HI_THROW") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_GANON_STATUS_KIND_SPECIAL_LW_WALL_END lua_const("FIGHTER_GANON_STATUS_KIND_SPECIAL_LW_WALL_END") #define FIGHTER_GANON_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_GANON_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_GANON_STATUS_KIND_FINAL_END lua_const("FIGHTER_GANON_STATUS_KIND_FINAL_END") #define FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_FALL_SETTING lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_FALL_SETTING") #define FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_PREV_FALL_SETTING lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_PREV_FALL_SETTING") #define FIGHTER_GANON_EXPLOSION_FALL_SETTING_CATCH lua_const("FIGHTER_GANON_EXPLOSION_FALL_SETTING_CATCH") #define FIGHTER_GANON_EXPLOSION_FALL_SETTING_FALL lua_const("FIGHTER_GANON_EXPLOSION_FALL_SETTING_FALL") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_STEPPING lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_STEPPING") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_STEPPING_CHECKED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_STEPPING_CHECKED") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_DASH lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_DASH") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_DASH_CHECKED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_DASH_CHECKED") #define FIGHTER_GANON_GENERATE_ARTICLE_GANOND lua_const("FIGHTER_GANON_GENERATE_ARTICLE_GANOND") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_END lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_END") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_END_FINAL lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_END_FINAL") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_FINAL_AURA lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_FINAL_AURA") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_FINAL_AURA_CHECKED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_BEAST_FINAL_AURA_CHECKED") #define FIGHTER_GANON_STATUS_WORK_ID_INT_BEAST_BEAST_TASK_ID lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_BEAST_BEAST_TASK_ID") #define EFFECT_SUB_ATTRIBUTE_EMIT lua_const("EFFECT_SUB_ATTRIBUTE_EMIT") #define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_STEPPING lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_STEPPING") #define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_DASH lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_DASH") #define FIGHTER_KINETIC_TYPE_GANON_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_GANON_SPECIAL_HI") #define FIGHTER_GANON_STATUS_SPECIAL_HI_FLAG_IS_CHECK_DIVE lua_const("FIGHTER_GANON_STATUS_SPECIAL_HI_FLAG_IS_CHECK_DIVE") #define FIGHTER_GANON_STATUS_SPECIAL_HI_THROW_FLAG_CHANGE_KINE lua_const("FIGHTER_GANON_STATUS_SPECIAL_HI_THROW_FLAG_CHANGE_KINE") #define FIGHTER_GANON_STATUS_SPECIAL_HI_THROW_FLAG_FALL lua_const("FIGHTER_GANON_STATUS_SPECIAL_HI_THROW_FLAG_FALL") #define FIGHTER_KINETIC_TYPE_GANON_SPECIAL_HI_THROW_FALL lua_const("FIGHTER_KINETIC_TYPE_GANON_SPECIAL_HI_THROW_FALL") #define MA_MSC_CMD_CATCH_CLING_CUT lua_const("MA_MSC_CMD_CATCH_CLING_CUT") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_SP_BRAKE lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_SP_BRAKE") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_CLIFF_CHECK lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_CLIFF_CHECK") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_WALL_CHECK lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_WALL_CHECK") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_FALL_ONOFF lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_GANON_KICK_FALL_ONOFF") #define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_REDUCTION_LEFT lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_REDUCTION_LEFT") #define FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_SPEED_COEFFICIENT lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_SPEED_COEFFICIENT") #define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_END_SITUATION lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_END_SITUATION") #define FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_START_SITUATION lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_GANON_KICK_START_SITUATION") #define FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_START_LR lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_START_LR") #define FIGHTER_GANON_KICK_END_SITUATION_AG lua_const("FIGHTER_GANON_KICK_END_SITUATION_AG") #define FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_SPEED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLOAT_GANON_KICK_SPEED") #define FIGHTER_GANON_KICK_END_SITUATION_GG lua_const("FIGHTER_GANON_KICK_END_SITUATION_GG") #define FIGHTER_GANON_KICK_END_SITUATION_GA lua_const("FIGHTER_GANON_KICK_END_SITUATION_GA") #define FIGHTER_GANON_KICK_END_SITUATION_AA lua_const("FIGHTER_GANON_KICK_END_SITUATION_AA") #define FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_INHERIT_FALL lua_const("FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_INHERIT_FALL") #define FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING lua_const("FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING") #define FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING_WAIT lua_const("FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING_WAIT") #define FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING_FALL lua_const("FIGHTER_GANON_KICK_AA_TRANSITION_TERM_ID_LANDING_FALL") #define FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_START_SITUATION lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_START_SITUATION") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_GRAVITY_ONOFF lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_GRAVITY_ONOFF") #define MA_MSC_CMD_CATCH_SET_CATCH lua_const("MA_MSC_CMD_CATCH_SET_CATCH") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_THROW_WORK lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_THROW_WORK") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL_CHECKED lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL_CHECKED") #define FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_GET_TARGET_TASK_ID lua_const("FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_GET_TARGET_TASK_ID") #define FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_TARGET_TASK_ID lua_const("FIGHTER_GANON_STATUS_WORK_ID_INT_EXPLOSION_TARGET_TASK_ID") #define WEAPON_GANON_GANOND_STATUS_KIND_NUM lua_const("WEAPON_GANON_GANOND_STATUS_KIND_NUM") #define WEAPON_GANON_GANOND_STATUS_KIND_START lua_const("WEAPON_GANON_GANOND_STATUS_KIND_START") #define WEAPON_GANON_GANOND_STATUS_KIND_ATTACK lua_const("WEAPON_GANON_GANOND_STATUS_KIND_ATTACK") #define WEAPON_KINETIC_TYPE_GANON_GANOND_TRANS_MOVE lua_const("WEAPON_KINETIC_TYPE_GANON_GANOND_TRANS_MOVE") #define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_HITSTOP lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_HITSTOP") #define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME") #define WEAPON_MEWTWO_BINDBALL_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_BINDBALL_STATUS_KIND_NUM") #define WEAPON_MEWTWO_BINDBALL_STATUS_KIND_SHOOT lua_const("WEAPON_MEWTWO_BINDBALL_STATUS_KIND_SHOOT") #define FIGHTER_MEWTWO_STATUS_KIND_NUM lua_const("FIGHTER_MEWTWO_STATUS_KIND_NUM") #define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_MAX lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_MAX") #define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_N_CANCEL") #define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_S_THROW") #define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_HI_2") #define FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_MEWTWO_STATUS_KIND_SPECIAL_HI_3") #define FIGHTER_MEWTWO_STATUS_KIND_FINAL_END lua_const("FIGHTER_MEWTWO_STATUS_KIND_FINAL_END") #define FIGHTER_MEWTWO_GENERATE_ARTICLE_ESCAPEAIRDUMMY lua_const("FIGHTER_MEWTWO_GENERATE_ARTICLE_ESCAPEAIRDUMMY") #define FIGHTER_MEWTWO_GENERATE_ARTICLE_MEWTWOM lua_const("FIGHTER_MEWTWO_GENERATE_ARTICLE_MEWTWOM") #define FIGHTER_MEWTWO_STATUS_FINAL_FLAG_FINAL_CHANGE lua_const("FIGHTER_MEWTWO_STATUS_FINAL_FLAG_FINAL_CHANGE") #define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_END lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_END") #define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_MOVE_WAIT_FRAME lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_MOVE_WAIT_FRAME") #define FIGHTER_KINETIC_TYPE_MEWTWO_SPECIAL_HI_AIR lua_const("FIGHTER_KINETIC_TYPE_MEWTWO_SPECIAL_HI_AIR") #define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_MOVE_WAIT lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_MOVE_WAIT") #define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK") #define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_FRAME") #define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND") #define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION") #define FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_1 lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_HI_FLAG_1") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_ACCEL_NORMAL lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_ACCEL_NORMAL") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_GRAVITY_NORMAL lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_GRAVITY_NORMAL") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_BACK_GRAVITY lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_BACK_GRAVITY") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_SPECIAL_S_BUOYANCY lua_const("FIGHTER_MEWTWO_INSTANCE_WORK_ID_FLAG_SPECIAL_S_BUOYANCY") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_TARGET_OBJECT_ID lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_TARGET_OBJECT_ID") #define FS_SUCCEEDS_KEEP_SHIELD lua_const("FS_SUCCEEDS_KEEP_SHIELD") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_HIT") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_THROWN_HIT_GROUP lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_THROWN_HIT_GROUP") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_THROWN_HIT_NO lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_WORK_INT_THROWN_HIT_NO") #define FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_THROW lua_const("FIGHTER_MEWTWO_STATUS_SPECIAL_S_FLAG_THROW") #define WEAPON_MEWTWO_ESCAPEAIRDUMMY_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_ESCAPEAIRDUMMY_STATUS_KIND_NUM") #define WEAPON_MEWTWO_ESCAPEAIRDUMMY_STATUS_KIND_ESCAPE_AIR lua_const("WEAPON_MEWTWO_ESCAPEAIRDUMMY_STATUS_KIND_ESCAPE_AIR") #define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_NUM") #define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_CHANGE lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_CHANGE") #define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_SHOOT lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_SHOOT") #define WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_WAIT lua_const("WEAPON_MEWTWO_MEWTWOM_STATUS_KIND_WAIT") #define WEAPON_MEWTWO_MEWTWOM_INSTANCE_WORK_ID_FLAG_INVINCIBLE lua_const("WEAPON_MEWTWO_MEWTWOM_INSTANCE_WORK_ID_FLAG_INVINCIBLE") #define WEAPON_MEWTWO_MEWTWOM_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME lua_const("WEAPON_MEWTWO_MEWTWOM_INSTANCE_WORK_ID_INT_INVINCIBLE_FRAME") #define WEAPON_MEWTWO_MEWTWOM_GENERATE_ARTICLE_SEARCH lua_const("WEAPON_MEWTWO_MEWTWOM_GENERATE_ARTICLE_SEARCH") #define WEAPON_MEWTWO_MEWTWOM_GENERATE_ARTICLE_PSYCHOBREAK lua_const("WEAPON_MEWTWO_MEWTWOM_GENERATE_ARTICLE_PSYCHOBREAK") #define WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_NUM") #define WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_WAIT lua_const("WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_WAIT") #define WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_HIT lua_const("WEAPON_MEWTWO_PSYCHOBREAK_STATUS_KIND_HIT") #define WEAPON_MEWTWO_PSYCHOBREAK_STATUS_WORK_INT_WAIT_FRAME lua_const("WEAPON_MEWTWO_PSYCHOBREAK_STATUS_WORK_INT_WAIT_FRAME") #define WEAPON_MEWTWO_PSYCHOBREAK_INSTANCE_WORK_ID_FLAG_HIT_ABS lua_const("WEAPON_MEWTWO_PSYCHOBREAK_INSTANCE_WORK_ID_FLAG_HIT_ABS") #define WEAPON_MEWTWO_SEARCH_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_SEARCH_STATUS_KIND_NUM") #define WEAPON_MEWTWO_SEARCH_STATUS_KIND_MOVE lua_const("WEAPON_MEWTWO_SEARCH_STATUS_KIND_MOVE") #define WEAPON_MEWTWO_SEARCH_INSTANCE_WORK_ID_INT_EFFECT_INTERVAL lua_const("WEAPON_MEWTWO_SEARCH_INSTANCE_WORK_ID_INT_EFFECT_INTERVAL") #define FLAG_UPPER lua_const("FLAG_UPPER") #define FLAG_UNDER lua_const("FLAG_UNDER") #define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_NUM lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_NUM") #define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_START lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_START") #define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_SHOOT lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_SHOOT") #define WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_HIT_GROUND lua_const("WEAPON_MEWTWO_SHADOWBALL_STATUS_KIND_HIT_GROUND") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_CHARGE_FRAME lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_CHARGE_FRAME") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_PARAM_MAX_CHARGE_FRAME lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_PARAM_MAX_CHARGE_FRAME") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_SHOOT_MOTION_KIND lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_SHOOT_MOTION_KIND") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_FLICKER_COUNTER lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_INT_FLICKER_COUNTER") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ANGLE lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ANGLE") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SPEED lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SPEED") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ACCEL lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ACCEL") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SCALE lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SCALE") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FX lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FX") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FY lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_FY") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_SCALE lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_SCALE") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_PX lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_PX") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_PY lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_PY") #define FIGHTER_ROY_STATUS_KIND_NUM lua_const("FIGHTER_ROY_STATUS_KIND_NUM") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_S2") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_S3 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_S3") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_S4 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_S4") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_ROY_STATUS_KIND_FINAL_END lua_const("FIGHTER_ROY_STATUS_KIND_FINAL_END") #define FIGHTER_ROY_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_ROY_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_TURN") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END2 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END2") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END3 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END3") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END_MAX lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_N_END_MAX") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_2") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_3") #define FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_4 lua_const("FIGHTER_ROY_STATUS_KIND_SPECIAL_HI_4") #define FIGHTER_ROY_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_ROY_STATUS_KIND_FINAL_DASH") #define FIGHTER_ROY_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_ROY_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_AREA_KIND_JOSTLE lua_const("FIGHTER_AREA_KIND_JOSTLE") #define FIGHTER_AREA_KIND_TREAD_JUMP_CHECK lua_const("FIGHTER_AREA_KIND_TREAD_JUMP_CHECK") #define FIGHTER_AREA_KIND_TREAD_PASSIVE lua_const("FIGHTER_AREA_KIND_TREAD_PASSIVE") #define FIGHTER_AREA_KIND_ITEM_PICKUP_AIR lua_const("FIGHTER_AREA_KIND_ITEM_PICKUP_AIR") #define FIGHTER_AREA_KIND_LADDER_CHECK lua_const("FIGHTER_AREA_KIND_LADDER_CHECK") #define FIGHTER_AREA_KIND_LADDER_CHECK_BOTTOM lua_const("FIGHTER_AREA_KIND_LADDER_CHECK_BOTTOM") #define FIGHTER_ROY_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_ROY_STATUS_FINAL_FLAG_FINISH_ABS_HIT lua_const("FIGHTER_ROY_STATUS_FINAL_FLAG_FINISH_ABS_HIT") #define FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_NUM lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_NUM") #define FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_SUM lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_SUM") #define FIGHTER_ROY_STATUS_FINAL_WORK_INT_CAMERA_TARGET_ID lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_CAMERA_TARGET_ID") #define FIGHTER_ROY_STATUS_FINAL_FLAG_SET_CAMERA_TARGET lua_const("FIGHTER_ROY_STATUS_FINAL_FLAG_SET_CAMERA_TARGET") #define FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_ID lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_TARGET_ID") #define FIGHTER_ROY_LINK_NO_FINAL lua_const("FIGHTER_ROY_LINK_NO_FINAL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROY_FINAL_FLOAT") #define FIGHTER_ROY_FINAL_INFO_NUM_MAX lua_const("FIGHTER_ROY_FINAL_INFO_NUM_MAX") #define FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_TASK_ID lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_TASK_ID") #define FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_DISP_COUNT lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_DISP_COUNT") #define FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_NUM lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_INT_INFO_NUM") #define FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_X lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_X") #define FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_Y lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_Y") #define FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_Z lua_const("FIGHTER_ROY_STATUS_FINAL_WORK_FLOAT_POS_Z") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_FREE_FALL lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_FREE_FALL") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_SPECIAL_HI_SET_LR lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_SPECIAL_HI_SET_LR") #define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_CONTROL_ANGLE lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_CONTROL_ANGLE") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE_SET_ANGLE lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_MOVE_SET_ANGLE") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_STICK_CONTROL_ANGLE_CHK_END lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_STICK_CONTROL_ANGLE_CHK_END") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_FREE_FALL_CHK lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_FREE_FALL_CHK") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT") #define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_SITUATION_PREV lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_SITUATION_PREV") #define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MUL_2 lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MUL_2") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_JUMP lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_TRANS_JUMP") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE_CHROM lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE_CHROM") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_JUMP_START_AIR lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_JUMP_START_AIR") #define FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_CONTROL lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_FLAG_CONTROL") #define FIGHTER_ROY_INSTANCE_WORK_ID_INT_SPECIAL_HI_CLIFF_NUM lua_const("FIGHTER_ROY_INSTANCE_WORK_ID_INT_SPECIAL_HI_CLIFF_NUM") #define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_ID lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_ID") #define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_NUM lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_NUM") #define FIGHTER_ROY_SPECIAL_HI_TARGET_NUM_MAX lua_const("FIGHTER_ROY_SPECIAL_HI_TARGET_NUM_MAX") #define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE") #define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_APPLIED_POWERUP_MOTION_RATE lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_APPLIED_POWERUP_MOTION_RATE") #define FIGHTER_ROY_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV") #define FIGHTER_ROY_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER") #define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY") #define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK") #define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_ROY_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_ROY_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD") #define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT") #define FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS") #define FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND") #define FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE") #define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS") #define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_CHECK lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_CHECK") #define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_LW lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_LW") #define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_HI lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_INPUT_HI") #define FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE") #define FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV lua_const("FIGHTER_ROY_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV") #define FIGHTER_GAMEWATCH_STATUS_KIND_NUM lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_NUM") #define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_HI_CLOSE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_HI_CLOSE") #define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_WAIT_START lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_WAIT_START") #define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_WAIT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_WAIT") #define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_CATCH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_CATCH") #define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_REFLECT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_REFLECT") #define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_SHOOT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_SHOOT") #define FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_WAIT") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_WALK lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_WALK") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_DASH") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_RUN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_RUN") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_RUN_BRAKE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_RUN_BRAKE") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN_DASH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN_DASH") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN_RUN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_TURN_RUN") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP_SQUAT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP_SQUAT") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP_AERIAL lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_JUMP_AERIAL") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_FALL") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_FALL_AERIAL lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_FALL_AERIAL") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_PASS lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_PASS") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_LANDING lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_LANDING") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_LANDING_LIGHT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_LANDING_LIGHT") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_DIVE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_DIVE") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RISE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RISE") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_WAIT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_WAIT") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_WALK lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_WALK") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_DASH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_DASH") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RUN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RUN") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RUN_BRAKE lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_RUN_BRAKE") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN_DASH lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN_DASH") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN_RUN lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_TURN_RUN") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_JUMP_SQUAT lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_SWIM_JUMP_SQUAT") #define FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_END lua_const("FIGHTER_GAMEWATCH_STATUS_KIND_FINAL_END") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_SPECIAL_HI lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_SPECIAL_HI") #define ATTACH_ITEM_GROUP_BADGE lua_const("ATTACH_ITEM_GROUP_BADGE") #define FIGHTER_PAD_CMD_CAT2_TURN_TO_ESCAPE_B lua_const("FIGHTER_PAD_CMD_CAT2_TURN_TO_ESCAPE_B") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_OCTOPUS lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_OCTOPUS") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_START lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_START") #define FIGHTER_GAMEWATCH_STATUS_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_GAMEWATCH_STATUS_FINAL_FLAG_MOT_CHANGE") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_HOLD lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_HOLD") #define FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_RUN_BRAKE lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_RUN_BRAKE") #define FIGHTER_STATUS_TRANSITION_TERM_ID_RUN lua_const("FIGHTER_STATUS_TRANSITION_TERM_ID_RUN") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_END lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_END") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_RESCUE lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_RESCUE") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_PARACHUTE lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_PARACHUTE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_WORK_INT_ATTACK_AIR_KIND lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_WORK_INT_ATTACK_AIR_KIND") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_PARACHUTE_OPEN lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_PARACHUTE_OPEN") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_DECIDE_DIRECTION lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_HI_FLAG_DECIDE_DIRECTION") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_GAMEWATCH_SPECIAL_HI_FLOAT") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_GAUGE lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_GAUGE") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_CHARGE_MAX lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_CHARGE_MAX") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_3 lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_3") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_BUCKET lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_BUCKET") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_1 lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_1") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_2 lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_OIL_FRAME_2") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_TURN_FRAME lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_TURN_FRAME") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_LR lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_LR") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_LOOP lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_LOOP") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_REFLECT_COUNT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_REFLECT_COUNT") #define FIGHTER_KINETIC_TYPE_GAMEWATCH_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_GAMEWATCH_SPECIAL_AIR_LW") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_WAIT_FRAME lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_INT_WAIT_FRAME") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_CATCH lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_CATCH") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_REFLECT lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_REFLECT") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_REFLECT_BREAK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_REFLECT_BREAK") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_ABSORB_ENABLE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_ABSORB_ENABLE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_ABSORB_HOLD lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_ABSORB_HOLD") #define FIGHTER_GAMEWATCH_ABSORBER_GROUP_SPECIAL_LW lua_const("FIGHTER_GAMEWATCH_ABSORBER_GROUP_SPECIAL_LW") #define FIGHTER_GAMEWATCH_REFLECTOR_KIND_SPECIAL_LW lua_const("FIGHTER_GAMEWATCH_REFLECTOR_KIND_SPECIAL_LW") #define FIGHTER_GAMEWATCH_REFLECTOR_GROUP_SPECIAL_LW lua_const("FIGHTER_GAMEWATCH_REFLECTOR_GROUP_SPECIAL_LW") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_OIL lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_OIL") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_06 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_06") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_07 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_07") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_08 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_08") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_09 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_09") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_FLAG_FIX_PANEL lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_FLAG_FIX_PANEL") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_FLAG_MOT_CHANGE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND") #define FIGHTER_KINETIC_TYPE_GAMEWATCH_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_GAMEWATCH_SPECIAL_AIR_S") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_PREV_KIND lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_PREV_KIND") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_KIND lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_KIND") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_PANEL_7_INVALID_FRAME lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_SPECIAL_S_PANEL_7_INVALID_FRAME") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HIT_TABEMONO lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HIT_TABEMONO") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_FLOAT_DAMAGE lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_S_WORK_FLOAT_DAMAGE") #define WEAPON_GAMEWATCH_BOMB_STATUS_KIND_NUM lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_KIND_NUM") #define WEAPON_GAMEWATCH_BOMB_STATUS_KIND_WAIT lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_KIND_WAIT") #define WEAPON_GAMEWATCH_BOMB_STATUS_KIND_FLY lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_KIND_FLY") #define WEAPON_GAMEWATCH_BOMB_STATUS_KIND_BURST lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_KIND_BURST") #define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_INT_MOVE_FRAME lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_INT_MOVE_FRAME") #define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLOAT_SPEED_Y lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLOAT_SPEED_Y") #define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLAG_DAMAGE lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLAG_DAMAGE") #define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_INT_COUNT lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_INT_COUNT") #define WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLAG_REFLECT lua_const("WEAPON_GAMEWATCH_BOMB_STATUS_WORK_FLAG_REFLECT") #define WEAPON_GAMEWATCH_BREATH_STATUS_KIND_NUM lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_KIND_NUM") #define WEAPON_GAMEWATCH_BREATH_STATUS_KIND_WAIT lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_KIND_WAIT") #define WEAPON_GAMEWATCH_BREATH_STATUS_KIND_FLY lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_KIND_FLY") #define WEAPON_GAMEWATCH_BREATH_STATUS_WORK_INT_MOVE_FRAME lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_WORK_INT_MOVE_FRAME") #define WEAPON_GAMEWATCH_BREATH_STATUS_WORK_FLOAT_SPEED_Y lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_WORK_FLOAT_SPEED_Y") #define WEAPON_GAMEWATCH_BREATH_STATUS_WORK_FLAG_REFLECT lua_const("WEAPON_GAMEWATCH_BREATH_STATUS_WORK_FLAG_REFLECT") #define WEAPON_GAMEWATCH_FOOD_STATUS_KIND_NUM lua_const("WEAPON_GAMEWATCH_FOOD_STATUS_KIND_NUM") #define WEAPON_GAMEWATCH_FOOD_STATUS_KIND_MOVE lua_const("WEAPON_GAMEWATCH_FOOD_STATUS_KIND_MOVE") #define WEAPON_GAMEWATCH_FOOD_STATUS_KIND_STOP lua_const("WEAPON_GAMEWATCH_FOOD_STATUS_KIND_STOP") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_NUM lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_NUM") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_WAIT lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_WAIT") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_ATTACK lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_KIND_ATTACK") #define WEAPON_GAMEWATCH_OCTOPUS_LEG_SIZE lua_const("WEAPON_GAMEWATCH_OCTOPUS_LEG_SIZE") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_CATCH_OBJECT_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_CATCH_OBJECT_LEG_A") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_FIX_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_FIX_LEG_A") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_LIFE lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_LIFE") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_FLASH lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_FLASH") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_SE_COUNT lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_SE_COUNT") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_SE_ID lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_SE_ID") #define WEAPON_GAMEWATCH_OCTOPUS_SE_INTERVAL lua_const("WEAPON_GAMEWATCH_OCTOPUS_SE_INTERVAL") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_IGNORE_OBJECT_0 lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_FLAG_IGNORE_OBJECT_0") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_IGNORE_OBJECT_FRMAE_0 lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_IGNORE_OBJECT_FRMAE_0") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_OBJECT_ID_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_OBJECT_ID_LEG_A") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_DISABLE_FRAME_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_DISABLE_FRAME_LEG_A") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_DAMAGE_FRAME_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_DAMAGE_FRAME_LEG_A") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_PATTERN_LEG_A_FIX lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_PATTERN_LEG_A_FIX") #define WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_PATTERN_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_INSTANCE_WORK_ID_INT_CATCH_PATTERN_LEG_A") #define WEAPON_GAMEWATCH_OCTOPUS_ATTACK_ABSOLUTE_KIND_LEG lua_const("WEAPON_GAMEWATCH_OCTOPUS_ATTACK_ABSOLUTE_KIND_LEG") #define FIGHTER_INSTANCE_WORK_ID_FLAG_GAMEWATCH_OCTOPUS_DAMAGE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GAMEWATCH_OCTOPUS_DAMAGE") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_MOT_CHANGE lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_MOT_CHANGE") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_START_POS_X lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_START_POS_X") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_START_ATTACK lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLAG_START_ATTACK") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_MOTION_RATE lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_FLOAT_MOTION_RATE") #define FIGHTER_METAKNIGHT_STATUS_KIND_NUM lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_NUM") #define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_N_SPIN lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_N_SPIN") #define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_S_RUSH lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_S_RUSH") #define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_HI_LOOP lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_HI_LOOP") #define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_LW_ATTACK") #define FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_HIT_WAIT lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_HIT_WAIT") #define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_SQUAT lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_SQUAT") #define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_JUMP lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_JUMP") #define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_END lua_const("FIGHTER_METAKNIGHT_STATUS_KIND_FINAL_END") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_FINAL_HIT_NUM lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_FINAL_HIT_NUM") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_TARGET_ID_START lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_TARGET_ID_START") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_TARGET_ID_END lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_TARGET_ID_END") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_START_LR lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_START_LR") #define FIGHTER_METAKNIGHT_GENERATE_ARTICLE_FOURWINGS lua_const("FIGHTER_METAKNIGHT_GENERATE_ARTICLE_FOURWINGS") #define FIGHTER_METAKNIGHT_LINK_NO_FINAL_TARGET_START lua_const("FIGHTER_METAKNIGHT_LINK_NO_FINAL_TARGET_START") #define FIGHTER_METAKNIGHT_LINK_NO_FINAL_TARGET_END lua_const("FIGHTER_METAKNIGHT_LINK_NO_FINAL_TARGET_END") #define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_TO_JUMP lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_TO_JUMP") #define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_HIT") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_FINAL_HIT_SUM lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_INT_FINAL_HIT_SUM") #define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_HIT_LINK lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_HIT_LINK") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y") #define FIGHTER_METAKNIGHT_FINAL_TARGET_NUM_MAX lua_const("FIGHTER_METAKNIGHT_FINAL_TARGET_NUM_MAX") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_POS_X lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_POS_X") #define FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_POS_Y lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_WORK_FLOAT_TARGET_POS_Y") #define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_END_HIT lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_END_HIT") #define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ENABLE_TRANS lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ENABLE_TRANS") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_WORK_INT_FREE_MOVE_COUNT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_WORK_INT_FREE_MOVE_COUNT") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_FLAG_ADVANCE_STATUS lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_FLAG_ADVANCE_STATUS") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_FB lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_FB") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_FREE_MOVE lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_FREE_MOVE") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_SITUATION_KIND_PREV lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_SITUATION_KIND_PREV") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_FLAG_VIS_OFF lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_START_FLAG_VIS_OFF") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_ATTACK lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_ATTACK") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_STOP_X lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_STOP_X") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_MOVE_DISTANCE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_MOVE_DISTANCE") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_RIGHT_EDGE_DISTANCE_X lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_RIGHT_EDGE_DISTANCE_X") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_LEFT_EDGE_DISTANCE_X lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_FLOAT_LEFT_EDGE_DISTANCE_X") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_ARTICLE_MOT_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_ARTICLE_MOT_KIND") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_ARTICLE_MOT_AIR_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_ARTICLE_MOT_AIR_KIND") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_SITUATION_KIND lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_WORK_INT_SITUATION_KIND") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_WORK_FLAG_HIT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_WORK_FLAG_HIT") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_WORK_FLAG_GUARD_OR_INVINCIBLE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_WORK_FLAG_GUARD_OR_INVINCIBLE") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_S") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_AIR_S") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_END_WORK_INT_ROT_COMP_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_END_WORK_INT_ROT_COMP_FRAME") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_END_WORK_FLAG_SITUATION_AIR lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_END_WORK_FLAG_SITUATION_AIR") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_S_RUSH lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_S_RUSH") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_FRAME") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_HIT_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_HIT_FRAME") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_GURAD_HIT_FRAME lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_GURAD_HIT_FRAME") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_GUARD_BRAKE_COUNT lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_S_RUSH_WORK_INT_GUARD_BRAKE_COUNT") #define WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_NUM lua_const("WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_NUM") #define WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_DEFAULT lua_const("WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_DEFAULT") #define WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_FINAL lua_const("WEAPON_METAKNIGHT_MANTLE_STATUS_KIND_FINAL") #define FIGHTER_PIT_STATUS_KIND_MAX lua_const("FIGHTER_PIT_STATUS_KIND_MAX") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_N_CHARGE") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_N_DIR lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_N_DIR") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_N_TURN lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_N_TURN") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_S_LANDING lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_S_LANDING") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_HI_RUSH") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_HI_RUSH_END lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_HI_RUSH_END") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_LW_HOLD") #define FIGHTER_PIT_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_PIT_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_PIT_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_PIT_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_PIT_STATUS_KIND_FINAL_END lua_const("FIGHTER_PIT_STATUS_KIND_FINAL_END") #define MA_MSC_CMD_CAMERA_CAM_DISABLE_ZOOM_REQ lua_const("MA_MSC_CMD_CAMERA_CAM_DISABLE_ZOOM_REQ") #define FIGHTER_PIT_STATUS_FINAL_INT_MOTION_KIND_GROUND lua_const("FIGHTER_PIT_STATUS_FINAL_INT_MOTION_KIND_GROUND") #define FIGHTER_PIT_STATUS_FINAL_INT_MOTION_KIND_AIR lua_const("FIGHTER_PIT_STATUS_FINAL_INT_MOTION_KIND_AIR") #define FIGHTER_PIT_GENERATE_ARTICLE_CHARIOT lua_const("FIGHTER_PIT_GENERATE_ARTICLE_CHARIOT") #define FIGHTER_PIT_GENERATE_ARTICLE_HORSE_L lua_const("FIGHTER_PIT_GENERATE_ARTICLE_HORSE_L") #define FIGHTER_PIT_GENERATE_ARTICLE_HORSE_R lua_const("FIGHTER_PIT_GENERATE_ARTICLE_HORSE_R") #define FIGHTER_PIT_STATUS_FINAL_INT_WAIT_CUT_IN_END lua_const("FIGHTER_PIT_STATUS_FINAL_INT_WAIT_CUT_IN_END") #define FIGHTER_PIT_STATUS_FINAL_FLAG_CHANGE_AIR lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_CHANGE_AIR") #define FIGHTER_PIT_STATUS_FINAL_FLAG_AIR lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_AIR") #define FIGHTER_PIT_GENERATE_ARTICLE_CHARIOTSIGHT lua_const("FIGHTER_PIT_GENERATE_ARTICLE_CHARIOTSIGHT") #define FIGHTER_PIT_STATUS_FINAL_FLAG_ATTACK lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_ATTACK") #define MA_MSC_CMD_CAMERA_CAM_ENABLE_ZOOM_REQ lua_const("MA_MSC_CMD_CAMERA_CAM_ENABLE_ZOOM_REQ") #define FIGHTER_PIT_STATUS_FINAL_FLOAT_POS_X lua_const("FIGHTER_PIT_STATUS_FINAL_FLOAT_POS_X") #define FIGHTER_PIT_STATUS_FINAL_FLOAT_POS_Y lua_const("FIGHTER_PIT_STATUS_FINAL_FLOAT_POS_Y") #define FIGHTER_PIT_STATUS_FINAL_FLAG_GROUND lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_GROUND") #define FIGHTER_PIT_STATUS_FINAL_FLOAT_ATTACK_X lua_const("FIGHTER_PIT_STATUS_FINAL_FLOAT_ATTACK_X") #define FIGHTER_PIT_STATUS_FINAL_FLOAT_ATTACK_Y lua_const("FIGHTER_PIT_STATUS_FINAL_FLOAT_ATTACK_Y") #define WEAPON_PIT_CHARIOT_STATUS_KIND_FINAL_ATTACK lua_const("WEAPON_PIT_CHARIOT_STATUS_KIND_FINAL_ATTACK") #define WEAPON_PIT_HORSE_STATUS_KIND_FINAL_ATTACK lua_const("WEAPON_PIT_HORSE_STATUS_KIND_FINAL_ATTACK") #define LINK_NO_CONSTRAINT lua_const("LINK_NO_CONSTRAINT") #define CONSTRAINT_FLAG_NO_UPDATE_LINK_POS lua_const("CONSTRAINT_FLAG_NO_UPDATE_LINK_POS") #define FIGHTER_PIT_STATUS_FINAL_FLAG_ATTACK_ZOOM lua_const("FIGHTER_PIT_STATUS_FINAL_FLAG_ATTACK_ZOOM") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PITB_FINAL_FLOAT") #define FIGHTER_PITB_STATUS_FINAL_WORK_INT_ZOOM_FRAME lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_ZOOM_FRAME") #define FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_ID0 lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_ID0") #define FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_GROUP0 lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_GROUP0") #define FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_NO0 lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_NO0") #define FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_NUM lua_const("FIGHTER_PITB_STATUS_FINAL_WORK_INT_HIT_NUM") #define FIGHTER_PITB_STATUS_FINAL_FLAG_SHOOT lua_const("FIGHTER_PITB_STATUS_FINAL_FLAG_SHOOT") #define FIGHTER_ATTACK_ABSOLUTE_KIND_PITB_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_PITB_FINAL") #define FIGHTER_PITB_STATUS_FINAL_FLAG_HIT lua_const("FIGHTER_PITB_STATUS_FINAL_FLAG_HIT") #define FIGHTER_HIT_TARGET_HIGH lua_const("FIGHTER_HIT_TARGET_HIGH") #define CUT_IN_TYPE_LIGHTING_BOW_ARROW lua_const("CUT_IN_TYPE_LIGHTING_BOW_ARROW") #define FIGHTER_PITB_STATUS_FINAL_FLAG_SEARCH_END lua_const("FIGHTER_PITB_STATUS_FINAL_FLAG_SEARCH_END") #define FIGHTER_PIT_STATUS_SPECIAL_HI_FLAG_CONTINUE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_FLAG_CONTINUE") #define FIGHTER_PIT_STATUS_SPECIAL_HI_INT_STOP_Y_FRAME lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_INT_STOP_Y_FRAME") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_CONTINUE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_CONTINUE") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_INT_RUSH_FRAME lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_INT_RUSH_FRAME") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_AIR") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_HI_RUSH_END_FLOAT") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_BRAKE_X lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_BRAKE_X") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_BRAKE_Y lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_BRAKE_Y") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SDIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SDIR") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SDIR_INIT lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SDIR_INIT") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_MOVE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_MOVE") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SPEED lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_SPEED") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_DISTANCE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLOAT_DISTANCE") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_FIX_ANGLE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_FIX_ANGLE") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_BACK_ANGLE lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_FLAG_BACK_ANGLE") #define FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_END_FLOAT_SDIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_HI_RUSH_END_FLOAT_SDIR") #define FIGHTER_PIT_STATUS_SPECIAL_LW_FLAG_NO_SHIELD lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_FLAG_NO_SHIELD") #define FIGHTER_PIT_STATUS_SPECIAL_LW_INT_MOTION_GROUND lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_INT_MOTION_GROUND") #define FIGHTER_PIT_STATUS_SPECIAL_LW_INT_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_INT_MOTION_AIR") #define FIGHTER_PIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_NO_SHIELD_FRAME lua_const("FIGHTER_PIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_NO_SHIELD_FRAME") #define FIGHTER_PIT_STATUS_SPECIAL_LW_FLOAT_LR lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_FLOAT_LR") #define FIGHTER_PIT_STATUS_SPECIAL_LW_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_FLAG_FIRST") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_HOLD_FLOAT") #define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME") #define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME_INIT lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME_INIT") #define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME_MIN lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_INT_FRAME_MIN") #define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_SHIELD_BREAK lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_SHIELD_BREAK") #define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_NO_SHIELD lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_NO_SHIELD") #define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_FIRST") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIT_SPECIAL_LW_END_FLOAT") #define FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_SHIELD_BREAK lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_SHIELD_BREAK") #define FIGHTER_PIT_STATUS_SPECIAL_LW_END_INT_MOTION_GROUND lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_INT_MOTION_GROUND") #define FIGHTER_PIT_STATUS_SPECIAL_LW_END_INT_MOTION_AIR lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_INT_MOTION_AIR") #define FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_NO_SHIELD lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_NO_SHIELD") #define FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_FIRST lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_END_FLAG_FIRST") #define FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_LR_LEFT lua_const("FIGHTER_PIT_STATUS_SPECIAL_LW_HOLD_FLAG_LR_LEFT") #define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_HIT lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_HIT") #define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_HIT_CHECK_ONOFF lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_HIT_CHECK_ONOFF") #define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_CLIFF_FALL_ONOFF lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_CLIFF_FALL_ONOFF") #define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_GRAVITY_ONOFF lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_GRAVITY_ONOFF") #define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_INT_START_SITUATION lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_INT_START_SITUATION") #define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_MTRANS_AIR_UNABLE lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_MTRANS_AIR_UNABLE") #define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_APPLIED_POWERUP lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_APPLIED_POWERUP") #define FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_MOVE_FRONT lua_const("FIGHTER_PIT_STATUS_SPECIAL_S_WORK_ID_FLAG_MOVE_FRONT") #define WEAPON_PIT_BOWARROW_STATUS_KIND_NUM lua_const("WEAPON_PIT_BOWARROW_STATUS_KIND_NUM") #define WEAPON_PIT_BOWARROW_STATUS_KIND_HAVED lua_const("WEAPON_PIT_BOWARROW_STATUS_KIND_HAVED") #define WEAPON_PIT_BOWARROW_STATUS_KIND_FLY lua_const("WEAPON_PIT_BOWARROW_STATUS_KIND_FLY") #define WEAPON_PIT_BOWARROW_STATUS_KIND_STICK lua_const("WEAPON_PIT_BOWARROW_STATUS_KIND_STICK") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIT_BOW_ARROW_FLY_FLOAT") #define WEAPON_PIT_BOWARROW_STATUS_FLY_WORK_ID_FLOAT_ATTACK_POWER lua_const("WEAPON_PIT_BOWARROW_STATUS_FLY_WORK_ID_FLOAT_ATTACK_POWER") #define WEAPON_PIT_BOWARROW_STATUS_FLY_WORK_ID_FLOAT_CHARGE lua_const("WEAPON_PIT_BOWARROW_STATUS_FLY_WORK_ID_FLOAT_CHARGE") #define WEAPON_KIND_PITB_BOWARROW lua_const("WEAPON_KIND_PITB_BOWARROW") #define WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLAG_DIR_S lua_const("WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLAG_DIR_S") #define WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_PIT_BOWARROW_INSTANCE_WORK_ID_FLOAT_SPEED") #define WEAPON_PIT_BOWARROW_STATUS_STICK_WORK_ID_INT_LIFE lua_const("WEAPON_PIT_BOWARROW_STATUS_STICK_WORK_ID_INT_LIFE") #define WEAPON_PIT_CHARIOT_STATUS_KIND_NUM lua_const("WEAPON_PIT_CHARIOT_STATUS_KIND_NUM") #define WEAPON_PIT_CHARIOT_STATUS_KIND_FINAL lua_const("WEAPON_PIT_CHARIOT_STATUS_KIND_FINAL") #define WEAPON_PIT_CHARIOTSIGHT_STATUS_KIND_NUM lua_const("WEAPON_PIT_CHARIOTSIGHT_STATUS_KIND_NUM") #define WEAPON_PIT_CHARIOTSIGHT_STATUS_KIND_FINAL lua_const("WEAPON_PIT_CHARIOTSIGHT_STATUS_KIND_FINAL") #define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_INT_TARGET_FRAME lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_INT_TARGET_FRAME") #define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CURSOR_X lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CURSOR_X") #define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CURSOR_Y lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CURSOR_Y") #define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CAMERA_ZOOM_POS_X lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CAMERA_ZOOM_POS_X") #define WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CAMERA_ZOOM_POS_Y lua_const("WEAPON_PIT_CHARIOTSIGHT_INSTANCE_WORK_ID_FLOAT_CAMERA_ZOOM_POS_Y") #define WEAPON_PIT_HORSE_STATUS_KIND_NUM lua_const("WEAPON_PIT_HORSE_STATUS_KIND_NUM") #define WEAPON_PIT_HORSE_STATUS_KIND_FINAL lua_const("WEAPON_PIT_HORSE_STATUS_KIND_FINAL") #define WEAPON_PIT_HORSE_INSTANCE_WORK_ID_FLAG_RIGHT lua_const("WEAPON_PIT_HORSE_INSTANCE_WORK_ID_FLAG_RIGHT") #define WEAPON_PIT_HORSE_INSTANCE_WORK_ID_INT_CHARIOT_ID lua_const("WEAPON_PIT_HORSE_INSTANCE_WORK_ID_INT_CHARIOT_ID") #define LINK_ATTRIBUTE_REFERENCE_PARENT_SCALE lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_SCALE") #define FIGHTER_SZEROSUIT_INSTANCE_WORK_ID_FLAG_FLIP_JUMP lua_const("FIGHTER_SZEROSUIT_INSTANCE_WORK_ID_FLAG_FLIP_JUMP") #define FIGHTER_SZEROSUIT_STATUS_KIND_NUM lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_NUM") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_SHOOT_H lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_SHOOT_H") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_LANDING lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_N_LANDING") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_START lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_START") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_KICK lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_KICK") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_STEP lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_STEP") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_FLIP lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_FLIP") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_LANDING") #define FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_KICK_LANDING lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_SPECIAL_LW_KICK_LANDING") #define FIGHTER_SZEROSUIT_STATUS_KIND_FINAL_LOCK_ON lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_FINAL_LOCK_ON") #define FIGHTER_SZEROSUIT_STATUS_KIND_FINAL_END lua_const("FIGHTER_SZEROSUIT_STATUS_KIND_FINAL_END") #define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_WHIP lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_WHIP") #define WEAPON_SZEROSUIT_WHIP_STATUS_KIND_PULL lua_const("WEAPON_SZEROSUIT_WHIP_STATUS_KIND_PULL") #define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_WHIP2 lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_WHIP2") #define FIGHTER_SZEROSUIT_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_SZEROSUIT_CLIFF_HANG_DATA_AIR_LASSO") #define WEAPON_SZEROSUIT_WHIP2_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_SZEROSUIT_WHIP2_MOTION_PART_SET_KIND_MATERIAL") #define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_REACH lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_REACH") #define FIGHTER_SZEROSUIT_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_SZEROSUIT_CLIFF_HANG_DATA_AIR_LASSO_HANG") #define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_HANG_REWIND lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_HANG_REWIND") #define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_REWIND lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_REWIND") #define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_EXHAUST lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_EXHAUST") #define FIGHTER_SZEROSUIT_STATUS_ATTACK_FLAG_S4_SELECT lua_const("FIGHTER_SZEROSUIT_STATUS_ATTACK_FLAG_S4_SELECT") #define FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_EXEC_CAMERA_CHANGE lua_const("FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_EXEC_CAMERA_CHANGE") #define FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_CAMERA_OFF lua_const("FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_CAMERA_OFF") #define FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_CAMERA_CHANGE_NEAR lua_const("FIGHTER_SZEROSUIT_STATUS_FINAL_FLAG_CAMERA_CHANGE_NEAR") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_WALL_JUMP_NUM lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_WALL_JUMP_NUM") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_X lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_X") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_Y lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_Y") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_Z lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_FLOAT_MAP_COLL_OFFSET_Z") #define FIGHTER_SZEROSUIT_INSTANCE_WORK_ID_FLAG_TO_SPECIAL_LANDING lua_const("FIGHTER_SZEROSUIT_INSTANCE_WORK_ID_FLAG_TO_SPECIAL_LANDING") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_FRAME lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_FRAME") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_ENABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_ENABLE") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_TREAD_ENABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_TREAD_ENABLE") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_WALL_JUMP_ENABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_WALL_JUMP_ENABLE") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_START_WAIT_INPUT lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_START_WAIT_INPUT") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_JUMP lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_JUMP") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_REVERSE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_REVERSE") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_FLAG_S2_UNABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_FLAG_S2_UNABLE") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_FLAG_S2 lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_S_FLAG_S2") #define FIGHTER_SZEROSUIT_AREA_KIND_TREAD lua_const("FIGHTER_SZEROSUIT_AREA_KIND_TREAD") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_TREAD_TARGET_ID lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_WORK_INT_TREAD_TARGET_ID") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_REVERSE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_REVERSE") #define FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_REVERSE_ENABLE lua_const("FIGHTER_SZEROSUIT_STATUS_SPECIAL_LW_FLAG_KICK_REVERSE_ENABLE") #define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_NUM") #define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_START lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_START") #define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_WAIT") #define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_SHOOT lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_SHOOT") #define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_END lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_END") #define WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_ENTRY lua_const("WEAPON_SZEROSUIT_GUNSHIP_STATUS_KIND_ENTRY") #define WEAPON_SZEROSUIT_LASER_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_LASER_STATUS_KIND_NUM") #define WEAPON_SZEROSUIT_LASER_STATUS_KIND_SHOOT lua_const("WEAPON_SZEROSUIT_LASER_STATUS_KIND_SHOOT") #define WEAPON_SZEROSUIT_LASER_STATUS_WORK_INT_EFFECT_HANDLE lua_const("WEAPON_SZEROSUIT_LASER_STATUS_WORK_INT_EFFECT_HANDLE") #define WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLOAT_EFFECT_ALPHA lua_const("WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLOAT_EFFECT_ALPHA") #define WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLAG_START_ATTACK lua_const("WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLAG_START_ATTACK") #define WEAPON_SZEROSUIT_LASER_LINK_NO_GUNSHIP lua_const("WEAPON_SZEROSUIT_LASER_LINK_NO_GUNSHIP") #define WEAPON_SZEROSUIT_LASER_LINK_NO_RETICLE lua_const("WEAPON_SZEROSUIT_LASER_LINK_NO_RETICLE") #define WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLAG_BEAM_EFFECT lua_const("WEAPON_SZEROSUIT_LASER_STATUS_WORK_FLAG_BEAM_EFFECT") #define WEAPON_SZEROSUIT_LASER_INSTANCE_WORK_ID_INT_SAMUSP_SHOOT_FRAME lua_const("WEAPON_SZEROSUIT_LASER_INSTANCE_WORK_ID_INT_SAMUSP_SHOOT_FRAME") #define WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_NUM") #define WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_SHOOT lua_const("WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_SHOOT") #define WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_END lua_const("WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_KIND_END") #define WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_WORK_FLAG_TAME lua_const("WEAPON_SZEROSUIT_PARALYZER_BULLET_STATUS_WORK_FLAG_TAME") #define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_NUM") #define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_WAIT") #define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_MAIN lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_MAIN") #define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_ATTACK lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_ATTACK") #define WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_END lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_KIND_END") #define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_INT_EFFECT_HANDLE lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_INT_EFFECT_HANDLE") #define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_EFFECT_RATE lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_EFFECT_RATE") #define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_ROTATE_DEGREE_ONCE lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_ROTATE_DEGREE_ONCE") #define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLAG_EFFECT_CHANGED lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLAG_EFFECT_CHANGED") #define WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_ROTATE_DEGREE lua_const("WEAPON_SZEROSUIT_RETICLE_STATUS_WORK_FLOAT_ROTATE_DEGREE") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_NUM") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_START lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_START") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_WAIT") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_END lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_KIND_END") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_INT_COUNT lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_INT_COUNT") #define WEAPON_SZEROSUIT_SAMUSP_LINK_NO_RETICLE lua_const("WEAPON_SZEROSUIT_SAMUSP_LINK_NO_RETICLE") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_REACH_PREV_X lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_REACH_PREV_X") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_REACH_PREV_Y lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_REACH_PREV_Y") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_PREV_X lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_PREV_X") #define WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_PREV_Y lua_const("WEAPON_SZEROSUIT_SAMUSP_STATUS_WORK_FLOAT_PREV_Y") #define WEAPON_SZEROSUIT_SAMUSP_LINK_NO_GUNSHIP lua_const("WEAPON_SZEROSUIT_SAMUSP_LINK_NO_GUNSHIP") #define WEAPON_SZEROSUIT_LASER_LINK_NO_SAMUSP lua_const("WEAPON_SZEROSUIT_LASER_LINK_NO_SAMUSP") #define WEAPON_SZEROSUIT_WHIP_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_WHIP_STATUS_KIND_NUM") #define WEAPON_SZEROSUIT_WHIP_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_WHIP_STATUS_KIND_WAIT") #define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_NUM lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_NUM") #define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_WAIT lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_WAIT") #define FIGHTER_WARIO_STATUS_KIND_NUM lua_const("FIGHTER_WARIO_STATUS_KIND_NUM") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_OPEN_WAIT lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_OPEN_WAIT") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE_START lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE_START") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE_END lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BITE_END") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_ITEM lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_ITEM") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_FOOD lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_FOOD") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BOMB lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_BOMB") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_LARGE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_LARGE") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_EAT lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_N_EAT") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_START lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_START") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_SEARCH lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_SEARCH") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_RIDE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_RIDE") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_DRIVE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_DRIVE") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_WHEELIE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_WHEELIE") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_BUMP lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_BUMP") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_START lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_START") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_LOOP lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_LOOP") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_END lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_TURN_END") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_ESCAPE_START lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_ESCAPE_START") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_ESCAPE lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_ESCAPE") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_DOWN lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_DOWN") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_THROWN_OUT lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_THROWN_OUT") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_APPEAL lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_S_APPEAL") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_WARIO_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_WARIO_STATUS_KIND_SPECIAL_LW_LANDING") #define FIGHTER_WARIO_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_DASH") #define FIGHTER_WARIO_STATUS_KIND_FINAL_READY lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_READY") #define FIGHTER_WARIO_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_WARIO_STATUS_KIND_FINAL_SCENE lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_SCENE") #define FIGHTER_WARIO_STATUS_KIND_FINAL_END lua_const("FIGHTER_WARIO_STATUS_KIND_FINAL_END") #define FIGHTER_WARIO_INSTANCE_WORK_ID_INT_SPECIAL_N_INTERVAL lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_INT_SPECIAL_N_INTERVAL") #define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_START_X lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_START_X") #define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_START_Y lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_START_Y") #define FIGHTER_WARIO_STATUS_FINAL_WORK_INT_START_SITUATION lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_INT_START_SITUATION") #define FIGHTER_WARIO_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_WARIO_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT") #define FIGHTER_WARIO_FINAL_MODULE_START_INIT lua_const("FIGHTER_WARIO_FINAL_MODULE_START_INIT") #define FIGHTER_WARIO_FINAL_MODULE_START_EXIT lua_const("FIGHTER_WARIO_FINAL_MODULE_START_EXIT") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_CLEAR_SLOW lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_CLEAR_SLOW") #define FIGHTER_WARIO_FINAL_MODULE_READY_INIT lua_const("FIGHTER_WARIO_FINAL_MODULE_READY_INIT") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_CLEAR_ATTACK lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_CLEAR_ATTACK") #define FIGHTER_WARIO_FINAL_MODULE_READY_EXIT_PRE lua_const("FIGHTER_WARIO_FINAL_MODULE_READY_EXIT_PRE") #define FIGHTER_WARIO_FINAL_MODULE_READY_EXEC lua_const("FIGHTER_WARIO_FINAL_MODULE_READY_EXEC") #define FIGHTER_WARIO_FINAL_MODULE_READY_EXIT lua_const("FIGHTER_WARIO_FINAL_MODULE_READY_EXIT") #define FIGHTER_WARIO_FINAL_MODULE_SCENE_01_INIT lua_const("FIGHTER_WARIO_FINAL_MODULE_SCENE_01_INIT") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_WARIOMAN_MOTION_END lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_WARIOMAN_MOTION_END") #define FIGHTER_WARIO_FINAL_MODULE_SCENE_01_EXEC_FIX_POS lua_const("FIGHTER_WARIO_FINAL_MODULE_SCENE_01_EXEC_FIX_POS") #define FIGHTER_WARIO_FINAL_MODULE_SCENE_01_EXIT lua_const("FIGHTER_WARIO_FINAL_MODULE_SCENE_01_EXIT") #define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_FINAL_OWNER_SCALE") #define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_FINAL_INIT_SCALE") #define FIGHTER_WARIO_GENERATE_ARTICLE_WARIOMAN lua_const("FIGHTER_WARIO_GENERATE_ARTICLE_WARIOMAN") #define FIGHTER_WARIO_FINAL_MODULE_END_INIT lua_const("FIGHTER_WARIO_FINAL_MODULE_END_INIT") #define FIGHTER_WARIO_FINAL_MODULE_END_EXEC lua_const("FIGHTER_WARIO_FINAL_MODULE_END_EXEC") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_END_EXIT lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_END_EXIT") #define FIGHTER_WARIO_FINAL_MODULE_END_EXIT lua_const("FIGHTER_WARIO_FINAL_MODULE_END_EXIT") #define FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE") #define FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_JUMP lua_const("FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_JUMP") #define FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_LANDING_ENABLE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_LANDING_ENABLE") #define FIGHTER_WARIO_INSTANCE_WORK_ID_INT_GASS_LEVEL lua_const("FIGHTER_WARIO_INSTANCE_WORK_ID_INT_GASS_LEVEL") #define FIGHTER_WARIO_GASS_LEVEL_FLY lua_const("FIGHTER_WARIO_GASS_LEVEL_FLY") #define FIGHTER_WARIO_GASS_LEVEL_L lua_const("FIGHTER_WARIO_GASS_LEVEL_L") #define FIGHTER_WARIO_GASS_LEVEL_M lua_const("FIGHTER_WARIO_GASS_LEVEL_M") #define FIGHTER_WARIO_LINK_NO_BIKE lua_const("FIGHTER_WARIO_LINK_NO_BIKE") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_DRIVE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_DRIVE") #define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_MOT_CHANGE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_MOT_CHANGE") #define FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_DOWN_MOTION_KIND lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_DOWN_MOTION_KIND") #define FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_DOWN_MOTION_KIND_AIR lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_DOWN_MOTION_KIND_AIR") #define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_RESERVE_JUMP lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_RESERVE_JUMP") #define CONTROL_PAD_BUTTON_APPEAL_HI lua_const("CONTROL_PAD_BUTTON_APPEAL_HI") #define CONTROL_PAD_BUTTON_APPEAL_LW lua_const("CONTROL_PAD_BUTTON_APPEAL_LW") #define CONTROL_PAD_BUTTON_APPEAL_S_L lua_const("CONTROL_PAD_BUTTON_APPEAL_S_L") #define CONTROL_PAD_BUTTON_APPEAL_S_R lua_const("CONTROL_PAD_BUTTON_APPEAL_S_R") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_RIDE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_RIDE") #define MA_MSC_CMD_SLOEP_SLOPE_KIND_TOP lua_const("MA_MSC_CMD_SLOEP_SLOPE_KIND_TOP") #define FIGHTER_KINETIC_TYPE_WARIO_SPECIAL_AIR_S_START lua_const("FIGHTER_KINETIC_TYPE_WARIO_SPECIAL_AIR_S_START") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_START lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_START") #define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_THROWN_OUT_WHEELIE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_THROWN_OUT_WHEELIE") #define FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_FLOAT_TURN_END_INIT_FRAME lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_FLOAT_TURN_END_INIT_FRAME") #define FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_WSMOKE_EFFECT_HANDLE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_WORK_INT_WSMOKE_EFFECT_HANDLE") #define MA_MSC_EFFECT_SET_VISIBLE lua_const("MA_MSC_EFFECT_SET_VISIBLE") #define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_BIKE_IN_AIR lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_BIKE_IN_AIR") #define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_WHEELIE_END lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_WHEELIE_END") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_NUM lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_NUM") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_WHEELIE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_WHEELIE") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_BUMP lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_BUMP") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_START lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_START") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_LOOP lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_LOOP") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_END lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_TURN_END") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ESCAPE_START lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ESCAPE_START") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ESCAPE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ESCAPE") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_DOWN lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_DOWN") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ITEM lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_ITEM") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_APPEAL lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_SPECIAL_S_APPEAL") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_ENTRY lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_ENTRY") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_WIN_2 lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_WIN_2") #define WEAPON_WARIO_WARIOBIKE_STATUS_KIND_WIN_2_WAIT lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_KIND_WIN_2_WAIT") #define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND") #define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_MOT_CHANGE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_MOT_CHANGE") #define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_DAMAGE lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_DAMAGE") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_START_FRAME lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_START_FRAME") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_INIT_POS_Z lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_INIT_POS_Z") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_TURN_TO_ITEM lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_TURN_TO_ITEM") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_SITUATION_CHANGE lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_SITUATION_CHANGE") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_F lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_F") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_R lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_R") #define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND_NO_RIDER lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND_NO_RIDER") #define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR_NO_RIDER lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR_NO_RIDER") #define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND_DOWN lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_GROUND_DOWN") #define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR_DOWN lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_AIR_DOWN") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WALL_L lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WALL_L") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WALL_R lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WALL_R") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_CALL_SE_ACCEL lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_CALL_SE_ACCEL") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_C lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_GROUND_C") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_AIR_SPEED_Y lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_AIR_SPEED_Y") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_LR lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_LR") #define WEAPON_KINETIC_TYPE_GENERIC_RESET lua_const("WEAPON_KINETIC_TYPE_GENERIC_RESET") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_EFFECT_ID lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_EFFECT_ID") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_SPEED_LEQUAL_ZERO lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_SPEED_LEQUAL_ZERO") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_LOOP_FRAME lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLOAT_LOOP_FRAME") #define WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_TURN lua_const("WEAPON_KINETIC_TYPE_WARIO_WARIOBIKE_TURN") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WHEELIE_SITUATION_AIR lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_WHEELIE_SITUATION_AIR") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_WHEELIE_KEEP_FRAME lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_WHEELIE_KEEP_FRAME") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_COMMAND_FLAG_CAT_1 lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_COMMAND_FLAG_CAT_1") #define FIGHTER_SNAKE_STATUS_KIND_NUM lua_const("FIGHTER_SNAKE_STATUS_KIND_NUM") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_OPERATION lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_OPERATION") #define FIGHTER_SNAKE_STATUS_KIND_APPEAL_WAIT lua_const("FIGHTER_SNAKE_STATUS_KIND_APPEAL_WAIT") #define FIGHTER_SNAKE_STATUS_KIND_APPEAL_END lua_const("FIGHTER_SNAKE_STATUS_KIND_APPEAL_END") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WAIT lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WAIT") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_F lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_F") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_B lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_B") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_BRAKE_F lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_BRAKE_F") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_BRAKE_B lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_WALK_BRAKE_B") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_DASH_F lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_DASH_F") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_DASH_B lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_DASH_B") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP_SQUAT lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP_SQUAT") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP_AERIAL lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_JUMP_AERIAL") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_AIR lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_AIR") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_LANDING lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_HOLD_LANDING") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_THROW lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_THROW") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_EAR_CLOSE lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_N_EAR_CLOSE") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_HIT_END lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_HIT_END") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_AWAY_END lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_S_AWAY_END") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_HI_HANG lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_HI_HANG") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_HI_CUT lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_HI_CUT") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_PRODUCE lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_PRODUCE") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_JUDGE lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_JUDGE") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_TARGET lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_TARGET") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_GROUND lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_GROUND") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_WALL lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_ESTABLISH_WALL") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_DROP lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_DROP") #define FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_EXPLODING lua_const("FIGHTER_SNAKE_STATUS_KIND_SPECIAL_LW_EXPLODING") #define FIGHTER_SNAKE_STATUS_KIND_FINAL_LOCK_ON lua_const("FIGHTER_SNAKE_STATUS_KIND_FINAL_LOCK_ON") #define FIGHTER_SNAKE_STATUS_KIND_FINAL_CAMERA_ZOOM lua_const("FIGHTER_SNAKE_STATUS_KIND_FINAL_CAMERA_ZOOM") #define FIGHTER_SNAKE_STATUS_KIND_FINAL_END lua_const("FIGHTER_SNAKE_STATUS_KIND_FINAL_END") #define FIGHTER_SNAKE_STATUS_KIND_FINAL_APPEAL lua_const("FIGHTER_SNAKE_STATUS_KIND_FINAL_APPEAL") #define FIGHTER_SNAKE_GENERATE_ARTICLE_RPG7 lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_RPG7") #define FIGHTER_SNAKE_GENERATE_ARTICLE_TRENCHMORTAR lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_TRENCHMORTAR") #define FIGHTER_SNAKE_GENERATE_ARTICLE_CBOX lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_CBOX") #define FIGHTER_SNAKE_STATUS_APPEAL_FLAG_EXIT lua_const("FIGHTER_SNAKE_STATUS_APPEAL_FLAG_EXIT") #define FIGHTER_SNAKE_STATUS_APPEAL_WORK_INT_WAIT_COUNTER lua_const("FIGHTER_SNAKE_STATUS_APPEAL_WORK_INT_WAIT_COUNTER") #define FIGHTER_SNAKE_STATUS_SMASH_APPEAL_WORK_INT_ADVANCE_COUNT lua_const("FIGHTER_SNAKE_STATUS_SMASH_APPEAL_WORK_INT_ADVANCE_COUNT") #define FIGHTER_SNAKE_GENERATE_ARTICLE_FLARE_GRENADES lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_FLARE_GRENADES") #define FIGHTER_SNAKE_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_RETICLE") #define FIGHTER_SNAKE_GENERATE_ARTICLE_RETICLE_CURSOR lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_RETICLE_CURSOR") #define FIGHTER_SNAKE_GENERATE_ARTICLE_LOCK_ON_CURSOR lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_LOCK_ON_CURSOR") #define FIGHTER_SNAKE_GENERATE_ARTICLE_LOCK_ON_CURSOR_READY lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_LOCK_ON_CURSOR_READY") #define FIGHTER_SNAKE_STATUS_FINAL_FLAG_WAIT lua_const("FIGHTER_SNAKE_STATUS_FINAL_FLAG_WAIT") #define FIGHTER_SNAKE_STATUS_FINAL_INT_SITUATION lua_const("FIGHTER_SNAKE_STATUS_FINAL_INT_SITUATION") #define FIGHTER_SNAKE_STATUS_FINAL_INT_FRAME lua_const("FIGHTER_SNAKE_STATUS_FINAL_INT_FRAME") #define FIGHTER_SNAKE_STATUS_FINAL_INT_FLASH_FRAME lua_const("FIGHTER_SNAKE_STATUS_FINAL_INT_FLASH_FRAME") #define WEAPON_SNAKE_RETICLE_STATUS_KIND_SHOOT lua_const("WEAPON_SNAKE_RETICLE_STATUS_KIND_SHOOT") #define WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_SHOOT lua_const("WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_SHOOT") #define FIGHTER_SNAKE_FINAL_LOCK_ON_MAX lua_const("FIGHTER_SNAKE_FINAL_LOCK_ON_MAX") #define FIGHTER_SNAKE_GENERATE_ARTICLE_MISSILE lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_MISSILE") #define FIGHTER_SNAKE_GENERATE_ARTICLE_CYPHER lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_CYPHER") #define WEAPON_SNAKE_CYPHER_STATUS_KIND_EXPLOSION lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_EXPLOSION") #define FIGHTER_SNAKE_STATUS_SPECIAL_HI_FLAG_CYPHER_EXPLOSION lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_HI_FLAG_CYPHER_EXPLOSION") #define FIGHTER_SNAKE_STATUS_CYPHER_HANG_TRANS_ID_CUT_STICK lua_const("FIGHTER_SNAKE_STATUS_CYPHER_HANG_TRANS_ID_CUT_STICK") #define FIGHTER_SNAKE_STATUS_CYPHER_HANG_TRANS_ID_CUT_TIME_OUT lua_const("FIGHTER_SNAKE_STATUS_CYPHER_HANG_TRANS_ID_CUT_TIME_OUT") #define MA_MSC_CMD_CAMERA_CAM_RECT lua_const("MA_MSC_CMD_CAMERA_CAM_RECT") #define ENERGY_GRAVITY_RESET_TYPE_BUOYANCY lua_const("ENERGY_GRAVITY_RESET_TYPE_BUOYANCY") #define FIGHTER_SNAKE_GENERATE_ARTICLE_C4 lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_C4") #define FIGHTER_SNAKE_STATUS_SPECIAL_LW_FLAG_SQUAT lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_LW_FLAG_SQUAT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_FLOAT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SNAKE_SPECIAL_LW_ESTABLISH_JUDGE_FLOAT") #define FIGHTER_SNAKE_STATUS_SPECIAL_LW_ESTABLISH_JUDGE_FLAG_TRANS_ESTABLISH_TARGET lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_LW_ESTABLISH_JUDGE_FLAG_TRANS_ESTABLISH_TARGET") #define WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_TARGET lua_const("WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_TARGET") #define WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_SQUAT lua_const("WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_SQUAT") #define WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_GROUND lua_const("WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_GROUND") #define WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_WALL lua_const("WEAPON_SNAKE_C4_STATUS_KIND_ESTABLISH_WALL") #define MA_MSC_CMD_ARTICLE_UPDATE_LOG_ATTACK_INFO_ARTICLE lua_const("MA_MSC_CMD_ARTICLE_UPDATE_LOG_ATTACK_INFO_ARTICLE") #define FIGHTER_SNAKE_GENERATE_ARTICLE_C4_SWITCH lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_C4_SWITCH") #define FIGHTER_SNAKE_GENERATE_ARTICLE_NIKITA lua_const("FIGHTER_SNAKE_GENERATE_ARTICLE_NIKITA") #define FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_ENABLE_CANCEL lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_ENABLE_CANCEL") #define FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_TRANS_AWAY_END lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_TRANS_AWAY_END") #define FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_TRANS_HIT_END lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_FLAG_TRANS_HIT_END") #define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_PREV_X lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_PREV_X") #define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_PREV_Y lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_PREV_Y") #define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_COMP_MUL lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_WORK_FLOAT_COMP_MUL") #define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_FLAG_TRANS_HIT_END lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_FLAG_TRANS_HIT_END") #define FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_FLAG_TRANS_AWAY_END lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_S_OPERATION_FLAG_TRANS_AWAY_END") #define WEAPON_SNAKE_C4_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_C4_STATUS_KIND_NUM") #define WEAPON_SNAKE_C4_STATUS_KIND_START lua_const("WEAPON_SNAKE_C4_STATUS_KIND_START") #define WEAPON_SNAKE_C4_STATUS_KIND_DROP_FALL lua_const("WEAPON_SNAKE_C4_STATUS_KIND_DROP_FALL") #define WEAPON_SNAKE_C4_STATUS_KIND_STICK_TARGET lua_const("WEAPON_SNAKE_C4_STATUS_KIND_STICK_TARGET") #define WEAPON_SNAKE_C4_STATUS_KIND_STICK_OTHER lua_const("WEAPON_SNAKE_C4_STATUS_KIND_STICK_OTHER") #define WEAPON_SNAKE_C4_STATUS_KIND_EXPLOSION lua_const("WEAPON_SNAKE_C4_STATUS_KIND_EXPLOSION") #define WEAPON_SNAKE_C4_STATUS_KIND_DISAPPEAR lua_const("WEAPON_SNAKE_C4_STATUS_KIND_DISAPPEAR") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_DROP_FALL_FLOAT") #define WEAPON_SNAKE_C4_STATUS_DROP_FALL_WORK_FLAG_DISAPPEAR lua_const("WEAPON_SNAKE_C4_STATUS_DROP_FALL_WORK_FLAG_DISAPPEAR") #define WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_STICK lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_STICK") #define WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_START_CHECK_STICK lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_START_CHECK_STICK") #define WEAPON_SNAKE_C4_LINK_NO_STICK lua_const("WEAPON_SNAKE_C4_LINK_NO_STICK") #define WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_FALL lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLAG_FALL") #define WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLOAT_RAY_LENGTH lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_GROUND_WORK_FLOAT_RAY_LENGTH") #define WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_STICK lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_STICK") #define WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_START_CHECK_STICK lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_START_CHECK_STICK") #define WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_FALL lua_const("WEAPON_SNAKE_C4_STATUS_ESTABLISH_WALL_WORK_FLAG_FALL") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_ESTABLISH_TARGET_FLOAT") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_C4_STICK_TARGET_FLOAT") #define WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_GROUND lua_const("WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_GROUND") #define WEAPON_SNAKE_C4_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_SNAKE_C4_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_SNAKE_C4_KINETIC_ENERGY_ID_GROUND_MOVEMENT lua_const("WEAPON_SNAKE_C4_KINETIC_ENERGY_ID_GROUND_MOVEMENT") #define WEAPON_SNAKE_CYPHER_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_NUM") #define WEAPON_SNAKE_CYPHER_STATUS_KIND_ATTACH lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_ATTACH") #define WEAPON_SNAKE_CYPHER_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_FLY") #define WEAPON_SNAKE_CYPHER_STATUS_KIND_DETACH lua_const("WEAPON_SNAKE_CYPHER_STATUS_KIND_DETACH") #define WEAPON_SNAKE_CYPHER_INSTANCE_WORK_ID_INT_HP lua_const("WEAPON_SNAKE_CYPHER_INSTANCE_WORK_ID_INT_HP") #define WEAPON_SNAKE_CYPHER_INSTANCE_WORK_ID_INT_LIFE_COUNT lua_const("WEAPON_SNAKE_CYPHER_INSTANCE_WORK_ID_INT_LIFE_COUNT") #define WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_NUM") #define WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_HAVED lua_const("WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_HAVED") #define WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_FLY") #define WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_END lua_const("WEAPON_SNAKE_FLARE_GRENADES_STATUS_KIND_END") #define WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLAG_STOP_ROT lua_const("WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLAG_STOP_ROT") #define WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLOAT_ROT") #define WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLOAT_ROT_SPEED") #define WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLAG_STOP lua_const("WEAPON_SNAKE_FLAREGRENADES_INSTANCE_WORK_ID_FLAG_STOP") #define WEAPON_SNAKE_MISSILE_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_MISSILE_STATUS_KIND_NUM") #define WEAPON_SNAKE_MISSILE_STATUS_KIND_WAIT lua_const("WEAPON_SNAKE_MISSILE_STATUS_KIND_WAIT") #define WEAPON_SNAKE_MISSILE_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_MISSILE_STATUS_KIND_FLY") #define WEAPON_SNAKE_MISSILE_STATUS_KIND_EXPLOSION lua_const("WEAPON_SNAKE_MISSILE_STATUS_KIND_EXPLOSION") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_DELAY_FRAME lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_DELAY_FRAME") #define WEAPON_SNAKE_MISSILE_STATUS_WAIT_WORK_INT_FRAME lua_const("WEAPON_SNAKE_MISSILE_STATUS_WAIT_WORK_INT_FRAME") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_MISSILE_ID lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_MISSILE_ID") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_X lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_X") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_Y lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_Y") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_Z lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_DIRECTION_Z") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLAG_LOCK_ON lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLAG_LOCK_ON") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_X lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_X") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_Y lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_Y") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_Z lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_ORIGIN_Z") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_X lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_X") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_Y lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_Y") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_Z lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_GUIDE_POINT_OFFSET_Z") #define WEAPON_SNAKE_MISSILE_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_SNAKE_MISSILE_KINETIC_ENERGY_ID_NORMAL") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_FLOAT_ROT_SPEED") #define WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_GUIDE_POINT_OFFSET_ID lua_const("WEAPON_SNAKE_MISSILE_INSTANCE_WORK_ID_INT_GUIDE_POINT_OFFSET_ID") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_NUM") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_FLY") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_STOP_FALL lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_STOP_FALL") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_EXPLOSION lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_KIND_EXPLOSION") #define WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_NORMAL") #define WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_ROT_NORMAL lua_const("WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_ROT_NORMAL") #define WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_SNAKE_NIKITA_MISSILE_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_SMOKE_EFFECT_HANDLE lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_SMOKE_EFFECT_HANDLE") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLAG_IS_STRAIGHT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLAG_IS_STRAIGHT") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_START_Y lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_START_Y") #define WEAPON_SNAKE_NIKITA_MISSILE_POSTURE_ROT_NODE_TOPNB lua_const("WEAPON_SNAKE_NIKITA_MISSILE_POSTURE_ROT_NODE_TOPNB") #define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_TOPNB_ROTX lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_TOPNB_ROTX") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_FALL_COUNT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_FALL_COUNT") #define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_FLAG_IS_AUTONOMY lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_FLAG_IS_AUTONOMY") #define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_HP lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_HP") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_BRAKE_COUNT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_BRAKE_COUNT") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_ATTACK_RESTART_COUNT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_ATTACK_RESTART_COUNT") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_SE_INTERVAL lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_INT_SE_INTERVAL") #define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_INT_COUNTER lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_INT_COUNTER") #define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_INT_DAMAGE_ROT_FRAME lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_INT_DAMAGE_ROT_FRAME") #define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_DAMAGE_ROT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_DAMAGE_ROT") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_PREV_ROT lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_PREV_ROT") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_LIMIT_ANGLE lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_LIMIT_ANGLE") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_BRAKE_ROT_DIFF lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_BRAKE_ROT_DIFF") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_TURN_STABLE_SPEED lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_TURN_STABLE_SPEED") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_STABLE_SPEED lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLOAT_STABLE_SPEED") #define WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLAG_BRAKE_START lua_const("WEAPON_SNAKE_NIKITA_MISSILE_STATUS_FLY_WORK_FLAG_BRAKE_START") #define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_ROTZ_STABLE_MAX lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_ROTZ_STABLE_MAX") #define WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_ROTZ_STABLE_MIN lua_const("WEAPON_SNAKE_NIKITA_MISSILE_INSTANCE_WORK_FLOAT_ROTZ_STABLE_MIN") #define WEAPON_SNAKE_NIKITA_MISSILE_POSTURE_ROT_NODE_ROTN lua_const("WEAPON_SNAKE_NIKITA_MISSILE_POSTURE_ROT_NODE_ROTN") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_SNAKE_NIKITA_MISSILE_EXPLOSION_FLOAT") #define WEAPON_SNAKE_RETICLE_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_RETICLE_STATUS_KIND_NUM") #define WEAPON_SNAKE_RETICLE_STATUS_KIND_LOCK_ON lua_const("WEAPON_SNAKE_RETICLE_STATUS_KIND_LOCK_ON") #define WEAPON_SNAKE_RETICLE_STATUS_KIND_END lua_const("WEAPON_SNAKE_RETICLE_STATUS_KIND_END") #define WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_NUM") #define WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_START lua_const("WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_START") #define WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_FINISH lua_const("WEAPON_SNAKE_RETICLE_CURSOR_STATUS_KIND_FINISH") #define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_NUM lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_NUM") #define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_FLY lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_FLY") #define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_IMPACT lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_IMPACT") #define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_EXIT lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_KIND_EXIT") #define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_FLAG_SKIP_FIRST_FRAME lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_FLAG_SKIP_FIRST_FRAME") #define WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_FLAG_ENABLE_ADVANCE_STATUS lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_STATUS_FLAG_ENABLE_ADVANCE_STATUS") #define FIGHTER_IKE_STATUS_KIND_NUM lua_const("FIGHTER_IKE_STATUS_KIND_NUM") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END_MDL lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END_MDL") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END_MAX lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_N_END_MAX") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_S_HOLD lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_S_HOLD") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_S_DASH") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_S_ATTACK") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_2") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_3") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_4 lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_HI_4") #define FIGHTER_IKE_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_IKE_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_IKE_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_HIT") #define FIGHTER_IKE_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_MOVE") #define FIGHTER_IKE_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_IKE_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_FALL") #define FIGHTER_IKE_STATUS_KIND_FINAL_END lua_const("FIGHTER_IKE_STATUS_KIND_FINAL_END") #define FIGHTER_IKE_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_CONTINUE_MOT") #define FIGHTER_IKE_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK lua_const("FIGHTER_IKE_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK") #define FIGHTER_IKE_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM lua_const("FIGHTER_IKE_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM") #define FIGHTER_IKE_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_ATTACK_HIT") #define FIGHTER_IKE_STATUS_FINAL_FLAG_SWORD_THROW_START lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_SWORD_THROW_START") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y") #define FIGHTER_IKE_FINAL_TARGET_NUM_MAX lua_const("FIGHTER_IKE_FINAL_TARGET_NUM_MAX") #define FIGHTER_IKE_STATUS_FINAL_WORK_INT_TASK_ID1 lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_INT_TASK_ID1") #define FIGHTER_IKE_GENERATE_ARTICLE_SWORD lua_const("FIGHTER_IKE_GENERATE_ARTICLE_SWORD") #define FIGHTER_IKE_STATUS_FINAL_FLAG_CHANGE_STATUS lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_CHANGE_STATUS") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_ATTACK_LR lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_ATTACK_LR") #define FIGHTER_IKE_STATUS_FINAL_FLAG_FALL_START lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_FALL_START") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TO_TARGET_LR lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_TO_TARGET_LR") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_OFFSET_LR lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_OFFSET_LR") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME") #define FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE") #define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT") #define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MUL_2 lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MUL_2") #define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_TRANS_JUMP lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_TRANS_JUMP") #define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_KINETIC_CHANGE") #define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_JUMP_START_AIR lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_JUMP_START_AIR") #define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_NUM lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_NUM") #define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_ID lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_HIT_OBJECT_ID") #define FIGHTER_IKE_SPECIAL_HI_TARGET_NUM_MAX lua_const("FIGHTER_IKE_SPECIAL_HI_TARGET_NUM_MAX") #define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CONTINUE_MOT") #define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CHARGE lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CHARGE") #define FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_CHARGE_COUNT") #define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_ATK_CHARGE_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_ATK_CHARGE_MAX") #define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_SPD_CHARGE_MAX lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_SPD_CHARGE_MAX") #define FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_DASH_COUNT lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_DASH_COUNT") #define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_END_NO_LANDING lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_END_NO_LANDING") #define FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_NO_LIMIT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_JUMP_NO_LIMIT") #define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_SITUATION_PREV lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_INT_SITUATION_PREV") #define FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_CONTROL lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_FLAG_CONTROL") #define FIGHTER_IKE_INSTANCE_WORK_ID_INT_SPECIAL_HI_CLIFF_NUM lua_const("FIGHTER_IKE_INSTANCE_WORK_ID_INT_SPECIAL_HI_CLIFF_NUM") #define FIGHTER_IKE_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV") #define FIGHTER_IKE_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER") #define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY") #define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK") #define FIGHTER_IKE_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_IKE_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD") #define FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV") #define FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_HOLD_SE_HANDLE lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_WORK_INT_HOLD_SE_HANDLE") #define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CHARGE_MAX_EFT lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_CHARGE_MAX_EFT") #define FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_ATTACK_END lua_const("FIGHTER_IKE_STATUS_SPECIAL_S_FLAG_ATTACK_END") #define COLLISION_CATEGORY_MASK_ENEMY lua_const("COLLISION_CATEGORY_MASK_ENEMY") #define WEAPON_IKE_SWORD_STATUS_KIND_NUM lua_const("WEAPON_IKE_SWORD_STATUS_KIND_NUM") #define WEAPON_IKE_SWORD_STATUS_KIND_SPECIAL_HI_2 lua_const("WEAPON_IKE_SWORD_STATUS_KIND_SPECIAL_HI_2") #define WEAPON_IKE_SWORD_STATUS_KIND_HAD lua_const("WEAPON_IKE_SWORD_STATUS_KIND_HAD") #define WEAPON_IKE_SWORD_STATUS_KIND_FLY lua_const("WEAPON_IKE_SWORD_STATUS_KIND_FLY") #define WEAPON_KINETIC_TYPE_IKE_SWORD_SPECIAL_HI lua_const("WEAPON_KINETIC_TYPE_IKE_SWORD_SPECIAL_HI") #define WEAPON_IKE_SWORD_STATUS_SPECIAL_HI_WORK_ID_FLAG_RELEASE lua_const("WEAPON_IKE_SWORD_STATUS_SPECIAL_HI_WORK_ID_FLAG_RELEASE") #define WEAPON_IKE_SWORD_STATUS_SPECIAL_HI_WORK_ID_FLAG_HAVE lua_const("WEAPON_IKE_SWORD_STATUS_SPECIAL_HI_WORK_ID_FLAG_HAVE") #define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_ANGLE") #define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_A lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_A") #define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_B lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_B") #define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_C lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_EQUATION_C") #define WEAPON_IKE_SWORD_INSTANCE_WORK_FLAG_THROW_RIGHT_ABOVE lua_const("WEAPON_IKE_SWORD_INSTANCE_WORK_FLAG_THROW_RIGHT_ABOVE") #define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_CALC_X lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_CALC_X") #define WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_SPD_X lua_const("WEAPON_IKE_SWORD_STATUS_WORK_FLOAT_SPD_X") #define FIGHTER_PZENIGAME_STATUS_KIND_NUM lua_const("FIGHTER_PZENIGAME_STATUS_KIND_NUM") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_N_CHARGE") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_LOOP") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_OVER_TURN_START lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_OVER_TURN_START") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_OVER_TURN lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_OVER_TURN") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_HIT lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_S_HIT") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_LW_STANDBY lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_LW_STANDBY") #define FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_LW_OUT lua_const("FIGHTER_PZENIGAME_STATUS_KIND_SPECIAL_LW_OUT") #define FIGHTER_POKEMON_INSTANCE_WORK_ID_FLAG_SEND_POKEMON_CHANGE lua_const("FIGHTER_POKEMON_INSTANCE_WORK_ID_FLAG_SEND_POKEMON_CHANGE") #define FIGHTER_POKEMON_INSTANCE_WORK_ID_FLAG_RESTART_FROM_MBALL lua_const("FIGHTER_POKEMON_INSTANCE_WORK_ID_FLAG_RESTART_FROM_MBALL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_RESULT_FIGHTER_SINGLE lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RESULT_FIGHTER_SINGLE") #define WEAPON_PTRAINER_PTRAINER_LINK_NO_POKEMON lua_const("WEAPON_PTRAINER_PTRAINER_LINK_NO_POKEMON") #define FIGHTER_POKEMON_STATUS_KIND_SPECIAL_LW_STANDBY lua_const("FIGHTER_POKEMON_STATUS_KIND_SPECIAL_LW_STANDBY") #define FIGHTER_POKEMON_LINK_NO_PTRAINER lua_const("FIGHTER_POKEMON_LINK_NO_PTRAINER") #define FIGHTER_POKEMON_STATUS_KIND_SPECIAL_LW_OUT lua_const("FIGHTER_POKEMON_STATUS_KIND_SPECIAL_LW_OUT") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLAG_SMASH lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLAG_SMASH") #define FIGHTER_PZENIGAME_AREA_KIND_SPECIAL_S_TREADED lua_const("FIGHTER_PZENIGAME_AREA_KIND_SPECIAL_S_TREADED") #define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S_START lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S_START") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLAG_CONTINUE lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLAG_CONTINUE") #define FIGHTER_PZENIGAME_STATUS_WORK_KEEP_FLAG_SPECIAL_S lua_const("FIGHTER_PZENIGAME_STATUS_WORK_KEEP_FLAG_SPECIAL_S") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_S_INT_COUNTER lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_S_INT_COUNTER") #define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S") #define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S") #define FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLOAT_CLATTER_TIME lua_const("FIGHTER_PZENIGAME_STATUS_SPECIAL_S_FLOAT_CLATTER_TIME") #define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S_END lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S_END") #define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S_END lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_AIR_S_END") #define FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S_HIT lua_const("FIGHTER_KINETIC_TYPE_PZENIGAME_SPECIAL_S_HIT") #define WEAPON_PZENIGAME_WATER_STATUS_KIND_NUM lua_const("WEAPON_PZENIGAME_WATER_STATUS_KIND_NUM") #define WEAPON_PZENIGAME_WATER_STATUS_KIND_REGULAR lua_const("WEAPON_PZENIGAME_WATER_STATUS_KIND_REGULAR") #define WEAPON_PZENIGAME_WATER_STATUS_KIND_CLASH lua_const("WEAPON_PZENIGAME_WATER_STATUS_KIND_CLASH") #define WEAPON_PZENIGAME_WATER_STATUS_KIND_DIE lua_const("WEAPON_PZENIGAME_WATER_STATUS_KIND_DIE") #define FIGHTER_PFUSHIGISOU_STATUS_KIND_NUM lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_NUM") #define FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_LW_STANDBY lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_LW_STANDBY") #define FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_LW_OUT lua_const("FIGHTER_PFUSHIGISOU_STATUS_KIND_SPECIAL_LW_OUT") #define FIGHTER_WAIST_SIZE_M lua_const("FIGHTER_WAIST_SIZE_M") #define FIGHTER_WAIST_SIZE_L lua_const("FIGHTER_WAIST_SIZE_L") #define FIGHTER_PFUSHIGISOU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_HI_HOP lua_const("FIGHTER_PFUSHIGISOU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_HI_HOP") #define FIGHTER_PFUSHIGISOU_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_PFUSHIGISOU_CLIFF_HANG_DATA_AIR_LASSO") #define FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_VINE lua_const("FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_VINE") #define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLAG_AIR_LASSO_FAIL lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLAG_AIR_LASSO_FAIL") #define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLAG_SET_ANGLE lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLAG_SET_ANGLE") #define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLOAT_ANGLE lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_FLOAT_ANGLE") #define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_SET_MAP_COLL_OFFSET lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_HI_SET_MAP_COLL_OFFSET") #define FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_X lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_X") #define FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_Y lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_Y") #define FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_Z lua_const("FIGHTER_STATUS_AIR_LASSO_WORK_FLOAT_MAP_COLL_OFFSET_Z") #define FIGHTER_STATUS_AIR_LASSO_FLAG_MAP_COLL_OFFSET lua_const("FIGHTER_STATUS_AIR_LASSO_FLAG_MAP_COLL_OFFSET") #define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_REACH lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_REACH") #define FIGHTER_PFUSHIGISOU_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_PFUSHIGISOU_CLIFF_HANG_DATA_AIR_LASSO_HANG") #define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_HANG_REWIND lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_HANG_REWIND") #define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_REWIND lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_REWIND") #define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_X lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_X") #define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_Y lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_Y") #define FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_Z lua_const("FIGHTER_STATUS_AIR_LASSO_REACH_WORK_FLOAT_MAP_COLL_OFFSET_Z") #define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_EXHAUST lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_EXHAUST") #define FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_S_FLAG_SMASH lua_const("FIGHTER_PFUSHIGISOU_STATUS_SPECIAL_S_FLAG_SMASH") #define WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_NUM lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_NUM") #define WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_MOVE lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_MOVE") #define WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_CLASH lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_STATUS_KIND_CLASH") #define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_INT_REANGLE_COUNTER lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_INT_REANGLE_COUNTER") #define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_FLY_ANGLE lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_FLY_ANGLE") #define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_FLY_ANGLE_TARGET lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_FLY_ANGLE_TARGET") #define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_OWN_ANGLE_ACCEL lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_OWN_ANGLE_ACCEL") #define WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_OWN_ANGLE lua_const("WEAPON_PFUSHIGISOU_LEAFCUTTER_INSTANCE_WORK_ID_FLOAT_OWN_ANGLE") #define WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_NUM lua_const("WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_NUM") #define WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_MOVE lua_const("WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_MOVE") #define WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_CLASH_GROUND lua_const("WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_CLASH_GROUND") #define WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_CLASH lua_const("WEAPON_PFUSHIGISOU_SEED_STATUS_KIND_CLASH") #define WEAPON_PFUSHIGISOU_SEED_INSTANCE_WORK_ID_FLAG_HARD lua_const("WEAPON_PFUSHIGISOU_SEED_INSTANCE_WORK_ID_FLAG_HARD") #define WEAPON_PFUSHIGISOU_SEED_INSTANCE_WORK_ID_FLAG_KIRBY lua_const("WEAPON_PFUSHIGISOU_SEED_INSTANCE_WORK_ID_FLAG_KIRBY") #define WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_NUM lua_const("WEAPON_PFUSHIGISOU_VINE_STATUS_KIND_NUM") #define WEAPON_LASSO_STATUS_KIND_REACH lua_const("WEAPON_LASSO_STATUS_KIND_REACH") #define WEAPON_LASSO_STATUS_KIND_REWIND lua_const("WEAPON_LASSO_STATUS_KIND_REWIND") #define WEAPON_LASSO_STATUS_HANG_REWIND_WORK_ID_FLAG_END_HIDE lua_const("WEAPON_LASSO_STATUS_HANG_REWIND_WORK_ID_FLAG_END_HIDE") #define FIGHTER_PLIZARDON_STATUS_KIND_NUM lua_const("FIGHTER_PLIZARDON_STATUS_KIND_NUM") #define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_RUSH lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_RUSH") #define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_BLOWN lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_S_BLOWN") #define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_LW_STANDBY lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_LW_STANDBY") #define FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_LW_OUT lua_const("FIGHTER_PLIZARDON_STATUS_KIND_SPECIAL_LW_OUT") #define FIGHTER_STATUS_DOWN_FLAG_NO_DOWN_DAMAGE lua_const("FIGHTER_STATUS_DOWN_FLAG_NO_DOWN_DAMAGE") #define FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_HIT_SLOPE lua_const("FIGHTER_PLIZARDON_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_HIT_SLOPE") #define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_FLAG_IS_STATUS_CHANGE_BLOWN lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_FLAG_IS_STATUS_CHANGE_BLOWN") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_KINETIC_RESET_PARAM lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_KINETIC_RESET_PARAM") #define FIGHTER_PLIZARDON_INSTANCE_WORK_ID_INT_EXPLOSION_DELAY_FRAME lua_const("FIGHTER_PLIZARDON_INSTANCE_WORK_ID_INT_EXPLOSION_DELAY_FRAME") #define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_INT_SPECIAL_S_ROTATE_COUNT lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_INT_SPECIAL_S_ROTATE_COUNT") #define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_FLAG_IS_DISABLE_FIGHTER_HIT_EXPLOSION lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_FLAG_IS_DISABLE_FIGHTER_HIT_EXPLOSION") #define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_FLOAT_SRC_ANGLE lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_FLOAT_SRC_ANGLE") #define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_FLOAT_DST_ANGLE lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_FLOAT_DST_ANGLE") #define FIGHTER_PLIZARDON_GENERATE_ARTICLE_EXPLOSION lua_const("FIGHTER_PLIZARDON_GENERATE_ARTICLE_EXPLOSION") #define FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_INT_EXPLOSION_TOTAL_DAMAGE lua_const("FIGHTER_PLIZARDON_STATUS_SPECIAL_S_WORK_INT_EXPLOSION_TOTAL_DAMAGE") #define WEAPON_PLIZARDON_BREATH_STATUS_KIND_NUM lua_const("WEAPON_PLIZARDON_BREATH_STATUS_KIND_NUM") #define WEAPON_PLIZARDON_BREATH_STATUS_KIND_MOVE lua_const("WEAPON_PLIZARDON_BREATH_STATUS_KIND_MOVE") #define WEAPON_PLIZARDON_BREATH_STATUS_KIND_VANISH lua_const("WEAPON_PLIZARDON_BREATH_STATUS_KIND_VANISH") #define WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_INT_HIT_FRAME lua_const("WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_INT_HIT_FRAME") #define WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_FLOAT_SPEED_MUL lua_const("WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_FLOAT_SPEED_MUL") #define WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_FLOAT_SCALE lua_const("WEAPON_PLIZARDON_BREATH_INSTANCE_WORK_ID_FLOAT_SCALE") #define WEAPON_PLIZARDON_DAIMONJI_STATUS_KIND_NUM lua_const("WEAPON_PLIZARDON_DAIMONJI_STATUS_KIND_NUM") #define WEAPON_PLIZARDON_DAIMONJI_STATUS_KIND_MOVE lua_const("WEAPON_PLIZARDON_DAIMONJI_STATUS_KIND_MOVE") #define WEAPON_PLIZARDON_EXPLOSION_STATUS_KIND_NUM lua_const("WEAPON_PLIZARDON_EXPLOSION_STATUS_KIND_NUM") #define WEAPON_PLIZARDON_EXPLOSION_STATUS_KIND_START lua_const("WEAPON_PLIZARDON_EXPLOSION_STATUS_KIND_START") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_NUM lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_NUM") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_HAVED lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_HAVED") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_ENTRY_FLY lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_ENTRY_FLY") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_ENTRY_OPEN lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_ENTRY_OPEN") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_FLY lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_FLY") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_FLY_MISS lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_FLY_MISS") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_OPEN_WAIT lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_OPEN_WAIT") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_OPEN lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_CHANGE_OPEN") #define WEAPON_PTRAINER_MBALL_STATUS_KIND_FINAL_FLY lua_const("WEAPON_PTRAINER_MBALL_STATUS_KIND_FINAL_FLY") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_FRAME lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_FRAME") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_FLY_FRAME lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_FLY_FRAME") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_MOVE_FRAME lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_MOVE_FRAME") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_X lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_X") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_Y lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_Y") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_Z lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLOAT_FLY_OFFSET_Z") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_POKE_APPEAR lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_POKE_APPEAR") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_SHOOT_OPEN lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_SHOOT_OPEN") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_EXIST_PARTICLE lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_EXIST_PARTICLE") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_OPEN_WAIT_FRAME lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_OPEN_WAIT_FRAME") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_ENABLE_OPEN lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_ENABLE_OPEN") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_NO_REMOVE lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_FLAG_NO_REMOVE") #define WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_START_KIND lua_const("WEAPON_PTRAINER_MBALL_INSTANCE_WORK_ID_INT_START_KIND") #define WEAPON_PTRIANER_MBALL_START_KIND_CHANGE_MISS lua_const("WEAPON_PTRIANER_MBALL_START_KIND_CHANGE_MISS") #define WEAPON_PTRAINER_POKEMON_STATUS_KIND_NUM lua_const("WEAPON_PTRAINER_POKEMON_STATUS_KIND_NUM") #define WEAPON_PTRAINER_POKEMON_STATUS_KIND_FINAL lua_const("WEAPON_PTRAINER_POKEMON_STATUS_KIND_FINAL") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_NUM lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_NUM") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_ENTRY lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_ENTRY") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_ENTRY_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_ENTRY_OUTFIELD") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_AIR_WAIT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_AIR_WAIT") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_FALL lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_FALL") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_LANDING lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_LANDING") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT_OUTFIELD") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_MOVE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_MOVE") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RUN lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RUN") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RUN_STOP lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RUN_STOP") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_TURN lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_TURN") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_REACTION lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_REACTION") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_SPECIAL_LW lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_SPECIAL_LW") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_SPECIAL_LW_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_SPECIAL_LW_OUTFIELD") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_MISS lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_MISS") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RESTART_CHANGE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RESTART_CHANGE") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RESTART_CHANGE_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_RESTART_CHANGE_OUTFIELD") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_APPEAL lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_APPEAL") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_APPEAL_OUTFIELD lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_APPEAL_OUTFIELD") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT_LOSE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_WAIT_LOSE") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_DEMO lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_DEMO") #define WEAPON_PTRAINER_PTRAINER_STATUS_KIND_FINAL lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_KIND_FINAL") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_DIST_TARGET_X lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_DIST_TARGET_X") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_DIR lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_DIR") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TURN lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TURN") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_MBALL_UPPER lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_MBALL_UPPER") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_OUTFIELD_INVISIBLE lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_OUTFIELD_INVISIBLE") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_VOICE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_VOICE") #define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_ENTRY lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_ENTRY") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_MOTION_END_FRAME lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_MOTION_END_FRAME") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_MOVE_FRAME lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_MOVE_FRAME") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_NO_RUN_FRAME lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_NO_RUN_FRAME") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_TARGET_SAME_BLOCK lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_TARGET_SAME_BLOCK") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_NO_MOVE lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_NO_MOVE") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_RUN_LINE_LENGTH lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_RUN_LINE_LENGTH") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TARGET_DIR_HORZ lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TARGET_DIR_HORZ") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_PATH_LR lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_PATH_LR") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_PATH_DIST_EDGE lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_PATH_DIST_EDGE") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_TRAIT_NO_FALL lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_TRAIT_NO_FALL") #define WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_FALL lua_const("WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_FALL") #define WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_MOTION lua_const("WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_MOTION") #define WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_MOTION_LOOP lua_const("WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_MOTION_LOOP") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_STATUS_LR lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_STATUS_LR") #define WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_GROUND_STOP lua_const("WEAPON_KINETIC_TYPE_PTRAINER_PTRAINER_GROUND_STOP") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_ENABLE_POKEMON lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_ENABLE_POKEMON") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_TURN_DIR_TARGET lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_TURN_DIR_TARGET") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_TURN_DIR_SPEED lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLOAT_TURN_DIR_SPEED") #define WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_FLAG lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_FLAG") #define WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_INT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_INT") #define WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_FLOAT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_REACTION_WORK_KEEP_FLOAT") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_MOTION_KIND lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_MOTION_KIND") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_NO_REACTION_FRAME lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_NO_REACTION_FRAME") #define FIGHTER_COMMON_START_KIND_CHANGE lua_const("FIGHTER_COMMON_START_KIND_CHANGE") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_START_KIND lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_INT_START_KIND") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_ON_CHANGE lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_ON_CHANGE") #define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_CHANGE lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_CHANGE") #define WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_MBALL lua_const("WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_MBALL") #define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_DEAD lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_DEAD") #define WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_FLAG lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_FLAG") #define WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_INT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_INT") #define WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_FLOAT lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_APPEAL_WORK_KEEP_FLOAT") #define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_CALL lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_CALL") #define WEAPON_INSTANCE_WORK_ID_FLAG_SOUND_MUTE lua_const("WEAPON_INSTANCE_WORK_ID_FLAG_SOUND_MUTE") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TARGET_LR lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLOAT_TARGET_LR") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_LOW_MODE lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_LOW_MODE") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_LOOP lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_LOOP") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_FINAL_END lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_FINAL_END") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_FINAL_TURN lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_FLAG_FINAL_TURN") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_WINDOW_KIND lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_WINDOW_KIND") #define WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_WINDOW_KIND_PREV lua_const("WEAPON_PTRAINER_PTRAINER_STATUS_WORK_INT_FINAL_WINDOW_KIND_PREV") #define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_OFF lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_OFF") #define WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PLIZARDON lua_const("WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PLIZARDON") #define WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PZENIGAME lua_const("WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PZENIGAME") #define WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PFUSHIGISOU lua_const("WEAPON_PTRAINER_PTRAINER_GENERATE_ARTICLE_PFUSHIGISOU") #define WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_ENABLE_CHANGE_POKEMON lua_const("WEAPON_PTRAINER_PTRAINER_INSTANCE_WORK_ID_FLAG_ENABLE_CHANGE_POKEMON") #define WEAPON_PTRAINER_PTRAINER_KINETIC_ENERGY_ID_JOSTLE lua_const("WEAPON_PTRAINER_PTRAINER_KINETIC_ENERGY_ID_JOSTLE") #define WEAPON_PTRAINER_PTRAINER_VOICE_KIND_WIN lua_const("WEAPON_PTRAINER_PTRAINER_VOICE_KIND_WIN") #define WEAPON_DIDDY_BARRELJET_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_NUM") #define WEAPON_DIDDY_BARRELJET_STATUS_KIND_WAIT lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_WAIT") #define WEAPON_DIDDY_BARRELJET_STATUS_KIND_FLY lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_FLY") #define WEAPON_DIDDY_BARRELJET_STATUS_KIND_EXPLOSION lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_EXPLOSION") #define WEAPON_DIDDY_BARRELJET_STATUS_KIND_WIN2 lua_const("WEAPON_DIDDY_BARRELJET_STATUS_KIND_WIN2") #define WEAPON_KINETIC_TYPE_DIDDY_BARRELJET_STOP lua_const("WEAPON_KINETIC_TYPE_DIDDY_BARRELJET_STOP") #define WEAPON_KINETIC_TYPE_DIDDY_BARRELJET_FLY lua_const("WEAPON_KINETIC_TYPE_DIDDY_BARRELJET_FLY") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_CONTROL_FRAME lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_CONTROL_FRAME") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_NO_CONTROL_FRAME lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_NO_CONTROL_FRAME") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_EXPLOSION_LIFE lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_EXPLOSION_LIFE") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_ROLL_ANGLE lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_ROLL_ANGLE") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLAG_FLY_TARGET_ANGLE_ARRIVAL lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLAG_FLY_TARGET_ANGLE_ARRIVAL") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_IMPELLENT_COUNT lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_IMPELLENT_COUNT") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_ANGLE lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_ANGLE") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_TARGET_ANGLE lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_TARGET_ANGLE") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_ANGLE_SET_COUNT lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_INT_FLY_ANGLE_SET_COUNT") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_ANGLE_SPEED lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_ANGLE_SPEED") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_IMPELLENT lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_FLY_IMPELLENT") #define WEAPON_DIDDY_BARRELJET_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_DIDDY_BARRELJET_KINETIC_ENERGY_ID_NORMAL") #define WEAPON_DIDDY_BARRELJET_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_DIDDY_BARRELJET_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_ROLL_ANGLE_SPEED lua_const("WEAPON_DIDDY_BARRELJET_STATUS_WORK_FLOAT_ROLL_ANGLE_SPEED") #define FIGHTER_DIDDY_STATUS_KIND_NUM lua_const("FIGHTER_DIDDY_STATUS_KIND_NUM") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_CHARGE") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_DANGER lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_DANGER") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_BLOW lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_N_BLOW") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_KICK lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_KICK") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_KICK_LANDING lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_KICK_LANDING") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_ATTACK lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_ATTACK") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_ATTACK2 lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_ATTACK2") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_JUMP lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_JUMP") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_JUMP2 lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_STICK_JUMP2") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_FLIP_LANDING lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_FLIP_LANDING") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_FLIP_FALL lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_FLIP_FALL") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_DAMAGE_FALL lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_S_DAMAGE_FALL") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_CHARGE lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_CHARGE") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_CHARGE_DAMAGE lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_CHARGE_DAMAGE") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_UPPER lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_UPPER") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_UPPER_DAMAGE lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_UPPER_DAMAGE") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_HIT_CEIL lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_HIT_CEIL") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_FALL_ROLL lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_HI_FALL_ROLL") #define FIGHTER_DIDDY_STATUS_KIND_SPECIAL_LW_LAUGH lua_const("FIGHTER_DIDDY_STATUS_KIND_SPECIAL_LW_LAUGH") #define FIGHTER_DIDDY_STATUS_KIND_FINAL_START lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_START") #define FIGHTER_DIDDY_STATUS_KIND_FINAL_WAIT_FLY lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_WAIT_FLY") #define FIGHTER_DIDDY_STATUS_KIND_FINAL_FLY lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_FLY") #define FIGHTER_DIDDY_STATUS_KIND_FINAL_READY_CHARGE lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_READY_CHARGE") #define FIGHTER_DIDDY_STATUS_KIND_FINAL_CHARGE lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_CHARGE") #define FIGHTER_DIDDY_STATUS_KIND_FINAL_FINISH_ATTACK lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_FINISH_ATTACK") #define FIGHTER_DIDDY_STATUS_KIND_FINAL_READY_END lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_READY_END") #define FIGHTER_DIDDY_STATUS_KIND_FINAL_END lua_const("FIGHTER_DIDDY_STATUS_KIND_FINAL_END") #define FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_INPUT_UNABLE lua_const("FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_INPUT_UNABLE") #define FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_FLAG lua_const("FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_FLAG") #define FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_INT lua_const("FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_INT") #define FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_FLOAT lua_const("FIGHTER_STATUS_DIDDY_WORK_KEEP_FLAG_FALL_SPECIAL_FLOAT") #define FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_INPUT_UNABLE lua_const("FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_INPUT_UNABLE") #define FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_S_INPUT_UNABLE lua_const("FIGHTER_DIDDY_INSTANCE_WORK_ID_FLAG_SPECIAL_S_INPUT_UNABLE") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE_X lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE_X") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_START_FLY_COUNT lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_START_FLY_COUNT") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FLY_COUNT lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FLY_COUNT") #define FIGHTER_DIDDY_FINAL_DIR_NONE lua_const("FIGHTER_DIDDY_FINAL_DIR_NONE") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FLY_DIR lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FLY_DIR") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_FIGHTER lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_FIGHTER") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_BUNSHIN0 lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_BUNSHIN0") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_BUNSHIN1 lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_PRE_FLY_DIR_BUNSHIN1") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_START_POS_X lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_START_POS_X") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_START_POS_Y lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_START_POS_Y") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_HIT_NUM_ENTRY0 lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_HIT_NUM_ENTRY0") #define FIGHTER_DIDDY_GENERATE_ARTICLE_BARRELJETS lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_BARRELJETS") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_FLY_POS_X lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_FLY_POS_X") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_FLY_POS_Y lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_FLY_POS_Y") #define FIGHTER_DIDDY_GENERATE_ARTICLE_BUNSHIN lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_BUNSHIN") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_WAIT_FLY_COUNT lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_WAIT_FLY_COUNT") #define FIGHTER_DIDDY_FINAL_DIR_TERM lua_const("FIGHTER_DIDDY_FINAL_DIR_TERM") #define FIGHTER_DIDDY_FINAL_DIR_UP lua_const("FIGHTER_DIDDY_FINAL_DIR_UP") #define FIGHTER_DIDDY_FINAL_DIR_DOWN lua_const("FIGHTER_DIDDY_FINAL_DIR_DOWN") #define FIGHTER_DIDDY_FINAL_DIR_RIGHT lua_const("FIGHTER_DIDDY_FINAL_DIR_RIGHT") #define FIGHTER_DIDDY_FINAL_DIR_LEFT lua_const("FIGHTER_DIDDY_FINAL_DIR_LEFT") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_ANGLE_X lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_FLOAT_ANGLE_X") #define STAGE_KIRIFUDA_KIND_IKE_1 lua_const("STAGE_KIRIFUDA_KIND_IKE_1") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_CHARGE_COUNT") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_CHARGE_ZOOM lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_CHARGE_ZOOM") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_GENERATE_EXPLODE_FLY_WAIT lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_GENERATE_EXPLODE_FLY_WAIT") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_FINAL_HIT_ZOOM lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_FINAL_HIT_ZOOM") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_GENERATE_EXPLODE_FLY lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_GENERATE_EXPLODE_FLY") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FINAL_CLEAR_FRAME lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_FINAL_CLEAR_FRAME") #define FIGHTER_DIDDY_GENERATE_ARTICLE_LOCK_ON_CURSOR lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_LOCK_ON_CURSOR") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_DECCEL lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_DECCEL") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_DECCEL_CHANGED lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_END_DECCEL_CHANGED") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_CONTINUE_MOT") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_BARREL_HAVE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_BARREL_HAVE") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_SITUATION_CHANGE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_SITUATION_CHANGE") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_CHARGE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_CHARGE") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_SHOOT_KIND lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_SHOOT_KIND") #define FIGHTER_DIDDY_GENERATE_ARTICLE_BARRELJET lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_BARRELJET") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_SITUATION lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_SITUATION") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_UPPER lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_UPPER") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_EXPLOSION lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_SHOOT_KIND_EXPLOSION") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_MOTION_END_CHK lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_MOTION_END_CHK") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_UPPER_START_ANGLE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_UPPER_START_ANGLE") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_EXPLOSION_SPD_X lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_EXPLOSION_SPD_X") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_EXPLOSION_SPD_Y lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_EXPLOSION_SPD_Y") #define FIGHTER_DIDIY_STATUS_SPECIAL_HI_WORK_INT_MOTION_KIND_2ND lua_const("FIGHTER_DIDIY_STATUS_SPECIAL_HI_WORK_INT_MOTION_KIND_2ND") #define FIGHTER_DIDIY_STATUS_SPECIAL_HI_WORK_FLOAT_MOTION_VALUE lua_const("FIGHTER_DIDIY_STATUS_SPECIAL_HI_WORK_FLOAT_MOTION_VALUE") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_VALUE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_VALUE") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_MOTION_WEIGHT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_MOTION_WEIGHT") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_DAMAGE_SPD_X lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_DAMAGE_SPD_X") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_DAMAGE_SPD_Y lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_DAMAGE_SPD_Y") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_DAMAGE_REACTION lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_DAMAGE_REACTION") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_REACTION_FRAME lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_REACTION_FRAME") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_UPPER_ANGLE lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_WORK_FLOAT_UPPER_ANGLE") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_BOBY_ROLL_START lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_BOBY_ROLL_START") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_FALL_START lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_FALL_START") #define FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_ROLL_COMP_START lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_HI_FLAG_ROLL_COMP_START") #define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_CONTINUE_MOT lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_CONTINUE_MOT") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_SMASH lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_SMASH") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_PUTOUT_CONDITION_OK lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_PUTOUT_CONDITION_OK") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_MOTION_GROUND lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_MOTION_GROUND") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_MOTION_AIR lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_MOTION_AIR") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define ITEM_KIND_BANANA lua_const("ITEM_KIND_BANANA") #define FIGHTER_DIDDY_INSTANCE_WORK_ID_INT_SPECIAL_LW_INTERVAL_FRAME lua_const("FIGHTER_DIDDY_INSTANCE_WORK_ID_INT_SPECIAL_LW_INTERVAL_FRAME") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_ITEM_THROW lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_ITEM_THROW") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_PUTOUT_OK lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_PUTOUT_OK") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_BANANA_ID lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_WORK_INT_BANANA_ID") #define FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_THROW_SUCCESS lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_LW_FLAG_THROW_SUCCESS") #define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_SMASH lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_SMASH") #define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_KICK_FRAME lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_KICK_FRAME") #define FIGHTER_DIDDY_STATUS_SPECIAL_S_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_DIDDY_STATUS_SPECIAL_S_TRANSITION_TERM_ID_GROUND") #define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_JUMP_START lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_FLAG_JUMP_START") #define FIGHTER_PAD_CMD_CAT2_FLAG_DAMAGE_FALL_TO_FALL lua_const("FIGHTER_PAD_CMD_CAT2_FLAG_DAMAGE_FALL_TO_FALL") #define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_TASK lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_TASK") #define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_HIT_GROUP lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_HIT_GROUP") #define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_HIT_NO lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_TARGET_HIT_NO") #define FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_CLING_TASK_ID lua_const("FIGHTER_DIDDY_STATUS_MONKEY_FLIP_WORK_INT_CLING_TASK_ID") #define WEAPON_DIDDY_BUNSHIN_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_BUNSHIN_STATUS_KIND_NUM") #define WEAPON_DIDDY_BUNSHIN_STATUS_KIND_WAIT_FLY lua_const("WEAPON_DIDDY_BUNSHIN_STATUS_KIND_WAIT_FLY") #define WEAPON_DIDDY_BUNSHIN_STATUS_KIND_FLY lua_const("WEAPON_DIDDY_BUNSHIN_STATUS_KIND_FLY") #define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_WAIT_FLY_COUNT lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_WAIT_FLY_COUNT") #define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_FLAG_INIT_SOUND lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_FLAG_INIT_SOUND") #define WEAPON_DIDDY_BUNSHIN_GENERATE_ARTICLE_BARRELJETS lua_const("WEAPON_DIDDY_BUNSHIN_GENERATE_ARTICLE_BARRELJETS") #define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_NO lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_NO") #define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_FLY_DIR lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_INT_FLY_DIR") #define WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_FLOAT_ANGLE_X lua_const("WEAPON_DIDDY_BUNSHIN_INSTANCE_WORK_ID_FLOAT_ANGLE_X") #define WEAPON_DIDDY_EXPLOSION_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_EXPLOSION_STATUS_KIND_NUM") #define WEAPON_DIDDY_EXPLOSION_STATUS_KIND_FLY lua_const("WEAPON_DIDDY_EXPLOSION_STATUS_KIND_FLY") #define WEAPON_DIDDY_EXPLOSION_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_DIDDY_EXPLOSION_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_DIDDY_GUN_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_GUN_STATUS_KIND_NUM") #define WEAPON_DIDDY_GUN_STATUS_KIND_HAD lua_const("WEAPON_DIDDY_GUN_STATUS_KIND_HAD") #define WEAPON_DIDDY_GUN_STATUS_KIND_HAD_DANGER lua_const("WEAPON_DIDDY_GUN_STATUS_KIND_HAD_DANGER") #define WEAPON_DIDDY_GUN_STATUS_KIND_HAD_BREAK lua_const("WEAPON_DIDDY_GUN_STATUS_KIND_HAD_BREAK") #define WEAPON_DIDDY_PEANUTS_STATUS_KIND_NUM lua_const("WEAPON_DIDDY_PEANUTS_STATUS_KIND_NUM") #define WEAPON_DIDDY_PEANUTS_STATUS_KIND_FLY lua_const("WEAPON_DIDDY_PEANUTS_STATUS_KIND_FLY") #define WEAPON_DIDDY_PEANUTS_STATUS_KIND_BREAK lua_const("WEAPON_DIDDY_PEANUTS_STATUS_KIND_BREAK") #define WEAPON_DIDDY_PEANUTS_STATUS_KIND_FLY_WIN_1 lua_const("WEAPON_DIDDY_PEANUTS_STATUS_KIND_FLY_WIN_1") #define WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_DIDDY_PEANUTS_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_DIDDY_PEANUTS_STATUS_WORK_FLOAT_ANGLE") #define WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_FLOAT_ROT_Y lua_const("WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_FLOAT_ROT_Y") #define WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_DIDDY_PEANUTS_INSTANCE_WORK_ID_FLOAT_SPEED") #define FIGHTER_LUCAS_STATUS_KIND_NUM lua_const("FIGHTER_LUCAS_STATUS_KIND_NUM") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_FIRE lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_FIRE") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_HOLD lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_HOLD") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_ATTACK lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_ATTACK") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_REFLECT lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_REFLECT") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_AGAIN lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_HI_AGAIN") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_HOLD") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_LUCAS_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_LUCAS_GENERATE_ARTICLE_HIMOHEBI2 lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_HIMOHEBI2") #define FIGHTER_LUCAS_CLIFF_HANG_DATA_AIR_LASSO lua_const("FIGHTER_LUCAS_CLIFF_HANG_DATA_AIR_LASSO") #define FIGHTER_LUCAS_GENERATE_ARTICLE_HIMOHEBI lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_HIMOHEBI") #define WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_REACH lua_const("WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_REACH") #define FIGHTER_LUCAS_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_LUCAS_CLIFF_HANG_DATA_AIR_LASSO_HANG") #define WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_HANG_REWIND lua_const("WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_HANG_REWIND") #define WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_REWIND lua_const("WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_REWIND") #define FIGHTER_LUCAS_STATUS_AIR_LASSO_LANDING_FLAG_HIMOHEBI_REVERSE lua_const("FIGHTER_LUCAS_STATUS_AIR_LASSO_LANDING_FLAG_HIMOHEBI_REVERSE") #define WEAPON_LUCAS_HIMOHEBI_STATUS_KIND_PULL lua_const("WEAPON_LUCAS_HIMOHEBI_STATUS_KIND_PULL") #define CONSTRAINT_FLAG_ONE_NODE lua_const("CONSTRAINT_FLAG_ONE_NODE") #define FIGHTER_LUCAS_STATUS_ATTACK_S4_FLAG_REFLECT_START lua_const("FIGHTER_LUCAS_STATUS_ATTACK_S4_FLAG_REFLECT_START") #define FIGHTER_LUCAS_REFLECTOR_KIND_BAT lua_const("FIGHTER_LUCAS_REFLECTOR_KIND_BAT") #define FIGHTER_LUCAS_STATUS_ATTACK_S4_FLAG_REFLECT_END lua_const("FIGHTER_LUCAS_STATUS_ATTACK_S4_FLAG_REFLECT_END") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_ON lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_ON") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_OFF lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_OFF") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_UPDATE lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_UPDATE") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_Z_ZERO lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_THROW_LW_EFFECT_Z_ZERO") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_INT_THROW_LW_EFFECT_HANDLE lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_INT_THROW_LW_EFFECT_HANDLE") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_CATCH_TARGET_EFFECT_OFFSET lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_CATCH_TARGET_EFFECT_OFFSET") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_THROW_LW_EFFECT_OFFSET_X lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_THROW_LW_EFFECT_OFFSET_X") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_THROW_LW_EFFECT_OFFSET_Z lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_THROW_LW_EFFECT_OFFSET_Z") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_CATCH_TARGET_EFFECT_SCALE lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLOAT_CATCH_TARGET_EFFECT_SCALE") #define FIGHTER_KINETIC_TYPE_LUCAS_FINAL_AIR lua_const("FIGHTER_KINETIC_TYPE_LUCAS_FINAL_AIR") #define FIGHTER_LUCAS_STATUS_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_LUCAS_STATUS_FINAL_FLAG_MOT_CHANGE") #define FIGHTER_LUCAS_STATUS_FINAL_WORK_INT_SHOOT_NUM lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_INT_SHOOT_NUM") #define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_ANGLE lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_ANGLE") #define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_INTERVAL_FRAME lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_INTERVAL_FRAME") #define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_PRE_GENERATE_X lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_PRE_GENERATE_X") #define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_DEST_POS_X lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_DEST_POS_X") #define FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_DEST_POS_Y lua_const("FIGHTER_LUCAS_STATUS_FINAL_WORK_FLOAT_DEST_POS_Y") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_FINAL_START lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_FINAL_START") #define FIGHTER_LUCAS_GENERATE_ARTICLE_PK_STARSTORM lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_PK_STARSTORM") #define FIGHTER_LUCAS_GENERATE_ARTICLE_KUMATORA lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_KUMATORA") #define FIGHTER_LUCAS_GENERATE_ARTICLE_BONNIE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_BONNIE") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_TIME") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_STOP_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_STOP_TIME") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_STOP_Y_TIME") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_WEAPON_ID lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_WEAPON_ID") #define FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_NO_LAST_ATTACK lua_const("FIGHTER_LUCAS_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_NO_LAST_ATTACK") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_WAIT_MTRANS_KIND") #define FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_AIR_HI_START") #define FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_X_NORMAL_MAX_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_X_NORMAL_MAX_SPECIAL_HI") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_LUCAS_SPECIAL_HI_AGAIN_FLOAT") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_NUM lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_NUM") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_WALL_BRAKE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_WALL_BRAKE") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_END lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_END") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_DIR lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_DIR") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_LANDING_ENABLE") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_FALL_START lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_FALL_START") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_AIR lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_ATTACK_AIR") #define FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_HI_ATTACK lua_const("FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_HI_ATTACK") #define FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_AIR_HI_ATTACK lua_const("FIGHTER_KINETIC_TYPE_LUCAS_SPECIAL_AIR_HI_ATTACK") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_TARGET_ANGLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_TARGET_ANGLE") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_START_ANGLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_START_ANGLE") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_REFLECT_GROUND lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_REFLECT_GROUND") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_NEXT_STATUS lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_NEXT_STATUS") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_DEC_ANGLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_DEC_ANGLE") #define FIGHTER_LUCAS_GENERATE_ARTICLE_PK_THUNDER lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_PK_THUNDER") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_THUNDER_VANISH lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_THUNDER_VANISH") #define FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_HIT lua_const("FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_HIT") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_HIT_STEP lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_HIT_STEP") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_GUIDE_EFFECT_HANDLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_INT_GUIDE_EFFECT_HANDLE") #define FIGHTER_LUCAS_LINK_NO_PK_THUNDER lua_const("FIGHTER_LUCAS_LINK_NO_PK_THUNDER") #define FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_NONE lua_const("FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_NONE") #define FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_NEVERHIT lua_const("FIGHTER_LUCAS_PK_THUNDER_HIT_STATUS_NEVERHIT") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_UD lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_WORK_FLOAT_UD") #define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_TIME") #define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_STOP_Y_TIME") #define FIGHTER_LUCAS_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_FLAG_MOT_CHANGE") #define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_WAIT_MTRANS_KIND") #define FIGHTER_LUCAS_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_FLAG_BUTTON_RELEASE") #define FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_LUCAS_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW") #define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_SE_HANDLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_SE_HANDLE") #define FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_LW_WORK_INT_EFFECT_HANDLE") #define FIGHTER_LUCAS_ABSORBER_GROUP_SPECIAL_LW lua_const("FIGHTER_LUCAS_ABSORBER_GROUP_SPECIAL_LW") #define FIGHTER_LUCAS_STATUS_SPECIAL_S_WORK_INT_START_SITUATION lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_S_WORK_INT_START_SITUATION") #define WEAPON_LUCAS_HIMOHEBI_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_HIMOHEBI_STATUS_KIND_NUM") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_FLAG lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_FLAG") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_INT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_INT") #define WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_FLOAT lua_const("WEAPON_LASSO_STATUS_WORK_KEEP_FLAG_PULL_FLOAT") #define WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_HIMOHEBI2_STATUS_KIND_NUM") #define WEAPON_LUCAS_PK_FIRE_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_PK_FIRE_STATUS_KIND_NUM") #define WEAPON_LUCAS_PK_FIRE_STATUS_KIND_SHOOT lua_const("WEAPON_LUCAS_PK_FIRE_STATUS_KIND_SHOOT") #define WEAPON_LUCAS_PK_FIRE_STATUS_KIND_PILLAR lua_const("WEAPON_LUCAS_PK_FIRE_STATUS_KIND_PILLAR") #define WEAPON_LUCAS_PK_FIRE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_LUCAS_PK_FIRE_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_NUM") #define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_MOVE lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_MOVE") #define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_TAME lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_TAME") #define WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_BANG lua_const("WEAPON_LUCAS_PK_FREEZE_STATUS_KIND_BANG") #define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_NO_BOMB_FRAME lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_NO_BOMB_FRAME") #define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_FLOAT_COUNT lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_FLOAT_COUNT") #define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_FLAG_MAX lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_FLAG_MAX") #define WEAPON_LUCAS_PK_FREEZE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_LUCAS_PK_FREEZE_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_EFFECT_HANDLE lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_EFFECT_HANDLE") #define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_FRAME lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_FRAME") #define WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_POWER lua_const("WEAPON_LUCAS_PK_FREEZE_INSTANCE_WORK_ID_INT_POWER") #define WEAPON_LUCAS_PK_STARSTORM_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_PK_STARSTORM_STATUS_KIND_NUM") #define WEAPON_LUCAS_PK_STARSTORM_STATUS_KIND_MOVE lua_const("WEAPON_LUCAS_PK_STARSTORM_STATUS_KIND_MOVE") #define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_INT_SHOOT_NUM lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_INT_SHOOT_NUM") #define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_LENGTH lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_LENGTH") #define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_DEST_X lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_DEST_X") #define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_DEST_Y lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_DEST_Y") #define WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_MOVE_DEG lua_const("WEAPON_LUCAS_PK_STARSTORM_INSTANCE_WORK_ID_FLOAT_MOVE_DEG") #define WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_NUM lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_NUM") #define WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_MOVE lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_MOVE") #define WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_VANISH lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_KIND_VANISH") #define WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_FLOAT_ANGLE") #define WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_NUM lua_const("WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_NUM") #define WEAPON_LUCAS_PK_THUNDER_CHILD_MAX lua_const("WEAPON_LUCAS_PK_THUNDER_CHILD_MAX") #define WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_REG_TIMER lua_const("WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_INT_CHILD_REG_TIMER") #define WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_FLAG_CREATE_CHILD lua_const("WEAPON_LUCAS_PK_THUNDER_INSTANCE_WORK_ID_FLAG_CREATE_CHILD") #define WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_INT_VANISH_COUNT lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_INT_VANISH_COUNT") #define WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_FLAG_VANISH_DONE lua_const("WEAPON_LUCAS_PK_THUNDER_STATUS_WORK_ID_FLAG_VANISH_DONE") #define FIGHTER_SONIC_STATUS_KIND_NUM lua_const("FIGHTER_SONIC_STATUS_KIND_NUM") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HOMING lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HOMING") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HOMING_START lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HOMING_START") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_FAIL lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_FAIL") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_REBOUND lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_REBOUND") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_LANDING lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_LANDING") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_CANCEL") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HIT lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_N_HIT") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_HOLD lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_HOLD") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_HOLD_JUMP lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_HOLD_JUMP") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_DASH") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_TURN lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_TURN") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_REBOUND lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_S_REBOUND") #define FIGHTER_SONIC_STATUS_KIND_SPIN_JUMP lua_const("FIGHTER_SONIC_STATUS_KIND_SPIN_JUMP") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_LW_HOLD") #define FIGHTER_SONIC_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_SONIC_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_SONIC_STATUS_KIND_FINAL_END lua_const("FIGHTER_SONIC_STATUS_KIND_FINAL_END") #define FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_HI_FALL lua_const("FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_HI_FALL") #define FIGHTER_KINETIC_TYPE_SONIC_DASH lua_const("FIGHTER_KINETIC_TYPE_SONIC_DASH") #define FIGHTER_SONIC_GENERATE_ARTICLE_SUPERSONIC lua_const("FIGHTER_SONIC_GENERATE_ARTICLE_SUPERSONIC") #define MA_MSC_CMD_LINK_CONSTRAINT lua_const("MA_MSC_CMD_LINK_CONSTRAINT") #define FIGHTER_SONIC_LINK_NO_SUPER_SONIC lua_const("FIGHTER_SONIC_LINK_NO_SUPER_SONIC") #define LINK_ATTRIBUTE_REFERENCE_PARENT_VISIBILITY lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_VISIBILITY") #define FIGHTER_SONIC_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_SONIC_STATUS_WORK_INT_MOT_KIND") #define FIGHTER_SONIC_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_SONIC_STATUS_WORK_INT_MOT_AIR_KIND") #define FIGHTER_SONIC_STATUS_FINAL_FLAG_FINAL_CAMERA lua_const("FIGHTER_SONIC_STATUS_FINAL_FLAG_FINAL_CAMERA") #define FIGHTER_SONIC_STATUS_FINAL_FLAG_FINAL_CAMERA_DONE lua_const("FIGHTER_SONIC_STATUS_FINAL_FLAG_FINAL_CAMERA_DONE") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_JUMP_AERIAL lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_JUMP_AERIAL") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_HI_COMP lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_HI_COMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_FLOAT") #define FIGHTER_SONIC_STATUS_SPECIAL_HI_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_HI_WORK_INT_ADVANCE_COUNTER") #define FIGHTER_SONIC_STATUS_SPECIAL_HI_WORK_INT_COMP_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_HI_WORK_INT_COMP_COUNTER") #define FIGHTER_SONIC_STATUS_SPECIAL_HI_FLAG_INVOKE_AIR lua_const("FIGHTER_SONIC_STATUS_SPECIAL_HI_FLAG_INVOKE_AIR") #define FIGHTER_LOG_ATTACK_KIND_SPECIAL_HI lua_const("FIGHTER_LOG_ATTACK_KIND_SPECIAL_HI") #define FIGHTER_SONIC_GENERATE_ARTICLE_GIMMICKJUMP lua_const("FIGHTER_SONIC_GENERATE_ARTICLE_GIMMICKJUMP") #define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_REMOVE lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_REMOVE") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_HI_JUMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_HI_JUMP_FLOAT") #define FIGHTER_SONIC_STATUS_SPECIAL_HI_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_HI_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_AIR_LW") #define FIGHTER_KINETIC_TYPE_FALL_FREE lua_const("FIGHTER_KINETIC_TYPE_FALL_FREE") #define FIGHTER_SONIC_STATUS_SPECIAL_LW_HOLD_WORK_FLOAT_ROT_SPEED lua_const("FIGHTER_SONIC_STATUS_SPECIAL_LW_HOLD_WORK_FLOAT_ROT_SPEED") #define FIGHTER_SONIC_STATUS_SPECIAL_LW_HOLD_WORK_INT_CHARGE_LEVEL lua_const("FIGHTER_SONIC_STATUS_SPECIAL_LW_HOLD_WORK_INT_CHARGE_LEVEL") #define FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_S_HOLD_JUMP_EFFECT lua_const("FIGHTER_SONIC_INSTANCE_WORK_FLAG_SPECIAL_S_HOLD_JUMP_EFFECT") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_SPECIAL_LW_HOLD lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_SPECIAL_LW_HOLD") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_DASH_FLOAT") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_NONE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_NONE") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_WAIT_MTRANS_TYPE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_WAIT_MTRANS_TYPE") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_HOP lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_HOP") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_GROUND_START lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_GROUND_START") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_DASH lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_DASH") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_HOP_WAIT_MTRANS lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_HOP_WAIT_MTRANS") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_SITUATION_AIR lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_SITUATION_AIR") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_MAX_CHARGE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_MAX_CHARGE") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_MAX_CHARGE_HIT_XLU lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_MAX_CHARGE_HIT_XLU") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_ADVANCE_COUNTER") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_INFLICT_OCCUR lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_INFLICT_OCCUR") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_DASH lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_DASH") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_SITUATION_GROUND lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WAIT_MTRANS_TYPE_SITUATION_GROUND") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_ATTACK_REQUEST lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_FLAG_ATTACK_REQUEST") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_HOP_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_HOP_COUNTER") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_SPECIAL_LW_CHARGE_LEVEL lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_WORK_INT_SPECIAL_LW_CHARGE_LEVEL") #define FIGHTER_SONIC_STATUS_SPECIAL_S_END_WORK_INT_WAIT_MTRANS_TYPE_PHASE01 lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_END_WORK_INT_WAIT_MTRANS_TYPE_PHASE01") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_END lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_END") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_END lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_END") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_FLOAT") #define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_WORK_FLOAT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_WORK_FLOAT_ADVANCE_COUNTER") #define CONTROL_PAD_BUTTON_SMASH lua_const("CONTROL_PAD_BUTTON_SMASH") #define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_INT_LIMIT_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_INT_LIMIT_COUNTER") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_HOLD lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_HOLD") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_HOLD lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_AIR_HOLD") #define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_FLAG_MAX_CHARGE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_FLAG_MAX_CHARGE") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_HOLD_JUMP_FLOAT") #define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_WORK_FLOAT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_WORK_FLOAT_ADVANCE_COUNTER") #define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_FLAG_MAX_CHARGE lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_FLAG_MAX_CHARGE") #define FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_WORK_INT_LIMIT_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_HOLD_JUMP_WORK_INT_LIMIT_COUNTER") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_TURN_FLOAT") #define FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_TURN lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPECIAL_S_TURN") #define FIGHTER_SONIC_STATUS_SPECIAL_S_TURN_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_TURN_WORK_INT_ADVANCE_COUNTER") #define FIGHTER_KINETIC_TYPE_SONIC_SPIN_JUMP lua_const("FIGHTER_KINETIC_TYPE_SONIC_SPIN_JUMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SONIC_SPECIAL_S_SPIN_JUMP_FLOAT") #define FIGHTER_SONIC_STATUS_SPIN_JUMP_WORK_FLAG_SPECIAL_LW_HOLD lua_const("FIGHTER_SONIC_STATUS_SPIN_JUMP_WORK_FLAG_SPECIAL_LW_HOLD") #define FIGHTER_SONIC_STATUS_SPIN_JUMP_WORK_ID_FLAG_ENABLE_JUMP_AERIAL lua_const("FIGHTER_SONIC_STATUS_SPIN_JUMP_WORK_ID_FLAG_ENABLE_JUMP_AERIAL") #define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_NUM lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_NUM") #define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_START lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_START") #define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_WAIT lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_WAIT") #define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_FALL lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_FALL") #define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_BOUND lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_BOUND") #define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_SPRING_SQUAT lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_SPRING_SQUAT") #define WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_SPRING lua_const("WEAPON_SONIC_GIMMICKJUMP_STATUS_KIND_SPRING") #define WEAPON_SONIC_GIMMICKJUMP_AREA_KIND_BODY lua_const("WEAPON_SONIC_GIMMICKJUMP_AREA_KIND_BODY") #define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_FLAG_FALL_HIT lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_FLAG_FALL_HIT") #define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_MOTION_KIND lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_MOTION_KIND") #define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_MOTION_KIND_AIR lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_MOTION_KIND_AIR") #define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_EXIST_COUNTER lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_INT_EXIST_COUNTER") #define WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_FLAG_ON_JUMP lua_const("WEAPON_SONIC_GIMMICKJUMP_INSTANCE_WORK_FLAG_ON_JUMP") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_TERM lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_TERM") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_IDLE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_IDLE") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_START lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_START") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_RISE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_RISE") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_MOVE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_MOVE") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_MOVE_END lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_MOVE_END") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_PRE_END lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_PRE_END") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_END lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_END") #define WEAPON_SONIC_SUPERSONIC_STATUS_KIND_REMOVE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_KIND_REMOVE") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_X lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_X") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_Y lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_Y") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_Z lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_CAMERA_POS_Z") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_MOVE_WORK_INT_EXIST_COUNTER lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_MOVE_WORK_INT_EXIST_COUNTER") #define WEAPON_KINETIC_TYPE_SONIC_SUPERSONIC_FINAL_MOVE lua_const("WEAPON_KINETIC_TYPE_SONIC_SUPERSONIC_FINAL_MOVE") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLAG_TO_END lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLAG_TO_END") #define WEAPON_SONIC_SUPERSONIC_KINETIC_ENERGY_ID_GENERAL lua_const("WEAPON_SONIC_SUPERSONIC_KINETIC_ENERGY_ID_GENERAL") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_MOVE_WORK_INT_RESTART_COUNTER lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_MOVE_WORK_INT_RESTART_COUNTER") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_DEGREE lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_DEGREE") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_RESTART_BASE_Y lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_RESTART_BASE_Y") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_MOVE_START_Y lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_MOVE_START_Y") #define WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_MOVE_END_Y lua_const("WEAPON_SONIC_SUPERSONIC_STATUS_FINAL_WORK_FLOAT_MOVE_END_Y") #define WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLASHING lua_const("WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLASHING") #define WEAPON_KINETIC_TYPE_SONIC_SUPERSONIC_FINAL_MOVE_END lua_const("WEAPON_KINETIC_TYPE_SONIC_SUPERSONIC_FINAL_MOVE_END") #define WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLOAT_START_Y lua_const("WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLOAT_START_Y") #define WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLOAT_START_X lua_const("WEAPON_SONIC_SUPERSONIC_INSTANCE_WORK_ID_FLOAT_START_X") #define FIGHTER_DEDEDE_STATUS_KIND_NUM lua_const("FIGHTER_DEDEDE_STATUS_KIND_NUM") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SWALLOW_WAIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SWALLOW_WAIT") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SWALLOW lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SWALLOW") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_JUMP lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_JUMP") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_FALL lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_FALL") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WALK lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WALK") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_JUMP1 lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_JUMP1") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_JUMP2 lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_JUMP2") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_FALL lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_FALL") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_PASS lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_WAIT_PASS") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_PASS lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_PASS") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_LANDING lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_LANDING") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_TURN lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_TURN") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_TURN_AIR lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_EAT_TURN_AIR") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_DRINK_ITEM lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_DRINK_ITEM") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SPIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SPIT") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SHOT_OBJECT_HIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_N_SHOT_OBJECT_HIT") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_S_MISS lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_S_MISS") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_S_GET lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_S_GET") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_HIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_HIT") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_FAILURE lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_FAILURE") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_TURN lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_HI_TURN") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_WAIT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_WAIT") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_WALK lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_WALK") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_TURN lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_TURN") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_JUMP_SQUAT lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_JUMP_SQUAT") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_JUMP lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_JUMP") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_PASS lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_PASS") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_FALL lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_FALL") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_LANDING") #define FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_DEDEDE_STATUS_KIND_SPECIAL_LW_ATTACK") #define FIGHTER_DEDEDE_STATUS_KIND_FINAL_READY lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_READY") #define FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE02") #define FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_SCENE03") #define FIGHTER_DEDEDE_STATUS_KIND_FINAL_END lua_const("FIGHTER_DEDEDE_STATUS_KIND_FINAL_END") #define FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_PICKUP_KIND lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_PICKUP_KIND") #define FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_PICKUP_TASK_ID lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_PICKUP_TASK_ID") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_JETHAMMER lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_JETHAMMER") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_MASK lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_MASK") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_NEWDEDEDEHAMMER lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_NEWDEDEDEHAMMER") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_FOV_CHANGE lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_FOV_CHANGE") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_FOV_RATE_SCENE_ATTACK lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_FOV_RATE_SCENE_ATTACK") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_MISSILE lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_MISSILE") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE") #define FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_TURN_DAMAGE lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_TURN_DAMAGE") #define FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_START_AIR lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_START_AIR") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_JUMP_STEP_START lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_JUMP_STEP_START") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_JUMP_STEP lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_JUMP_STEP") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_RESET_GRIVITY_KINE lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_RESET_GRIVITY_KINE") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_CANCEL lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_CANCEL") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_DIR_L lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_DIR_L") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLOAT_PRE_LR lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLOAT_PRE_LR") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_TRANSITION_TERM_ID_TURN lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_TRANSITION_TERM_ID_TURN") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_JUMP_STEP_LOOP lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_JUMP_STEP_LOOP") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_TURN lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_TURN") #define FIGHTER_KINETIC_TYPE_DEDEDE_SPECIAL_HI_TURN lua_const("FIGHTER_KINETIC_TYPE_DEDEDE_SPECIAL_HI_TURN") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_TURN_KINETIC_RESET lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_TURN_KINETIC_RESET") #define FIGHTER_KINETIC_TYPE_DEDEDE_SPECIAL_HI_FALL lua_const("FIGHTER_KINETIC_TYPE_DEDEDE_SPECIAL_HI_FALL") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CONTINUE_MOT1 lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CONTINUE_MOT1") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_FLUSHING lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_FLUSHING") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CONTINUE_MOT2 lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CONTINUE_MOT2") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_SQUAT lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_SQUAT") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_GROUND lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_GROUND") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_AIR lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_TRANSITION_TERM_ID_AIR") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_FLOAT_HOLD_COUNT lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_FLOAT_HOLD_COUNT") #define FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_GORDO_GET lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_GORDO_GET") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_GORDO lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_GORDO") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_DEDEDE_SPECIAL_S_FLOAT") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_FLOAT_FRAME lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_FLOAT_FRAME") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_THROW lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_THROW") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT_FAILURE lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT_FAILURE") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT_OK lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT_OK") #define FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_GORDO_THROW_NUM lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_INT_GORDO_THROW_NUM") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_GENERATE lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_GENERATE") #define FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_PERSONAL lua_const("FIGHTER_DEDEDE_INSTANCE_WORK_ID_FLAG_PERSONAL") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_INT_MOTION_GROUND lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_INT_MOTION_GROUND") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_INT_MOTION_AIR lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_WORK_INT_MOTION_AIR") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_CONTINUE_MOT lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_CONTINUE_MOT") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_JUMP_COUNT lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_JUMP_COUNT") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_HIT_COUNT lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_INT_HIT_COUNT") #define FIGHTER_DEDEDE_CONTROLLER_RUMBLE_ID_SPECIAL_LW lua_const("FIGHTER_DEDEDE_CONTROLLER_RUMBLE_ID_SPECIAL_LW") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_START lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_START") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_SE_HANDLE lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_SE_HANDLE") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CHANGE_SE_HOLD_MAX lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_CHANGE_SE_HOLD_MAX") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_CHK_END lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_CHK_END") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_CHANGE_RUMBLE lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_FLAG_HOLD_MAX_CHANGE_RUMBLE") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_HOLD_MAX_DAMAGE_COUNT lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_HOLD_MAX_DAMAGE_COUNT") #define FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_HOLD_MAX_DAMAGE_VALUE lua_const("FIGHTER_DEDEDE_STATUS_JET_HAMMER_WORK_INT_HOLD_MAX_DAMAGE_VALUE") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_NUM") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_START lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_START") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_THROW lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_THROW") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_ATTACK lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_ATTACK") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_GET lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_GET") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_WALL_STOP lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_WALL_STOP") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_FALL lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_FALL") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_DEAD lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_DEAD") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_DEAD_WATER lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_DEAD_WATER") #define WEAPON_DEDEDE_GORDO_STATUS_KIND_HOP lua_const("WEAPON_DEDEDE_GORDO_STATUS_KIND_HOP") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_BOUND_COUNT lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_BOUND_COUNT") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_BOUND lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_BOUND") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_CONTINUE_MOT lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_CONTINUE_MOT") #define WEAPON_DEDEDE_GORDO_MOTION_PART_SET_KIND_FACE lua_const("WEAPON_DEDEDE_GORDO_MOTION_PART_SET_KIND_FACE") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_VISIBILITY_ON lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_VISIBILITY_ON") #define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_THROW lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_THROW") #define WEAPON_DEDEDE_GORDO_INSTANCE_WORK_ID_FLAG_SELF_SHOT_OBJECT lua_const("WEAPON_DEDEDE_GORDO_INSTANCE_WORK_ID_FLAG_SELF_SHOT_OBJECT") #define WEAPON_DEDEDE_GORDO_INSTANCE_WORK_ID_FLAG_SWALLOWED_VISIBILITY lua_const("WEAPON_DEDEDE_GORDO_INSTANCE_WORK_ID_FLAG_SWALLOWED_VISIBILITY") #define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_ATTACK lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_ATTACK") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE_FACE_MOTION lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE_FACE_MOTION") #define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_GET lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_GET") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_THROW_ON lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_THROW_ON") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLOAT_ANGLE") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLOAT_ANGLE_SPEED lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLOAT_ANGLE_SPEED") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE_HIT lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_REMOVE_HIT") #define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_WALL_STOP lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_WALL_STOP") #define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_THROW_HIT lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_THROW_HIT") #define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_DEAD lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_DEAD") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_DEAD_STAY lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_FLAG_DEAD_STAY") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_DEAD_REMOVE_COUNT lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_DEAD_REMOVE_COUNT") #define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_WATER_DEAD lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_WATER_DEAD") #define WEAPON_KINETIC_TYPE_DEDEDE_GORDO_HOP lua_const("WEAPON_KINETIC_TYPE_DEDEDE_GORDO_HOP") #define WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_HOP_LIFE lua_const("WEAPON_DEDEDE_GORDO_STATUS_WORK_INT_HOP_LIFE") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_NUM") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_START lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_START") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WAIT lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WAIT") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WALK lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WALK") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_TURN lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_TURN") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_JUMPSQUAT lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_JUMPSQUAT") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_JUMP lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_JUMP") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_PASS lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_PASS") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_FALL lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_FALL") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_LANDING lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_LANDING") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_ATTACK lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_ATTACK") #define WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WIN lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_KIND_WIN") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_CONTINUE_MOT1 lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_CONTINUE_MOT1") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_CONTINUE_MOT2 lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_CONTINUE_MOT2") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_HOLD_MAX lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_HOLD_MAX") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_EFFECT_HOLD_ON lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_EFFECT_HOLD_ON") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE2 lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE2") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_EFFECT_HOLD_MAX_ON lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_FLAG_EFFECT_HOLD_MAX_ON") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE_MAX lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE_MAX") #define WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE_MAX2 lua_const("WEAPON_DEDEDE_JETHAMMER_STATUS_WORK_INT_EFFECT_ID_HOLE_MAX2") #define WEAPON_DEDEDE_NEWDEDEDEHAMMER_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_NEWDEDEDEHAMMER_STATUS_KIND_NUM") #define WEAPON_DEDEDE_STAR_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_STAR_STATUS_KIND_NUM") #define WEAPON_DEDEDE_STAR_STATUS_KIND_FLY lua_const("WEAPON_DEDEDE_STAR_STATUS_KIND_FLY") #define WEAPON_DEDEDE_STARMISSILE_STATUS_KIND_NUM lua_const("WEAPON_DEDEDE_STARMISSILE_STATUS_KIND_NUM") #define WEAPON_DEDEDE_STARMISSILE_STATUS_KIND_FLY lua_const("WEAPON_DEDEDE_STARMISSILE_STATUS_KIND_FLY") #define FIGHTER_PIKMIN_STATUS_KIND_NUM lua_const("FIGHTER_PIKMIN_STATUS_KIND_NUM") #define FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_WAIT lua_const("FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_WAIT") #define FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_PIKMIN_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_PIKMIN_STATUS_KIND_FINAL_FLY lua_const("FIGHTER_PIKMIN_STATUS_KIND_FINAL_FLY") #define FIGHTER_PIKMIN_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_PIKMIN_STATUS_KIND_FINAL_WAIT") #define FIGHTER_PIKMIN_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_PIKMIN_STATUS_KIND_FINAL_FALL") #define FIGHTER_PIKMIN_STATUS_KIND_FINAL_END lua_const("FIGHTER_PIKMIN_STATUS_KIND_FINAL_END") #define FIGHTER_PIKMIN_STATUS_SMASH_ATTACK_FLAG_SHOOT_PIKMIN lua_const("FIGHTER_PIKMIN_STATUS_SMASH_ATTACK_FLAG_SHOOT_PIKMIN") #define FIGHTER_PIKMIN_INSTANCE_WORK_INT_PIKMIN_HOLD_PIKMIN_NUM lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_PIKMIN_HOLD_PIKMIN_NUM") #define FIGHTER_PIKMIN_INSTANCE_WORK_INT_PIKMIN_HOLD_PIKMIN_OBJECT_ID_0 lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_PIKMIN_HOLD_PIKMIN_OBJECT_ID_0") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DEATH lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DEATH") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DEATH_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DEATH_WAIT") #define FIGHTER_PIKMIN_LINK_NO_PIKMIN_ATTACK lua_const("FIGHTER_PIKMIN_LINK_NO_PIKMIN_ATTACK") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4 lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4 lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_LW4 lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_LW4") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_FALL lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_FALL") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4_START") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4_START") #define FIGHTER_PIKMIN_INSTANCE_ATTACK_AIR_WORK_FLAG_FALL_SPECIAL lua_const("FIGHTER_PIKMIN_INSTANCE_ATTACK_AIR_WORK_FLAG_FALL_SPECIAL") #define FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_FLAG_SYNC lua_const("FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_FLAG_SYNC") #define FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_FLAG_DETACH lua_const("FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_FLAG_DETACH") #define FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_INT_HAVE_PIKMIN lua_const("FIGHTER_PIKMIN_STATUS_ATTACK_AIR_WORK_INT_HAVE_PIKMIN") #define FIGHTER_PIKMIN_LINK_NO_PIKMIN lua_const("FIGHTER_PIKMIN_LINK_NO_PIKMIN") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_AIR lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_AIR") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_AIR_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_AIR_FOLLOW") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_CATCH_CUT lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_CATCH_CUT") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_PIKMIN_CATCH_DASH_STATUS lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_PIKMIN_CATCH_DASH_STATUS") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_CHANGE_CATCH_MOTION_RATE lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_CHANGE_CATCH_MOTION_RATE") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLOAT_CATCH_MOTION_RATE lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLOAT_CATCH_MOTION_RATE") #define FIGHTER_PIKMIN_STATUS_CATCH_FLAG_WEAPON_PIKMIN_IS_CATCH_RETURN_END lua_const("FIGHTER_PIKMIN_STATUS_CATCH_FLAG_WEAPON_PIKMIN_IS_CATCH_RETURN_END") #define FIGHTER_PIKMIN_STATUS_CATCH_FLAG_ONE_MAN_SHOW lua_const("FIGHTER_PIKMIN_STATUS_CATCH_FLAG_ONE_MAN_SHOW") #define FIGHTER_PIKMIN_STATUS_CATCH_FLAG_CATCH_DASH_CANCEL_TURN lua_const("FIGHTER_PIKMIN_STATUS_CATCH_FLAG_CATCH_DASH_CANCEL_TURN") #define FIGHTER_PIKMIN_LINK_NO_PIKMIN_THROW lua_const("FIGHTER_PIKMIN_LINK_NO_PIKMIN_THROW") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_START") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_START_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_START_SUB") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HOLD_INDEX lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HOLD_INDEX") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HOLD_NUM lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HOLD_NUM") #define FIGHTER_PIKMIN_STATUS_CATCH_FLAG_NO_CHANGE_PIKMIN_STATUS lua_const("FIGHTER_PIKMIN_STATUS_CATCH_FLAG_NO_CHANGE_PIKMIN_STATUS") #define FIGHTER_KINETIC_TYPE_PIKMIN_FINAL_END lua_const("FIGHTER_KINETIC_TYPE_PIKMIN_FINAL_END") #define FIGHTER_PIKMIN_LINK_NO_DOLFIN lua_const("FIGHTER_PIKMIN_LINK_NO_DOLFIN") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define FIGHTER_PIKMIN_STATUS_WORK_ID_INT_SPECIAL_HI_PRECEDE_INPUT_KIND lua_const("FIGHTER_PIKMIN_STATUS_WORK_ID_INT_SPECIAL_HI_PRECEDE_INPUT_KIND") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_FRAME lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_FRAME") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_INT_DISABLE_LANDING_FRAME lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_INT_DISABLE_LANDING_FRAME") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLAG_TURN lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLAG_TURN") #define FIGHTER_PIKMIN_TURN_NEUTRAL lua_const("FIGHTER_PIKMIN_TURN_NEUTRAL") #define FIGHTER_PIKMIN_TURN_BACK lua_const("FIGHTER_PIKMIN_TURN_BACK") #define FIGHTER_PIKMIN_TURN_FRONT lua_const("FIGHTER_PIKMIN_TURN_FRONT") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME") #define FIGHTER_KINETIC_TYPE_PIKMIN_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_PIKMIN_SPECIAL_HI") #define FIGHTER_PIKMIN_INSTANCE_WORK_INT_WING_PIKMIN_END_EFFECT_HANDLE lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_WING_PIKMIN_END_EFFECT_HANDLE") #define FIGHTER_PIKMIN_INSTANCE_WORK_INT_WING_PIKMIN_END_FRAME_COUNT lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_WING_PIKMIN_END_FRAME_COUNT") #define FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPYCLOAK lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPYCLOAK") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_WING_EFFECT_CHANGE_C3_RATE lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_WING_EFFECT_CHANGE_C3_RATE") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_WING_EFFECT_HANDLE lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_WING_EFFECT_HANDLE") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_PIKMIN_SET_START lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_PIKMIN_SET_START") #define FIGHTER_PIKMIN_STATUS_WORK_ID_FLAG_SPECIAL_HI_PRECEDE_INPUT lua_const("FIGHTER_PIKMIN_STATUS_WORK_ID_FLAG_SPECIAL_HI_PRECEDE_INPUT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PIKMIN_SPECIAL_HI_FLOAT") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_WING_SE_HANDLE lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_WING_SE_HANDLE") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_IS_INPUT_KEY lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_FLAG_IS_INPUT_KEY") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLOAT_PIKMIN_WEIGHT lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_COMMON_FLOAT_PIKMIN_WEIGHT") #define FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_INPUT_KEY_FRAME_COUNTER lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_HI_INT_INPUT_KEY_FRAME_COUNTER") #define FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_FLICK_THROW lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_FLICK_THROW") #define FIGHTER_PIKMIN_LINK_NO_PIKMIN_SPECIAL_S lua_const("FIGHTER_PIKMIN_LINK_NO_PIKMIN_SPECIAL_S") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_START") #define FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_IS_HOLD lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_IS_HOLD") #define FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_THROW lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_S_FLAG_THROW") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_FLICK_THROW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_FLICK_THROW") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLOAT_START_ROT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLOAT_START_ROT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S") #define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_F lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_F") #define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_B lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_B") #define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_HI lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_HI") #define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_LW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_THROW_LW") #define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_TERM lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_TERM") #define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_START lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_START") #define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_FLY lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_FLY") #define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_ATTACK lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_ATTACK") #define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_FALL lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_FALL") #define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_EXPLOSION lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_EXPLOSION") #define WEAPON_PIKMIN_DOLFIN_STATUS_KIND_ENTRY lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_KIND_ENTRY") #define WEAPON_KINETIC_TYPE_PIKMIN_DOLFIN_FINAL_FLY lua_const("WEAPON_KINETIC_TYPE_PIKMIN_DOLFIN_FINAL_FLY") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FLY_FLOAT") #define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_INT_WAIT_COUNTER lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_INT_WAIT_COUNTER") #define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_INT_CAM_ROT_COUNTER lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_INT_CAM_ROT_COUNTER") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_ATTACK_FLOAT") #define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_ATTACK_WORK_INT_ADVANCE_COUNTER lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_ATTACK_WORK_INT_ADVANCE_COUNTER") #define WEAPON_KINETIC_TYPE_PIKMIN_DOLFIN_FINAL_FALL lua_const("WEAPON_KINETIC_TYPE_PIKMIN_DOLFIN_FINAL_FALL") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_DOLFIN_FINAL_FALL_FLOAT") #define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FALL_WORK_INT_FALL_COUNTER lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FALL_WORK_INT_FALL_COUNTER") #define WEAPON_PIKMIN_DOLFIN_KINETIC_ENERGY_ID_GENERAL lua_const("WEAPON_PIKMIN_DOLFIN_KINETIC_ENERGY_ID_GENERAL") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_NUM lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_NUM") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_WAIT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_TURN lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_TURN") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_TURN_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_TURN_WAIT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT_START") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PULL_OUT_LANDING") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_GROUND_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_GROUND_FOLLOW") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_APPROACH lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_APPROACH") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_LANDING") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PASS lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_PASS") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_JUMP lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_JUMP") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_JUMP_AERIAL lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_JUMP_AERIAL") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_S4_LANDING") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_LW4_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_LW4_START") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_LANDING") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING_SLEEP lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING_SLEEP") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING_REMOVE lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_S_CLING_REMOVE") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_LW_RESPOND lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_LW_RESPOND") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_LW_COMP lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_LW_COMP") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_ATTACK_HI4_LANDING") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_DASH lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_DASH") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_FAILURE_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_FAILURE_WAIT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_FAILURE_RETURN lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_FAILURE_RETURN") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_RETURN lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_RETURN") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_WAIT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_CUT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_CUT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_ATTACK lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_ATTACK") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_B lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_B") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_F lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_F") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_HI lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_HI") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_LW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_LW") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_BORING_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_BORING_WAIT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_WAIT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_DEAD lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_DEAD") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DROWN_FOLLOW") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DAMAGE_FLY lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DAMAGE_FLY") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DAMAGE_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_DAMAGE_LANDING") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_HIDE_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_HIDE_WAIT") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_SET lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_SET") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_HANG_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_HANG_START") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_HANG lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPECIAL_HI_HANG") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_DASH_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_DASH_SUB") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_RETURN_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_RETURN_SUB") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_WAIT_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_WAIT_SUB") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_CUT_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_CATCH_CUT_SUB") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_B_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_B_SUB") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_F_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_F_SUB") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_HI_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_HI_SUB") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_LW_SUB lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_THROW_LW_SUB") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPIN lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPIN") #define WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPIN_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_KIND_SPIN_LANDING") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_TAKE_FROM_POCKET lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_TAKE_FROM_POCKET") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_GROUND_STOP lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_GROUND_STOP") #define WEAPON_PIKMIN_PIKMIN_STATUS_WAIT_WORK_INT_NO_SLEEP_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_WAIT_WORK_INT_NO_SLEEP_FRAME") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_CONDITION_CURRENT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_CONDITION_CURRENT") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_BORING_INDICATION lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_BORING_INDICATION") #define WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_X lua_const("WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_X") #define WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_DOWN lua_const("WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_DOWN") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_CONDITION_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_CONDITION_FOLLOW") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_MOVE_SHORT lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_MOVE_SHORT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_HI_DISABLE_AIR_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_HI_DISABLE_AIR_FOLLOW") #define WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_UP lua_const("WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_UP") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WAIT") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_DAMAGE_FLY lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_DAMAGE_FLY") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_AUTONOMY lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_AUTONOMY") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_HIDE_INDICATION lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_HIDE_INDICATION") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ACTION_COMP lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ACTION_COMP") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_ACTION_COMP_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_ACTION_COMP_FRAME") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ATTACK_S4 lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ATTACK_S4") #define WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_S4_WORK_FLOAT_GROUND_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_S4_WORK_FLOAT_GROUND_Y") #define WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_S4_WORK_FLOAT_AIR_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_S4_WORK_FLOAT_AIR_Y") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_JUMP_COUNT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_JUMP_COUNT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_ATTACK_S4_LANDING_FLOAT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HP lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_HP") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_FALL_DEAD lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_FALL_DEAD") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_MOTION lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_MOTION") #define WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_HI4_WORK_INT_SUPPORT_FALL_COUNT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_HI4_WORK_INT_SUPPORT_FALL_COUNT") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ATTACK_HI4 lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_ATTACK_HI4") #define WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_HI4_FLAG_UNIQ_ON lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_ATTACK_HI4_FLAG_UNIQ_ON") #define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_START_WORK_FLAG_DASH_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_START_WORK_FLAG_DASH_START") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_DASH lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_DASH") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_FAILURE_WAIT lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_FAILURE_WAIT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_FAILURE_WAIT_END lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_FAILURE_WAIT_END") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_FAILURE_GROUND_FOLLOW_FORCE lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_FAILURE_GROUND_FOLLOW_FORCE") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_FAILURE_RETURN lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_FAILURE_RETURN") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_RETURN lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CATCH_RETURN") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_RETURN_END lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_CATCH_RETURN_END") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_CATCH_WAIT_FLOAT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_THROW_POWER_UP_DEFAULT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_THROW_POWER_UP_DEFAULT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_THROW_FLOAT") #define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_MOTION_KIND lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_MOTION_KIND") #define WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_ADDED_CLATTER_TIME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_CATCH_WAIT_WORK_FLAG_ADDED_CLATTER_TIME") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_CATCH_TARGET_BATTLE_OBJECT_ID lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_CATCH_TARGET_BATTLE_OBJECT_ID") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_MOTION_SPEED_X_MUL lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_MOTION_SPEED_X_MUL") #define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_MOTION_START_DELAY_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_MOTION_START_DELAY_FRAME") #define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_FLAG_MOTION_STARTED lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_FLAG_MOTION_STARTED") #define WEAPON_PIKMIN_PIKMIN_STATUS_DAMAGE_FLY_WORK_INT_REACTION_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_DAMAGE_FLY_WORK_INT_REACTION_FRAME") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_RESET_FALL lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_RESET_FALL") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_DEATH lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_DEATH") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_DEATH_AIR lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_DEATH_AIR") #define WEAPON_PIKMIN_PIKMIN_STATUS_DEAD_WAIT_WORK_FLOAT_RAND lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_DEAD_WAIT_WORK_FLOAT_RAND") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_WATER_STOP lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_WATER_STOP") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_WATER_FLOAT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_VARIATION lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_VARIATION") #define WEAPON_PIKMIN_PIKMIN_VARIATION_BLUE lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_BLUE") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER_WAIT") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER_SURFACE lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_WATER_SURFACE") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_DROWN_COUNT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_DROWN_COUNT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_DROWN_DEAD_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_DROWN_DEAD_FRAME") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_FALL lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_FALL") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_WATER_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_WATER_FOLLOW") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_GROUND_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_GROUND_FOLLOW") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_CURRENT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_CURRENT") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_TURN lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_TURN") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_FOLLOW") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_JUMP lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_JUMP") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_AIR lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_AIR") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_APPROACH lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_APPROACH") #define WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_MOVE lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_CONDITION_MOVE") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_AIR_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_AIR_FOLLOW") #define WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_ALL lua_const("WEAPON_PIKMIN_PIKMIN_DIST_TARGET_TYPE_ALL") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_UNABLE_HIDE_WAIT lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_UNABLE_HIDE_WAIT") #define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_INT_PERPLEXED_CHECK_INTERVAL lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_INT_PERPLEXED_CHECK_INTERVAL") #define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_INT_PERPLEXED_COUNTER lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_INT_PERPLEXED_COUNTER") #define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLOAT_PERPLEXED_TARGET_DIST lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLOAT_PERPLEXED_TARGET_DIST") #define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLOAT_PERPLEXED_DIST_SQ lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLOAT_PERPLEXED_DIST_SQ") #define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLAG_IS_PERPLEXED lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLAG_IS_PERPLEXED") #define WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLAG_IS_CHECK_AUTONOMY lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_FOLLOW_COMMON_WORK_FLAG_IS_CHECK_AUTONOMY") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_TARGET_X lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_TARGET_X") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_TARGET_Y lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_TARGET_Y") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_OPTION_FLAG_FOLLOW lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_OWNER_OPTION_FLAG_FOLLOW") #define WEAPON_PIKMIN_PIKMIN_OWNER_INFO_OPTION_FLAG_CLIFF_STOP_CORRECT lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_INFO_OPTION_FLAG_CLIFF_STOP_CORRECT") #define WEAPON_PIKMIN_PIKMIN_OWNER_INFO_OPTION_FLAG_UNABLE_PASSABLE_CHECK lua_const("WEAPON_PIKMIN_PIKMIN_OWNER_INFO_OPTION_FLAG_UNABLE_PASSABLE_CHECK") #define WEAPON_PIKMIN_PIKMIN_KINETIC_ENERGY_ID_GENERAL lua_const("WEAPON_PIKMIN_PIKMIN_KINETIC_ENERGY_ID_GENERAL") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_JUMP_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_JUMP_FOLLOW") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_JUMP_AERIAL_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_JUMP_AERIAL_FOLLOW") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_FALL_FOLLOW lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_FALL_FOLLOW") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_HANG_FLOAT") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_SET_WORK_FLOAT_POS_X_OFFSET lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_SET_WORK_FLOAT_POS_X_OFFSET") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_SPECIAL_HI_SET lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_LR_SPECIAL_HI_SET") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_X lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_X") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_Y lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_OWNER_Y") #define WEAPON_PIKMIN_PIKMIN_LINK_NO_PARENT lua_const("WEAPON_PIKMIN_PIKMIN_LINK_NO_PARENT") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_START_WORK_INT_INDEX lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_START_WORK_INT_INDEX") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_START_WORK_FLOAT_ROT_Z lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_START_WORK_FLOAT_ROT_Z") #define CONSTRAINT_FLAG_NO_FLIP lua_const("CONSTRAINT_FLAG_NO_FLIP") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_WORK_INT_INDEX lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_HI_HANG_WORK_INT_INDEX") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_SPECIAL_LW_COMP lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_SPECIAL_LW_COMP") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_INT_TOTAL_JUMP_FRAME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_INT_TOTAL_JUMP_FRAME") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLOAT_BASE_POS_X lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLOAT_BASE_POS_X") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLOAT_BASE_POS_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLOAT_BASE_POS_Y") #define WEAPON_PIKMIN_PIKMIN_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_PIKMIN_PIKMIN_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLAG_DOWN_MOVE lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_LW_WORK_FLAG_DOWN_MOVE") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_START_FLOAT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_HOMERUN_CONTEST lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_HOMERUN_CONTEST") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_PULL_OUT lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_PULL_OUT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_PULL_OUT_FLOAT") #define WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_GROUND_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_GROUND_Y") #define WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_OWNER_X lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_OWNER_X") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_POKEMON_CHANGE_START lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_POKEMON_CHANGE_START") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_SPECIAL_S_ITEM_OBJECT_ID lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_INT_SPECIAL_S_ITEM_OBJECT_ID") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_PICK_UP_ITEM lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_PICK_UP_ITEM") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_SPECIAL_S lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_SPECIAL_S") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_CLING_FLOAT") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_LANDING lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLAG_LANDING") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLOAT_GROUND_Y lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_FLOAT_GROUND_Y") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_SPECIAL_S_LANDING_FLOAT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_CLING_ENEMY lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_CLING_ENEMY") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_CLING_CARRIER lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLAG_IS_SPECIAL_S_CLING_CARRIER") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_TARGET_NODE lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_TARGET_NODE") #define CONSTRAINT_FLAG_SET_MATRIX lua_const("CONSTRAINT_FLAG_SET_MATRIX") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_CLATTER_TIME lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_CLATTER_TIME") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_CLING_WORK_FLAG_IS_CONSTRAINT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_CLING_WORK_FLAG_IS_CONSTRAINT") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_POKEMON_TRAINER_OBJECT_ID lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_WORK_INT_POKEMON_TRAINER_OBJECT_ID") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CLING_REMOVE lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_CLING_REMOVE") #define WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_CLING_WORK_FLAG_IS_EXIT lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_SPECIAL_S_CLING_WORK_FLAG_IS_EXIT") #define WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_PARTICULAR_GRAVITY_LIMIT_SPEED lua_const("WEAPON_PIKMIN_PIKMIN_INSTANCE_WORK_ID_FLOAT_PARTICULAR_GRAVITY_LIMIT_SPEED") #define WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_TURN lua_const("WEAPON_KINETIC_TYPE_PIKMIN_PIKMIN_TURN") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PIKMIN_PIKMIN_TURN_FLOAT") #define WEAPON_LUCARIO_AURABALL_STATUS_KIND_NUM lua_const("WEAPON_LUCARIO_AURABALL_STATUS_KIND_NUM") #define WEAPON_LUCARIO_AURABALL_STATUS_KIND_START lua_const("WEAPON_LUCARIO_AURABALL_STATUS_KIND_START") #define WEAPON_LUCARIO_AURABALL_STATUS_KIND_SHOOT lua_const("WEAPON_LUCARIO_AURABALL_STATUS_KIND_SHOOT") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_PARAM_MAX_CHARGE_FRAME lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_PARAM_MAX_CHARGE_FRAME") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_OWNER_FT_KIND lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_OWNER_FT_KIND") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_AURAPOWER lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_AURAPOWER") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_FLICKER_COUNTER lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_INT_FLICKER_COUNTER") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ANGLE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ANGLE") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SPEED lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SPEED") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ACCEL lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_ACCEL") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SCALE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FLICKER_SCALE") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FX lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FX") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FY lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_FY") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SCALE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SCALE") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_PX lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_PX") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_PY lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_PY") #define FIGHTER_LUCARIO_STATUS_KIND_NUM lua_const("FIGHTER_LUCARIO_STATUS_KIND_NUM") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_MAX lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_MAX") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_N_CANCEL") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_S_THROW") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_RUSH") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_RUSH_END lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_RUSH_END") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_BOUND lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_HI_BOUND") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_SPLIT lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_SPLIT") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_APPEAR lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_APPEAR") #define FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_LUCARIO_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_LUCARIO_STATUS_KIND_FINAL_ENTRY lua_const("FIGHTER_LUCARIO_STATUS_KIND_FINAL_ENTRY") #define FIGHTER_LUCARIO_STATUS_KIND_FINAL_HOLD lua_const("FIGHTER_LUCARIO_STATUS_KIND_FINAL_HOLD") #define FIGHTER_LUCARIO_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_LUCARIO_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_LUCARIO_STATUS_KIND_FINAL_END lua_const("FIGHTER_LUCARIO_STATUS_KIND_FINAL_END") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_MACH_VALIDITY lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_MACH_VALIDITY") #define FIGHTER_LUCARIO_ATTACK_AIR_STATUS_WORK_ID_FLAG_DEC_SPEED lua_const("FIGHTER_LUCARIO_ATTACK_AIR_STATUS_WORK_ID_FLAG_DEC_SPEED") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_ATTACK_AIR_LW_SPEED lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_ATTACK_AIR_LW_SPEED") #define FIGHTER_LUCARIO_GENERATE_ARTICLE_LUCARIOM lua_const("FIGHTER_LUCARIO_GENERATE_ARTICLE_LUCARIOM") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_INIT_POS_X lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_INIT_POS_X") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_INIT_POS_Y lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_INIT_POS_Y") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_TARGET_POS_X lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_TARGET_POS_X") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_TARGET_POS_Y lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_FINAL_TARGET_POS_Y") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_LHADOU lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_LHADOU") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_RHADOU lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_ID_RHADOU") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_KIND lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_INT_EF_KIND") #define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_ENTRY lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_ENTRY") #define SITUATION_KIND_ODD lua_const("SITUATION_KIND_ODD") #define FIGHTER_LUCARIO_STATUS_WORK_ID_INT_FINAL_ENTRY_COUNT lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_INT_FINAL_ENTRY_COUNT") #define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL") #define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_END lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_END") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_GRAVITY_ONOFF lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_GRAVITY_ONOFF") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_MOTION_KIND lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_MOTION_KIND") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_MOTION_KIND_AIR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_MOTION_KIND_AIR") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_FRAME lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_FRAME") #define FIGHTER_LUCARIO_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_LUCARIO_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_LUCARIO_MACH_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_LUCARIO_MACH_TRANSITION_TERM_ID_WAIT") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_END_SITUATION lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_END_SITUATION") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_AIR_END_CONTROL_X lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_AIR_END_CONTROL_X") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_START_CHARA_LR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_START_CHARA_LR") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_RUSH_DIR_ROT lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_RUSH_DIR_ROT") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_DIR_INTP_FRAME lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_RUSH_DIR_INTP_FRAME") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT_SPEED lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT_SPEED") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT_ACCEL lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR_ROT_ACCEL") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_RUSH_DIR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_RUSH_DIR") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_CURR_AURAPOWER lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_CURR_AURAPOWER") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_VX lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_VX") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_VY lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_VY") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_RUSH_DIR") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_APPLY_BRAKE lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_APPLY_BRAKE") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_PREV_TURN lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_PREV_TURN") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_LAST_LR lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLOAT_LAST_LR") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_STATUS_TRANS lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_FLAG_STATUS_TRANS") #define FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_NEXT_STATUS lua_const("FIGHTER_LUCARIO_MACH_STATUS_WORK_ID_INT_NEXT_STATUS") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_APPLY_POWERUP_MOTION_RATE") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_APPLIED_POWERUP_MOTION_RATE lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_APPLIED_POWERUP_MOTION_RATE") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_TRANSITION lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLAG_SPLIT_TRANSITION") #define FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_FRAME_COUNTER lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_FRAME_COUNTER") #define FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_APPEAR_PHASE lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_APPEAR_PHASE") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_APPEAR_LR lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_APPEAR_LR") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_APPEAR_OFFSET lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_APPEAR_OFFSET") #define FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_ATTACKER_ID lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_INT_SPLIT_ATTACKER_ID") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_ATTACKER_POS_X lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_ATTACKER_POS_X") #define FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_ATTACKER_POS_Y lua_const("FIGHTER_LUCARIO_STATUS_WORK_ID_FLOAT_SPLIT_ATTACKER_POS_Y") #define FIGHTER_LUCARIO_GENERATE_ARTICLE_QIGONG lua_const("FIGHTER_LUCARIO_GENERATE_ARTICLE_QIGONG") #define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_INT_FRAME lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_INT_FRAME") #define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_CRITICAL_HIT lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_CRITICAL_HIT") #define LINK_NO_NONE lua_const("LINK_NO_NONE") #define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_REQUEST_THROW lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_REQUEST_THROW") #define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLOAT_HAKKEI_NEAR_SCALE lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLOAT_HAKKEI_NEAR_SCALE") #define FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_THROW_DONE lua_const("FIGHTER_LUCARIO_POWER_PUNCH_STATUS_WORK_ID_FLAG_THROW_DONE") #define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_NUM lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_NUM") #define WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_START lua_const("WEAPON_LUCARIO_LUCARIOM_STATUS_KIND_FINAL_START") #define WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_TARGET_LR lua_const("WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_TARGET_LR") #define WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_INT_FINAL_INTERVAL lua_const("WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_INT_FINAL_INTERVAL") #define WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_CURRENT_ANGLE lua_const("WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_CURRENT_ANGLE") #define WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_REVERT_DELTA lua_const("WEAPON_LUCARIO_LUCARIOM_INSTANCE_WORK_ID_FLOAT_FINAL_ANGLE_REVERT_DELTA") #define WEAPON_LUCARIO_QIGONG_STATUS_KIND_NUM lua_const("WEAPON_LUCARIO_QIGONG_STATUS_KIND_NUM") #define WEAPON_LUCARIO_QIGONG_STATUS_KIND_SHOOT lua_const("WEAPON_LUCARIO_QIGONG_STATUS_KIND_SHOOT") #define WEAPON_ROBOT_BEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_BEAM_STATUS_KIND_NUM") #define WEAPON_ROBOT_BEAM_STATUS_KIND_FLY lua_const("WEAPON_ROBOT_BEAM_STATUS_KIND_FLY") #define WEAPON_ROBOT_BEAM_STATUS_KIND_STAY lua_const("WEAPON_ROBOT_BEAM_STATUS_KIND_STAY") #define WEAPON_ROBOT_BEAM_INSTANCE_WORK_ID_FLAG_STRONG lua_const("WEAPON_ROBOT_BEAM_INSTANCE_WORK_ID_FLAG_STRONG") #define FIGHTER_ROBOT_STATUS_KIND_NUM lua_const("FIGHTER_ROBOT_STATUS_KIND_NUM") #define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_S_ATTACK") #define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_KEEP lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_KEEP") #define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ATTACK lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ATTACK") #define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ITEM_THROW lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ITEM_THROW") #define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ITEM_SHOOT_AIR lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_HI_ITEM_SHOOT_AIR") #define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_LW_HOLD lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_LW_HOLD") #define FIGHTER_ROBOT_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_ROBOT_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_ROBOT_STATUS_KIND_FINAL_LOOP lua_const("FIGHTER_ROBOT_STATUS_KIND_FINAL_LOOP") #define FIGHTER_ROBOT_STATUS_KIND_FINAL_END lua_const("FIGHTER_ROBOT_STATUS_KIND_FINAL_END") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BURNER_ENERGY_VALUE lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_BURNER_ENERGY_VALUE") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_FINAL lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_FINAL") #define FIGHTER_ROBOT_STATUS_THROW_LW_FLAG_BURY lua_const("FIGHTER_ROBOT_STATUS_THROW_LW_FLAG_BURY") #define FIGHTER_ROBOT_STATUS_THROW_INT_CLATTER_FRAME lua_const("FIGHTER_ROBOT_STATUS_THROW_INT_CLATTER_FRAME") #define FIGHTER_ROBOT_STATUS_THROW_LW_FLAG_BURY_SET_CLATTER lua_const("FIGHTER_ROBOT_STATUS_THROW_LW_FLAG_BURY_SET_CLATTER") #define FIGHTER_ROBOT_GENERATE_ARTICLE_MAINLASER lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_MAINLASER") #define FIGHTER_ROBOT_GENERATE_ARTICLE_HOMINGTARGET lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_HOMINGTARGET") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_FLOAT_MAINLASER_ANGLE_OFFSET lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_FLOAT_MAINLASER_ANGLE_OFFSET") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_HOMINGLASER_LOOP lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_HOMINGLASER_LOOP") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_SEARCH lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_SEARCH") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_MAINLASER_FIRE_FRAME lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_MAINLASER_FIRE_FRAME") #define WEAPON_ROBOT_MAINLASER_STATUS_KIND_END lua_const("WEAPON_ROBOT_MAINLASER_STATUS_KIND_END") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_SHOT_COUNT lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_SHOT_COUNT") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_HOMINGLASER_INDEX lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_HOMINGLASER_INDEX") #define FIGHTER_ROBOT_GENERATE_ARTICLE_HOMINGLASER lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_HOMINGLASER") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_HOMINGLASER_NUM lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_HOMINGLASER_NUM") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_RESTART_COUNT lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_RESTART_COUNT") #define FIGHTER_ROBOT_LAMP_KIND_S lua_const("FIGHTER_ROBOT_LAMP_KIND_S") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_LAMP_EFFECT_KIND lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_INT_LAMP_EFFECT_KIND") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_HOMINGLASER_ACTIVE lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_FLAG_HOMINGLASER_ACTIVE") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_TARGET_OBJECT_ID lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_TARGET_OBJECT_ID") #define FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_TARGET_ARTICLE_ID lua_const("FIGHTER_ROBOT_STATUS_FINAL_WORK_INT_HOMINGLASER_TARGET_ARTICLE_ID") #define FIGHTER_ROBOT_STATUS_BURNER_FLAG_CONTINUE_HI lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_CONTINUE_HI") #define FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_ATTACK_AIR_KIND lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_ATTACK_AIR_KIND") #define FIGHTER_ROBOT_STATUS_BURNER_FLAG_PUSH_B_BUTTON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_PUSH_B_BUTTON") #define FIGHTER_ROBOT_STATUS_BURNER_WORK_FLOAT_UP_SPEED lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_FLOAT_UP_SPEED") #define FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_EFFECT_ID_JET lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_EFFECT_ID_JET") #define FIGHTER_ROBOT_STATUS_BURNER_FLAG_EFFECT_JET_ON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_EFFECT_JET_ON") #define FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_EFFECT_ID_NORMAL lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_EFFECT_ID_NORMAL") #define FIGHTER_ROBOT_STATUS_BURNER_FLAG_EFFECT_NORMAL_ON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_EFFECT_NORMAL_ON") #define FIGHTER_ROBOT_PARTIAL_ANIM_NO_BURNER_PARTS lua_const("FIGHTER_ROBOT_PARTIAL_ANIM_NO_BURNER_PARTS") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_BURNER_TRANSFORM_COMP lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_BURNER_TRANSFORM_COMP") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_BURNER_TRANSFORM_REVERS lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_BURNER_TRANSFORM_REVERS") #define FIGHTER_ROBOT_STATUS_BURNER_FLAG_TRANSFORM_COMP lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_TRANSFORM_COMP") #define FIGHTER_ROBOT_STATUS_BURNER_FLAG_JET_SE_ON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_JET_SE_ON") #define FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_SE_HANDLE lua_const("FIGHTER_ROBOT_STATUS_BURNER_WORK_INT_SE_HANDLE") #define FIGHTER_ROBOT_STATUS_BURNER_FLAG_JET_ON lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_JET_ON") #define FIGHTER_ROBOT_STATUS_BURNER_FLAG_EMPTY_SE lua_const("FIGHTER_ROBOT_STATUS_BURNER_FLAG_EMPTY_SE") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_FLAG lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_FLAG") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_INT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_INT") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_FLOAT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ATTACK_FLOAT") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_FLAG lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_FLAG") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_INT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_INT") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_FLOAT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_THROW_FLOAT") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_FLAG lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_FLAG") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_INT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_INT") #define FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_FLOAT lua_const("FIGHTER_ROBOT_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_ITEM_SHOOT_AIR_FLOAT") #define FIGHTER_ROBOT_STATUS_GYRO_FLAG_HOLD_CANCEL lua_const("FIGHTER_ROBOT_STATUS_GYRO_FLAG_HOLD_CANCEL") #define FIGHTER_ROBOT_STATUS_GYRO_WORK_FLOAT_CHARGY_MAX_VALUE lua_const("FIGHTER_ROBOT_STATUS_GYRO_WORK_FLOAT_CHARGY_MAX_VALUE") #define ITEM_KIND_ROBOTGYRO lua_const("ITEM_KIND_ROBOTGYRO") #define FIGHTER_ROBOT_STATUS_GYRO_WORK_INT_MOTION_KIND_GROUND lua_const("FIGHTER_ROBOT_STATUS_GYRO_WORK_INT_MOTION_KIND_GROUND") #define FIGHTER_ROBOT_STATUS_GYRO_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_ROBOT_STATUS_GYRO_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_ROBOT_STATUS_GYRO_FLAG_MISS lua_const("FIGHTER_ROBOT_STATUS_GYRO_FLAG_MISS") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_GYRO_CHARGE_VALUE lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLOAT_GYRO_CHARGE_VALUE") #define FIGHTER_ROBOT_STATUS_GYRO_FLAG_SHOOT lua_const("FIGHTER_ROBOT_STATUS_GYRO_FLAG_SHOOT") #define FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_REGION_JP lua_const("FIGHTER_ROBOT_INSTANCE_WORK_ID_FLAG_REGION_JP") #define ITEM_ROBOTGYRO_INSTANCE_WORK_FLAG_ROBOT_THROW lua_const("ITEM_ROBOTGYRO_INSTANCE_WORK_FLAG_ROBOT_THROW") #define ITEM_ROBOTGYRO_ACTION_SET_CHARGE_FRAME lua_const("ITEM_ROBOTGYRO_ACTION_SET_CHARGE_FRAME") #define FIGHTER_ROBOT_GENERATE_ARTICLE_GYRO lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_GYRO") #define FIGHTER_ROBOT_GENERATE_ARTICLE_GYRO_HOLDER lua_const("FIGHTER_ROBOT_GENERATE_ARTICLE_GYRO_HOLDER") #define FIGHTER_ROBOT_STATUS_GYRO_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROBOT_STATUS_GYRO_FLAG_CONTINUE_MOT") #define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_Y lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_Y") #define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_SUB_Y lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_SUB_Y") #define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_END lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPD_END") #define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_STICK_ lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_STICK_") #define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_PUSH_B_COUNT lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_PUSH_B_COUNT") #define FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_PUSH_B_RELEASE lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_PUSH_B_RELEASE") #define FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_SPIN_START_INIT lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_SPIN_START_INIT") #define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_COUNT lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_COUNT") #define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_PUSH_B_NUM lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_INT_PUSH_B_NUM") #define FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPIN lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_WORK_FLOAT_ANG_SPIN") #define FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_CONTINUE_MOT lua_const("FIGHTER_ROBOT_STATUS_ARMSPIN_FLAG_CONTINUE_MOT") #define FIGHTER_KINETIC_TYPE_ROBOT_SPECIAL_S_ATTACK lua_const("FIGHTER_KINETIC_TYPE_ROBOT_SPECIAL_S_ATTACK") #define FIGHTER_KINETIC_TYPE_ROBOT_SPECIAL_AIR_S_ATTACK lua_const("FIGHTER_KINETIC_TYPE_ROBOT_SPECIAL_AIR_S_ATTACK") #define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_NUM") #define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN1 lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN1") #define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN2 lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN2") #define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN3 lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_PATTERN3") #define WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_END lua_const("WEAPON_ROBOT_FINAL_BEAM_STATUS_KIND_END") #define WEAPON_ROBOT_GYRO_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_GYRO_STATUS_KIND_NUM") #define WEAPON_ROBOT_GYRO_STATUS_KIND_START lua_const("WEAPON_ROBOT_GYRO_STATUS_KIND_START") #define WEAPON_ROBOT_GYRO_STATUS_KIND_HOLD lua_const("WEAPON_ROBOT_GYRO_STATUS_KIND_HOLD") #define WEAPON_ROBOT_GYRO_STATUS_KIND_HOLD_MAX lua_const("WEAPON_ROBOT_GYRO_STATUS_KIND_HOLD_MAX") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_NUM") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_START lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_START") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_HOLD lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_HOLD") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_END lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_KIND_END") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_PARENTS_SITUATION_CHANGE") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_PARENTS_SITUATION_AIR") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_CONTINUE_MOT lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_FLAG_CONTINUE_MOT") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_INT_MOTION_KIND_AIR lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_INT_MOTION_KIND_AIR") #define WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_INT_MOTION_KIND lua_const("WEAPON_ROBOT_GYRO_HOLDER_STATUS_WORK_INT_MOTION_KIND") #define WEAPON_ROBOT_HOMINGLASER_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_HOMINGLASER_STATUS_KIND_NUM") #define WEAPON_ROBOT_HOMINGLASER_STATUS_KIND_FLY lua_const("WEAPON_ROBOT_HOMINGLASER_STATUS_KIND_FLY") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_TARGET_POS_X lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_TARGET_POS_X") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_TARGET_POS_Y lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_TARGET_POS_Y") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_HOMING lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_HOMING") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_HOMING_DISABLE lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_HOMING_DISABLE") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_LOCK_ON lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_LOCK_ON") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_BURST lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLAG_BURST") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_ARTICLE_OBJECT_ID lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_ARTICLE_OBJECT_ID") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_INDEX lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_INT_INDEX") #define WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_ANGLE_MUL lua_const("WEAPON_ROBOT_HOMINGLASER_INSTANCE_WORK_ID_FLOAT_ANGLE_MUL") #define WEAPON_ROBOT_HUGEBEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_HUGEBEAM_STATUS_KIND_NUM") #define WEAPON_ROBOT_HUGEBEAM_STATUS_KIND_BEAM lua_const("WEAPON_ROBOT_HUGEBEAM_STATUS_KIND_BEAM") #define WEAPON_ROBOT_MAINLASER_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_MAINLASER_STATUS_KIND_NUM") #define WEAPON_ROBOT_MAINLASER_STATUS_KIND_FIRE lua_const("WEAPON_ROBOT_MAINLASER_STATUS_KIND_FIRE") #define WEAPON_ROBOT_MAINLASER_INSTANCE_WORK_ID_FLOAT_LENGTH lua_const("WEAPON_ROBOT_MAINLASER_INSTANCE_WORK_ID_FLOAT_LENGTH") #define WEAPON_ROBOT_NARROWBEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_NARROWBEAM_STATUS_KIND_NUM") #define WEAPON_ROBOT_NARROWBEAM_STATUS_KIND_BEAM lua_const("WEAPON_ROBOT_NARROWBEAM_STATUS_KIND_BEAM") #define WEAPON_ROBOT_NARROWBEAM_INSTANCE_WORK_ID_INT_ID lua_const("WEAPON_ROBOT_NARROWBEAM_INSTANCE_WORK_ID_INT_ID") #define WEAPON_ROBOT_NARROWBEAM_INSTANCE_WORK_ID_FLOAT_BEAM_LENGTH lua_const("WEAPON_ROBOT_NARROWBEAM_INSTANCE_WORK_ID_FLOAT_BEAM_LENGTH") #define WEAPON_ROBOT_WIDEBEAM_STATUS_KIND_NUM lua_const("WEAPON_ROBOT_WIDEBEAM_STATUS_KIND_NUM") #define WEAPON_ROBOT_WIDEBEAM_STATUS_KIND_BEAM lua_const("WEAPON_ROBOT_WIDEBEAM_STATUS_KIND_BEAM") #define WEAPON_ROBOT_WIDEBEAM_INSTANCE_WORK_ID_FLOAT_BEAM_LENGTH lua_const("WEAPON_ROBOT_WIDEBEAM_INSTANCE_WORK_ID_FLOAT_BEAM_LENGTH") #define WEAPON_MURABITO_BALLOON_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_BALLOON_STATUS_KIND_NUM") #define WEAPON_MURABITO_BALLOON_STATUS_KIND_WAIT lua_const("WEAPON_MURABITO_BALLOON_STATUS_KIND_WAIT") #define WEAPON_MURABITO_BALLOON_STATUS_KIND_BURST lua_const("WEAPON_MURABITO_BALLOON_STATUS_KIND_BURST") #define WEAPON_MURABITO_BALLOON_STATUS_KIND_DETACH lua_const("WEAPON_MURABITO_BALLOON_STATUS_KIND_DETACH") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_ROT_X lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_ROT_X") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_ROT_Z lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_ROT_Z") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TOP_ANGLE lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TOP_ANGLE") #define WEAPON_MURABITO_BALLOON_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_MURABITO_BALLOON_MOTION_PART_SET_KIND_MATERIAL") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_TEAM_COLOR lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_TEAM_COLOR") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_FRAME lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_FRAME") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLAG_SINGLE lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLAG_SINGLE") #define WEAPON_KIND_MURABITO_BALLOON lua_const("WEAPON_KIND_MURABITO_BALLOON") #define WEAPON_KIND_SHIZUE_BALLOON lua_const("WEAPON_KIND_SHIZUE_BALLOON") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_NO lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_INT_NO") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLAG_BURST lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLAG_BURST") #define FIGHTER_MURABITO_STATUS_KIND_NUM lua_const("FIGHTER_MURABITO_STATUS_KIND_NUM") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_SEARCH lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_SEARCH") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_POCKET lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_POCKET") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_FAILURE lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_FAILURE") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_TAKE_OUT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_N_TAKE_OUT") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_RIDE lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_RIDE") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_RIDE_LOOP lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_RIDE_LOOP") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_S_FALL") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_WAIT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_WAIT") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_TURN lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_TURN") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_FLAP lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_FLAP") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_DETACH lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_HI_DETACH") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_PLANT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_PLANT") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_PLANT_FAIL lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_PLANT_FAIL") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WAIT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WAIT") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_F lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_F") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_B lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_B") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_BRAKE_F lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_BRAKE_F") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_BRAKE_B lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_WALK_BRAKE_B") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_DASH_F lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_DASH_F") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_DASH_B lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_DASH_B") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_AIR lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_AIR") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_JUMP lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_JUMP") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_JUMP_SQUAT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_JUMP_SQUAT") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_LANDING lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_WATER_LANDING") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_DEFOREST lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_DEFOREST") #define FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_DEFOREST_HIT lua_const("FIGHTER_MURABITO_STATUS_KIND_SPECIAL_LW_DEFOREST_HIT") #define FIGHTER_MURABITO_STATUS_KIND_FINAL_SURPRISE lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_SURPRISE") #define FIGHTER_MURABITO_STATUS_KIND_FINAL_MONEY lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_MONEY") #define FIGHTER_MURABITO_STATUS_KIND_FINAL_CHEER lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_CHEER") #define FIGHTER_MURABITO_STATUS_KIND_FINAL_HAPPY lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_HAPPY") #define FIGHTER_MURABITO_STATUS_KIND_FINAL_END lua_const("FIGHTER_MURABITO_STATUS_KIND_FINAL_END") #define FIGHTER_STATUS_JUMP_FLAG_POWBLOCK_QUAKE_JUMP lua_const("FIGHTER_STATUS_JUMP_FLAG_POWBLOCK_QUAKE_JUMP") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_CANCEL_ATTACK_1 lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_CANCEL_ATTACK_1") #define FIGHTER_MURABITO_STATUS_ATTACK_FLAG_END_MOTION lua_const("FIGHTER_MURABITO_STATUS_ATTACK_FLAG_END_MOTION") #define FIGHTER_LOG_ATTACK_KIND_ATTACK13 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK13") #define FIGHTER_MURABITO_GENERATE_ARTICLE_UMBRELLA lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_UMBRELLA") #define FIGHTER_MURABITO_GENERATE_ARTICLE_FLOWERPOT lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_FLOWERPOT") #define FIGHTER_MURABITO_GENERATE_ARTICLE_WEEDS lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_WEEDS") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_MELEE_NO_RANDOM lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_MELEE_NO_RANDOM") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_TURNIP_NUM lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_TURNIP_NUM") #define FIGHTER_MURABITO_GENERATE_ARTICLE_BOWLING_BALL lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_BOWLING_BALL") #define FIGHTER_MURABITO_GENERATE_ARTICLE_FIREWORK lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_FIREWORK") #define FIGHTER_MURABITO_GENERATE_ARTICLE_BUTTERFLYNET lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_BUTTERFLYNET") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_CATCHING lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_CATCHING") #define FIGHTER_MURABITO_GENERATE_ARTICLE_TOMNOOK lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_TOMNOOK") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_TOMNOOK lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_TOMNOOK") #define FIGHTER_MURABITO_STATUS_FINAL_FLAG_CATCH lua_const("FIGHTER_MURABITO_STATUS_FINAL_FLAG_CATCH") #define FIGHTER_MURABITO_GENERATE_ARTICLE_MONEYBAG lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_MONEYBAG") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_MONEYBAG lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_MONEYBAG") #define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_INT_DISABLE_LANDING_FRAME lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_INT_DISABLE_LANDING_FRAME") #define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_INT_FLAP_INTERVAL lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_INT_FLAP_INTERVAL") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_FRAME lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_FRAME") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_BALLOON_NUM lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_BALLOON_NUM") #define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_TURN lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_TURN") #define FIGHTER_MURABITO_TURN_NEUTRAL lua_const("FIGHTER_MURABITO_TURN_NEUTRAL") #define FIGHTER_MURABITO_TURN_BACK lua_const("FIGHTER_MURABITO_TURN_BACK") #define FIGHTER_MURABITO_TURN_FRONT lua_const("FIGHTER_MURABITO_TURN_FRONT") #define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN") #define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME") #define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_ADJUST_ANGLE lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_ADJUST_ANGLE") #define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLOAT_ADJUST_ANGLE_FRAME lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLOAT_ADJUST_ANGLE_FRAME") #define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLOAT_ANGLE") #define FIGHTER_MURABITO_GENERATE_ARTICLE_HELMET lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_HELMET") #define FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_EFFECT_SMOKE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_COMMON_FLAG_EFFECT_SMOKE") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_HIDE_HELMET_FRAME lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_HIDE_HELMET_FRAME") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_SWING lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_SWING") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_INVINCIBLE_FRAME lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_HI_INVINCIBLE_FRAME") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_DAMAGE lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_DAMAGE") #define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI_AIR_START lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI_AIR_START") #define FIGHTER_MURABITO_STATUS_SPECIAL_HI_FLAG_START lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_FLAG_START") #define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI") #define FIGHTER_MURABITO_STATUS_SPECIAL_HI_FLAG_CLIFF_CHECK lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_HI_FLAG_CLIFF_CHECK") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_HI_FLOAT") #define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI_DETACH lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_HI_DETACH") #define FIGHTER_MURABITO_GENERATE_ARTICLE_BALLOON lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_BALLOON") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_BALLOON lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_BALLOON") #define FIGHTER_MURABITO_GENERATE_ARTICLE_TREE lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_TREE") #define FIGHTER_MURABITO_GENERATE_ARTICLE_SPROUT lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_SPROUT") #define FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_CHECK_PLANT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_CHECK_PLANT") #define FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_PLANT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_PLANT") #define FIGHTER_MURABITO_GENERATE_ARTICLE_SEED lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_SEED") #define FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_SUCCESS lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLAG_SUCCESS") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MURABITO_SPECIAL_LW_WATER_FLOAT") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_WATER lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_FLAG_WATER") #define FIGHTER_MURABITO_STATUS_SPECIAL_LW_WATER_INT_INTERVAL lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_WATER_INT_INTERVAL") #define FIGHTER_MURABITO_GENERATE_ARTICLE_SPRINKLING_WATER lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_SPRINKLING_WATER") #define FIGHTER_MURABITO_STATUS_SPECIAL_LW_DEFOREST_FLAG_HIT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_DEFOREST_FLAG_HIT") #define FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM lua_const("FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM") #define FIGHTER_MURABITO_STATUS_SPECIAL_S_INT_SHOOT_STATUS lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_INT_SHOOT_STATUS") #define FIGHTER_MURABITO_GENERATE_ARTICLE_CLAYROCKET lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_CLAYROCKET") #define FIGHTER_MURABITO_LINK_NO_CLAYROCKET lua_const("FIGHTER_MURABITO_LINK_NO_CLAYROCKET") #define FIGHTER_MURABITO_STATUS_SPECIAL_S_INT_SITUATION lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_INT_SITUATION") #define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_EXIST lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_EXIST") #define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_FALL lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_FALL") #define FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_FRAME lua_const("FIGHTER_MURABITO_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_FRAME") #define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET") #define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_SHOOT lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_SHOOT") #define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_BURST lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_CLAYROCKET_BURST") #define WEAPON_MURABITO_CLAYROCKET_SHOOT_RIDE lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_RIDE") #define FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_RIDE lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_S_FLAG_RIDE") #define WEAPON_MURABITO_CLAYROCKET_SHOOT_SHOOT lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_SHOOT") #define WEAPON_MURABITO_CLAYROCKET_SHOOT_FLY lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_FLY") #define WEAPON_MURABITO_CLAYROCKET_SHOOT_DAMAGE lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_DAMAGE") #define WEAPON_MURABITO_CLAYROCKET_SHOOT_GET_OFF lua_const("WEAPON_MURABITO_CLAYROCKET_SHOOT_GET_OFF") #define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_S_JUMP") #define FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_S_FALL lua_const("FIGHTER_KINETIC_TYPE_MURABITO_SPECIAL_S_FALL") #define WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_NUM") #define WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_WAIT lua_const("WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_WAIT") #define WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_FALL lua_const("WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_FALL") #define WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_BURST lua_const("WEAPON_MURABITO_BOWLING_BALL_STATUS_KIND_BURST") #define WEAPON_KINETIC_TYPE_MURABITO_BOWLING_BALL_FALL lua_const("WEAPON_KINETIC_TYPE_MURABITO_BOWLING_BALL_FALL") #define WEAPON_MURABITO_BULLET_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_BULLET_STATUS_KIND_NUM") #define WEAPON_MURABITO_BULLET_STATUS_KIND_WAIT lua_const("WEAPON_MURABITO_BULLET_STATUS_KIND_WAIT") #define WEAPON_MURABITO_BULLET_STATUS_KIND_SHOOT lua_const("WEAPON_MURABITO_BULLET_STATUS_KIND_SHOOT") #define WEAPON_KINETIC_TYPE_MURABITO_BULLET_SHOOT lua_const("WEAPON_KINETIC_TYPE_MURABITO_BULLET_SHOOT") #define WEAPON_MURABITO_BULLET_INSTANCE_WORK_ID_FLAG_FRONT lua_const("WEAPON_MURABITO_BULLET_INSTANCE_WORK_ID_FLAG_FRONT") #define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_NUM") #define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_READY lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_READY") #define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_RIDE lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_RIDE") #define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_FLY lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_FLY") #define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_FALL lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_FALL") #define WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_BURST lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_KIND_BURST") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE") #define WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_INT_END_FRAME lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_INT_END_FRAME") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_THETA lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_THETA") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_LODGED lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_LODGED") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE_REFLECTED lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE_REFLECTED") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_GRAVITY_ANGLE lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_GRAVITY_ANGLE") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_LOCK_DIRECTION lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_LOCK_DIRECTION") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_MODEL_ANGLE lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_MODEL_ANGLE") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DIRECTION_X lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DIRECTION_X") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DIRECTION_Y lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DIRECTION_Y") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_POS_X lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_POS_X") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_POS_Y lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_LODGED_POS_Y") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_HP") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_BURST lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_BURST") #define WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_NORMAL lua_const("WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_NORMAL") #define WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_POSITIVE lua_const("WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_POSITIVE") #define WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_NEGATIVE lua_const("WEAPON_MURABITO_CLAYROCKET_CONTROL_SPEED_NEGATIVE") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_GET_OFF lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_GET_OFF") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_INT_CONTROL_SPEED lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_INT_CONTROL_SPEED") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_NOTIFY_PANIC lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_NOTIFY_PANIC") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_PANIC lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_PANIC") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_GROUND lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_GROUND") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_SAFE_POS_X lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_SAFE_POS_X") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_SAFE_POS_Y lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_SAFE_POS_Y") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_SHOOT lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_SHOOT") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE_BURST lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_RIDE_BURST") #define WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_DETACH lua_const("WEAPON_MURABITO_CLAYROCKET_INSTANCE_WORK_ID_FLAG_DETACH") #define WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_INT_FRAME lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_INT_FRAME") #define WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_FLAG_FALL lua_const("WEAPON_MURABITO_CLAYROCKET_STATUS_WORK_FLAG_FALL") #define WEAPON_KINETIC_TYPE_MURABITO_CLAYROCKET_FLY lua_const("WEAPON_KINETIC_TYPE_MURABITO_CLAYROCKET_FLY") #define WEAPON_KINETIC_TYPE_MURABITO_CLAYROCKET_FALL lua_const("WEAPON_KINETIC_TYPE_MURABITO_CLAYROCKET_FALL") #define WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_NUM") #define WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_CARRIED lua_const("WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_CARRIED") #define WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_THROWED lua_const("WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_THROWED") #define WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_BURST lua_const("WEAPON_MURABITO_FLOWERPOT_STATUS_KIND_BURST") #define WEAPON_KIND_MURABITO_FLOWERPOT lua_const("WEAPON_KIND_MURABITO_FLOWERPOT") #define WEAPON_KIND_SHIZUE_POT lua_const("WEAPON_KIND_SHIZUE_POT") #define WEAPON_KINETIC_TYPE_MURABITO_FLOWERPOT_THROW lua_const("WEAPON_KINETIC_TYPE_MURABITO_FLOWERPOT_THROW") #define WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_ASASE lua_const("WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_ASASE") #define WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_WATER lua_const("WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_WATER") #define WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_INT_DISABLE_TOUCH_FRAME lua_const("WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_INT_DISABLE_TOUCH_FRAME") #define WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_BOUND lua_const("WEAPON_MURABITO_FLOWERPOT_INSTANCE_WORK_ID_FLAG_BOUND") #define WEAPON_KINETIC_TYPE_MURABITO_FLOWERPOT_BOUND lua_const("WEAPON_KINETIC_TYPE_MURABITO_FLOWERPOT_BOUND") #define WEAPON_MURABITO_SEED_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_SEED_STATUS_KIND_NUM") #define WEAPON_MURABITO_SEED_STATUS_KIND_HAVED lua_const("WEAPON_MURABITO_SEED_STATUS_KIND_HAVED") #define WEAPON_MURABITO_SEED_STATUS_KIND_PLANTED lua_const("WEAPON_MURABITO_SEED_STATUS_KIND_PLANTED") #define WEAPON_MURABITO_SLINGSHOT_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_SLINGSHOT_STATUS_KIND_NUM") #define WEAPON_MURABITO_SLINGSHOT_STATUS_KIND_SHOOT lua_const("WEAPON_MURABITO_SLINGSHOT_STATUS_KIND_SHOOT") #define WEAPON_MURABITO_SLINGSHOT_INSTANCE_WORK_ID_FLAG_FRONT lua_const("WEAPON_MURABITO_SLINGSHOT_INSTANCE_WORK_ID_FLAG_FRONT") #define WEAPON_MURABITO_SLINGSHOT_GENERATE_ARTICLE_BULLET lua_const("WEAPON_MURABITO_SLINGSHOT_GENERATE_ARTICLE_BULLET") #define WEAPON_MURABITO_SPRINKLING_WATER_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_SPRINKLING_WATER_STATUS_KIND_NUM") #define WEAPON_MURABITO_SPRINKLING_WATER_STATUS_KIND_FLOW lua_const("WEAPON_MURABITO_SPRINKLING_WATER_STATUS_KIND_FLOW") #define WEAPON_MURABITO_SPROUT_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_SPROUT_STATUS_KIND_NUM") #define WEAPON_MURABITO_SPROUT_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_SPROUT_STATUS_KIND_APPEAR") #define WEAPON_MURABITO_SPROUT_STATUS_KIND_DISAPPEAR lua_const("WEAPON_MURABITO_SPROUT_STATUS_KIND_DISAPPEAR") #define WEAPON_MURABITO_SPROUT_STATUS_KIND_GROW lua_const("WEAPON_MURABITO_SPROUT_STATUS_KIND_GROW") #define WEAPON_MURABITO_SPROUT_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_MURABITO_SPROUT_INSTANCE_WORK_ID_FLOAT_ROT") #define WEAPON_MURABITO_SPROUT_INSTANCE_WORK_ID_INT_GROW lua_const("WEAPON_MURABITO_SPROUT_INSTANCE_WORK_ID_INT_GROW") #define WEAPON_MURABITO_SPROUT_STATUS_DISAPPEAR_WORK_FLOAT_ALPHA lua_const("WEAPON_MURABITO_SPROUT_STATUS_DISAPPEAR_WORK_FLOAT_ALPHA") #define WEAPON_MURABITO_SPROUT_STATUS_DISAPPEAR_WORK_FLOAT_ADD_ALPHA lua_const("WEAPON_MURABITO_SPROUT_STATUS_DISAPPEAR_WORK_FLOAT_ADD_ALPHA") #define WEAPON_MURABITO_SPROUT_STATUS_GROW_WORK_INT_PREV_GROW lua_const("WEAPON_MURABITO_SPROUT_STATUS_GROW_WORK_INT_PREV_GROW") #define WEAPON_MURABITO_STUMP_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_STUMP_STATUS_KIND_NUM") #define WEAPON_MURABITO_STUMP_STATUS_KIND_WAIT lua_const("WEAPON_MURABITO_STUMP_STATUS_KIND_WAIT") #define WEAPON_MURABITO_STUMP_STATUS_KIND_DISAPPEAR lua_const("WEAPON_MURABITO_STUMP_STATUS_KIND_DISAPPEAR") #define WEAPON_MURABITO_TIMMY_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_NUM") #define WEAPON_MURABITO_TIMMY_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_APPEAR") #define WEAPON_MURABITO_TIMMY_STATUS_KIND_CONSTRUCT lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_CONSTRUCT") #define WEAPON_MURABITO_TIMMY_STATUS_KIND_CONSTRUCT_END lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_CONSTRUCT_END") #define WEAPON_MURABITO_TIMMY_STATUS_KIND_END lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_END") #define WEAPON_MURABITO_TIMMY_STATUS_KIND_FAILURE lua_const("WEAPON_MURABITO_TIMMY_STATUS_KIND_FAILURE") #define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_FAILURE lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_FAILURE") #define WEAPON_MURABITO_TOMMY_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_NUM") #define WEAPON_MURABITO_TOMMY_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_APPEAR") #define WEAPON_MURABITO_TOMMY_STATUS_KIND_CONSTRUCT lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_CONSTRUCT") #define WEAPON_MURABITO_TOMMY_STATUS_KIND_CONSTRUCT_END lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_CONSTRUCT_END") #define WEAPON_MURABITO_TOMMY_STATUS_KIND_END lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_END") #define WEAPON_MURABITO_TOMMY_STATUS_KIND_FAILURE lua_const("WEAPON_MURABITO_TOMMY_STATUS_KIND_FAILURE") #define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_NUM") #define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_APPEAR") #define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_MONEY lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_MONEY") #define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_CONSTRUCT lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_CONSTRUCT") #define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_CONSTRUCT_END lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_CONSTRUCT_END") #define WEAPON_MURABITO_TOMNOOK_STATUS_KIND_END lua_const("WEAPON_MURABITO_TOMNOOK_STATUS_KIND_END") #define WEAPON_KINETIC_TYPE_MURABITO_TOMNOOK_MOTION lua_const("WEAPON_KINETIC_TYPE_MURABITO_TOMNOOK_MOTION") #define WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_CATCH lua_const("WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_CATCH") #define WEAPON_KIND_MURABITO_TOMNOOK lua_const("WEAPON_KIND_MURABITO_TOMNOOK") #define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_MONEYBAG lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_MONEYBAG") #define WEAPON_KIND_SHIZUE_TOMNOOK lua_const("WEAPON_KIND_SHIZUE_TOMNOOK") #define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_MONEYBAG lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_MONEYBAG") #define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_01 lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_01") #define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_02 lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_02") #define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_03 lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_03") #define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_04 lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_FURNITURE_04") #define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_01 lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_01") #define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_02 lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_02") #define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_03 lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_03") #define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_04 lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_FURNITURE_04") #define WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_ATTACK lua_const("WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_ATTACK") #define WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_HOUSE lua_const("WEAPON_MURABITO_TOMNOOK_GENERATE_ARTICLE_HOUSE") #define WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_OFFICE lua_const("WEAPON_SHIZUE_TOMNOOK_GENERATE_ARTICLE_OFFICE") #define WEAPON_MURABITO_TREE_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_NUM") #define WEAPON_MURABITO_TREE_STATUS_KIND_APPEAR lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_APPEAR") #define WEAPON_MURABITO_TREE_STATUS_KIND_DISAPPEAR lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_DISAPPEAR") #define WEAPON_MURABITO_TREE_STATUS_KIND_STAND lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_STAND") #define WEAPON_MURABITO_TREE_STATUS_KIND_FALLEN lua_const("WEAPON_MURABITO_TREE_STATUS_KIND_FALLEN") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_HP") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_DISAPPEAR lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_DISAPPEAR") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_CRACK lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_CRACK") #define WEAPON_MURABITO_TREE_STATUS_STAND_WORK_FLAG_HIT lua_const("WEAPON_MURABITO_TREE_STATUS_STAND_WORK_FLAG_HIT") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_CRACK_LEFT lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_CRACK_LEFT") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_CRACK_RIGHT lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_CRACK_RIGHT") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_CRACK_LEFT lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_CRACK_LEFT") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_ITEM_NUM lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_ITEM_NUM") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_WOOD_SPEED lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_WOOD_SPEED") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_WOOD_ANGLE lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_WOOD_ANGLE") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_POS_X lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_POS_X") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_POS_Y lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_POS_Y") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_X_0 lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_X_0") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_X_1 lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_X_1") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_Y_0 lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_Y_0") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_Y_1 lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_RAY_VEC_Y_1") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_ITEM_INTERVAL lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_ITEM_INTERVAL") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_DISAPPEAR_MOTION_KIND lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_INT_DISAPPEAR_MOTION_KIND") #define WEAPON_KINETIC_TYPE_MURABITO_TREE_FALL lua_const("WEAPON_KINETIC_TYPE_MURABITO_TREE_FALL") #define WEAPON_MURABITO_TREE_GENERATE_ARTICLE_STUMP lua_const("WEAPON_MURABITO_TREE_GENERATE_ARTICLE_STUMP") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_LINE_CHECK_DISABLE_PASSABLE_FRAME lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_LINE_CHECK_DISABLE_PASSABLE_FRAME") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_HIT lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_HIT") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_LINE_HIT lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_LINE_HIT") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_LINE_HIT_FLOOR lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_LINE_HIT_FLOOR") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_POS_X lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_POS_X") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_POS_Y lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_HIT_POS_Y") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_HIT_NUM lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_HIT_NUM") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_ATTACK_CLEAR lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLAG_ATTACK_CLEAR") #define WEAPON_KINETIC_TYPE_MURABITO_TREE_BOUND lua_const("WEAPON_KINETIC_TYPE_MURABITO_TREE_BOUND") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_MELEE_NO_RANDOM lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLAG_MELEE_NO_RANDOM") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_RATE lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_RATE") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_LINE_CHECK_DISABLE_FRAME lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_INT_LINE_CHECK_DISABLE_FRAME") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SPEED_X lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SPEED_X") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SPEED_Y lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SPEED_Y") #define WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_MOTION_ANGLE lua_const("WEAPON_MURABITO_TREE_STATUS_FALLEN_WORK_FLOAT_MOTION_ANGLE") #define WEAPON_MURABITO_TREE_STATUS_DISAPPEAR_WORK_FLAG_DEAD lua_const("WEAPON_MURABITO_TREE_STATUS_DISAPPEAR_WORK_FLAG_DEAD") #define WEAPON_MURABITO_WEEDS_STATUS_KIND_NUM lua_const("WEAPON_MURABITO_WEEDS_STATUS_KIND_NUM") #define WEAPON_MURABITO_WEEDS_STATUS_KIND_READY lua_const("WEAPON_MURABITO_WEEDS_STATUS_KIND_READY") #define WEAPON_ROCKMAN_AIRSHOOTER_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_AIRSHOOTER_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_AIRSHOOTER_STATUS_KIND_REGULAR lua_const("WEAPON_ROCKMAN_AIRSHOOTER_STATUS_KIND_REGULAR") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_MOVE lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_MOVE") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_BOMB lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_BOMB") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_END lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_KIND_END") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_INT_NO_BANG lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_INT_NO_BANG") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_HIT lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_HIT") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_FINAL_SUCCESS lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_FINAL_SUCCESS") #define FIGHTER_ROCKMAN_STATUS_KIND_NUM lua_const("FIGHTER_ROCKMAN_STATUS_KIND_NUM") #define FIGHTER_ROCKMAN_STATUS_KIND_FINAL_INHALE lua_const("FIGHTER_ROCKMAN_STATUS_KIND_FINAL_INHALE") #define FIGHTER_ROCKMAN_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_ROCKMAN_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_ROCKMAN_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_ROCKMAN_STATUS_KIND_FINAL_SCENE02") #define FIGHTER_ROCKMAN_STATUS_KIND_FINAL_END lua_const("FIGHTER_ROCKMAN_STATUS_KIND_FINAL_END") #define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WAIT lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WAIT") #define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WALK lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WALK") #define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_TURN lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_TURN") #define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_JUMP_SQUAT lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_JUMP_SQUAT") #define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_JUMP lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_JUMP") #define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_AIR lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_AIR") #define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_LANDING lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_LANDING") #define FIGHTER_ROCKMAN_STATUS_KIND_SPECIAL_LW_SHOOT lua_const("FIGHTER_ROCKMAN_STATUS_KIND_SPECIAL_LW_SHOOT") #define FIGHTER_ROCKMAN_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_ROCKMAN_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_LEAFSHIELD lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_LEAFSHIELD") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_LEAFSHIELD lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_LEAFSHIELD") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_PREV_ESCAPE lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_PREV_ESCAPE") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_COUNT_MINI_JUMP_ATTACK lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_COUNT_MINI_JUMP_ATTACK") #define FIGHTER_ROCKMAN_ARM_RIGHT lua_const("FIGHTER_ROCKMAN_ARM_RIGHT") #define FIGHTER_ROCKMAN_ARMFORM_HAND lua_const("FIGHTER_ROCKMAN_ARMFORM_HAND") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_RUSHCOIL_WAIT_FRAME lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_RUSHCOIL_WAIT_FRAME") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_LOOP lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_LOOP") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_BLACKHOLE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_BLACKHOLE") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_BLACKHOLE_ATTACK_END lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_BLACKHOLE_ATTACK_END") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANX lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANX") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANDASH lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANDASH") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANEXE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKMANEXE") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_SHOOTINGSTARROCKMAN lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_SHOOTINGSTARROCKMAN") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_BRUCE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_BRUCE") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_FORTE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_FORTE") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WALK_BRAKE lua_const("FIGHTER_ROCKMAN_STATUS_KIND_ROCKBUSTER_SHOOT_WALK_BRAKE") #define FIGHTER_ROCKMAN_MOTION_PART_SET_UDE lua_const("FIGHTER_ROCKMAN_MOTION_PART_SET_UDE") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_L_SHOULDER_FIX lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_L_SHOULDER_FIX") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_GENERATE_TOP_N_OFFSET lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_GENERATE_TOP_N_OFFSET") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_STEP lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_STEP") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_STEP_PREVIOUS lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_STEP_PREVIOUS") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_COUNT lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_INT_ROCKBUSTER_COUNT") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_LOOP_ACCEPT lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_LOOP_ACCEPT") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_LOOP lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_LOOP") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_SHOOT lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_SHOOT") #define FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_SHOOT_END lua_const("FIGHTER_ROCKMAN_INSTANCE_WORK_ID_FLAG_ROCKBUSTER_SHOOT_END") #define FIGHTER_LOG_ATTACK_KIND_ATTACK11 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK11") #define FIGHTER_ROCKMAN_STATUS_ROCKBUSTER_SHOOT_JUMP_WORK_ID_FLAG_BUTTON lua_const("FIGHTER_ROCKMAN_STATUS_ROCKBUSTER_SHOOT_JUMP_WORK_ID_FLAG_BUTTON") #define FIGHTER_ROCKMAN_ARM_LEFT lua_const("FIGHTER_ROCKMAN_ARM_LEFT") #define FIGHTER_ROCKMAN_ARMFORM_ROCKBUSTER lua_const("FIGHTER_ROCKMAN_ARMFORM_ROCKBUSTER") #define FIGHTER_KINETIC_TYPE_ROCKMAN_SPECIAL_HI_COMP lua_const("FIGHTER_KINETIC_TYPE_ROCKMAN_SPECIAL_HI_COMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_FLOAT") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_WORK_INT_ADVANCE_COUNTER lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_WORK_INT_ADVANCE_COUNTER") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_WORK_INT_COMP_COUNTER lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_WORK_INT_COMP_COUNTER") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_RUSHCOIL lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_RUSHCOIL") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_FLAG_INVOKE_AIR lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_FLAG_INVOKE_AIR") #define FIGHTER_KINETIC_TYPE_ROCKMAN_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_ROCKMAN_SPECIAL_HI_JUMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROCKMAN_SPECIAL_HI_JUMP_FLOAT") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_HI_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_WORK_ID_FLAG_FIRST lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_WORK_ID_FLAG_FIRST") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_SHOOT_WORK_ID_FLAG_FIRST lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_SHOOT_WORK_ID_FLAG_FIRST") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_SHOOT_WORK_ID_FLAG_REQUEST_SHOOT lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_LW_SHOOT_WORK_ID_FLAG_REQUEST_SHOOT") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_CRASHBOMB lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_CRASHBOMB") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_S_WORK_ID_FLAG_ALREADY_EXIST_CRASHBOMB lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_S_WORK_ID_FLAG_ALREADY_EXIST_CRASHBOMB") #define FIGHTER_ROCKMAN_STATUS_SPECIAL_S_WORK_ID_FLAG_FIRST lua_const("FIGHTER_ROCKMAN_STATUS_SPECIAL_S_WORK_ID_FLAG_FIRST") #define WEAPON_ROCKMAN_CHARGESHOT_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_CHARGESHOT_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_CHARGESHOT_STATUS_KIND_REGULAR lua_const("WEAPON_ROCKMAN_CHARGESHOT_STATUS_KIND_REGULAR") #define WEAPON_ROCKMAN_CHARGESHOT_INSTANCE_WORK_ID_FLOAT_HOLD_RATE lua_const("WEAPON_ROCKMAN_CHARGESHOT_INSTANCE_WORK_ID_FLOAT_HOLD_RATE") #define WEAPON_ROCKMAN_CHARGESHOT_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_ROCKMAN_CHARGESHOT_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH") #define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_FLY lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_FLY") #define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_STICK lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_STICK") #define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_EXPLODE lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_EXPLODE") #define WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_REBOUND lua_const("WEAPON_ROCKMAN_CRASHBOMB_STATUS_KIND_REBOUND") #define WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_FLAG_DROP_FALL lua_const("WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_FLAG_DROP_FALL") #define WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_INT_NOW_STICK_BATTLE_OBJECT_ID lua_const("WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_INT_NOW_STICK_BATTLE_OBJECT_ID") #define WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_FLAG_CHANGING lua_const("WEAPON_ROCKMAN_CRASHBOMB_INSTANCE_WORK_ID_FLAG_CHANGING") #define WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_REGULAR lua_const("WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_REGULAR") #define WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_STICK lua_const("WEAPON_ROCKMAN_HARDKNUCKLE_STATUS_KIND_STICK") #define WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_SHIELD lua_const("WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_SHIELD") #define WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_FLY lua_const("WEAPON_ROCKMAN_LEAFSHIELD_STATUS_KIND_FLY") #define MESH_VISIBILITY_NONE lua_const("MESH_VISIBILITY_NONE") #define WEAPON_ROCKMAN_LEAFSHIELD_INSTANCE_WORK_ID_FLOAT_INIT_LR lua_const("WEAPON_ROCKMAN_LEAFSHIELD_INSTANCE_WORK_ID_FLOAT_INIT_LR") #define WEAPON_ROCKMAN_LEAFSHIELD_STATUS_SHIELD_WORK_FLAG_SHIELD_MOTION_NOW lua_const("WEAPON_ROCKMAN_LEAFSHIELD_STATUS_SHIELD_WORK_FLAG_SHIELD_MOTION_NOW") #define MESH_VISIBILITY_TRUE lua_const("MESH_VISIBILITY_TRUE") #define WEAPON_ROCKMAN_ROCKBUSTER_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_ROCKBUSTER_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_ROCKBUSTER_STATUS_KIND_REGULAR lua_const("WEAPON_ROCKMAN_ROCKBUSTER_STATUS_KIND_REGULAR") #define WEAPON_ROCKMAN_ROCKMANDASH_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_ROCKMANDASH_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_ROCKMANDASH_STATUS_KIND_SCENE01 lua_const("WEAPON_ROCKMAN_ROCKMANDASH_STATUS_KIND_SCENE01") #define WEAPON_ROCKMAN_ROCKMANEXE_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_ROCKMANEXE_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_ROCKMANEXE_STATUS_KIND_SCENE01 lua_const("WEAPON_ROCKMAN_ROCKMANEXE_STATUS_KIND_SCENE01") #define WEAPON_ROCKMAN_ROCKMANX_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_ROCKMANX_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_ROCKMANX_STATUS_KIND_SCENE01 lua_const("WEAPON_ROCKMAN_ROCKMANX_STATUS_KIND_SCENE01") #define WEAPON_ROCKMAN_ROCKMANX_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHANGE lua_const("WEAPON_ROCKMAN_ROCKMANX_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHANGE") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_WAIT lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_WAIT") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_FALL lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_FALL") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_LANDING lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_LANDING") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_COIL_SQUAT lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_COIL_SQUAT") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_COIL lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_COIL") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_EXIT lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_EXIT") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_EMERGENCY_EXIT lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_KIND_EMERGENCY_EXIT") #define WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_JUMP lua_const("WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_JUMP") #define WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_INT_SQUAT_FRAME lua_const("WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_INT_SQUAT_FRAME") #define WEAPON_ROCKMAN_RUSHCOIL_STATUS_COIL_WORK_ID_FLAG_FIRST lua_const("WEAPON_ROCKMAN_RUSHCOIL_STATUS_COIL_WORK_ID_FLAG_FIRST") #define WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_FIRST_JUMP_END lua_const("WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_FIRST_JUMP_END") #define WEAPON_ROCKMAN_RUSHCOIL_AREA_KIND_SPRING lua_const("WEAPON_ROCKMAN_RUSHCOIL_AREA_KIND_SPRING") #define WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_STATUS_KIND_NUM lua_const("WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_STATUS_KIND_NUM") #define WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_STATUS_KIND_SCENE01 lua_const("WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_STATUS_KIND_SCENE01") #define WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHANGE lua_const("WEAPON_ROCKMAN_SHOOTINGSTARROCKMAN_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHANGE") #define FIGHTER_WIIFIT_STATUS_KIND_NUM lua_const("FIGHTER_WIIFIT_STATUS_KIND_NUM") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_CANCEL") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_S_HEADING lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_S_HEADING") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_BREATH lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_BREATH") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_SUCCESS") #define FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_FAILURE lua_const("FIGHTER_WIIFIT_STATUS_KIND_SPECIAL_LW_FAILURE") #define FIGHTER_WIIFIT_STATUS_KIND_FINAL_HOLD lua_const("FIGHTER_WIIFIT_STATUS_KIND_FINAL_HOLD") #define FIGHTER_WIIFIT_STATUS_KIND_FINAL_END lua_const("FIGHTER_WIIFIT_STATUS_KIND_FINAL_END") #define FIGHTER_WIIFIT_STATUS_FINAL_FLAG_START_BLUR lua_const("FIGHTER_WIIFIT_STATUS_FINAL_FLAG_START_BLUR") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_FINAL_BLUR_ALPHA lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_FINAL_BLUR_ALPHA") #define FIGHTER_WIIFIT_STATUS_FINAL_FLAG_CONTINUE_BLUR lua_const("FIGHTER_WIIFIT_STATUS_FINAL_FLAG_CONTINUE_BLUR") #define FIGHTER_WIIFIT_STATUS_FINAL_FLAG_END_BLUR lua_const("FIGHTER_WIIFIT_STATUS_FINAL_FLAG_END_BLUR") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_FINAL_SILHOUETTE_COUNT lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_FINAL_SILHOUETTE_COUNT") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_JUMP_SPEED_Y lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_JUMP_SPEED_Y") #define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_INIT_SPEED_X lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_INIT_SPEED_X") #define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_BACKUP_SPEED_Y lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_BACKUP_SPEED_Y") #define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_FRAME lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_RESTART_FRAME") #define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_FLAG_JUMP_RESTART lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_FLAG_JUMP_RESTART") #define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_FLAG_JUMP_RESTART_NOW lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_FLAG_JUMP_RESTART_NOW") #define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MOTION_RATE_NOW lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_JUMP_MOTION_RATE_NOW") #define FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_SE_PITCH lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_HI_WORK_FLOAT_SE_PITCH") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_JUMP_ROTATION lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_JUMP_ROTATION") #define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_FLAG_SET_GRAVITY lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_FLAG_SET_GRAVITY") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_RATE lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_RATE") #define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUBSTANCE_END_FRAME lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUBSTANCE_END_FRAME") #define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_MOTION_STEP lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_MOTION_STEP") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_EFFECT_RING_ID lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_EFFECT_RING_ID") #define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_INT_CIRCLE_EFFECT_HANDLE lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_INT_CIRCLE_EFFECT_HANDLE") #define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_INT_AURA_EFFECT_HANDLE lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_INT_AURA_EFFECT_HANDLE") #define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_STATUS_FRAME lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_STATUS_FRAME") #define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUCCESS_FRAME_START lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUCCESS_FRAME_START") #define FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUCCESS_FRAME_END lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_LW_WORK_FLOAT_SUCCESS_FRAME_END") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAZA_EFFECTIVE_FRAME lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAZA_EFFECTIVE_FRAME") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_ATTACK_RATE lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_ATTACK_RATE") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DAMAGE_RATE lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DAMAGE_RATE") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_WALK_RATE lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_WALK_RATE") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DAMAGE_REACTION_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DAMAGE_REACTION_MUL") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DASH_SPEED_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_DASH_SPEED_MUL") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_RUN_SPEED_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_RUN_SPEED_MUL") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_GROUND_BRAKE_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_GROUND_BRAKE_MUL") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_AIR_SPEED_X_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_AIR_SPEED_X_MUL") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_AIR_SPEED_Y_MUL lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_WAZA_EFFECTIVE_AIR_SPEED_Y_MUL") #define FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAZA_RESTORE_FRAME lua_const("FIGHTER_WIIFIT_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAZA_RESTORE_FRAME") #define FIGHTER_WIIFIT_GENERATE_ARTICLE_WIIFITBALL lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_WIIFITBALL") #define WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_NUM lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_NUM") #define WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_WAIT lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_WAIT") #define WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_SHOOT lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_SHOOT") #define WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_BREAK lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_KIND_BREAK") #define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_INT_BREAK_LIFE lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_INT_BREAK_LIFE") #define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_INT_MOTION_NO lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_INT_MOTION_NO") #define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLOAT_START_FRAME lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLOAT_START_FRAME") #define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_1 lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_1") #define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_2 lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_2") #define WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_3 lua_const("WEAPON_WIIFIT_HULAHOOP_INSTANCE_WORK_ID_FLAG_VIS_OFF_3") #define WEAPON_WIIFIT_HULAHOOP_STATUS_WORK_FLAG_REMOVE_REQUEST lua_const("WEAPON_WIIFIT_HULAHOOP_STATUS_WORK_FLAG_REMOVE_REQUEST") #define EFFECT_SUB_ATTRIBUTE_FOLLOW lua_const("EFFECT_SUB_ATTRIBUTE_FOLLOW") #define WEAPON_WIIFIT_SILHOUETTE_STATUS_KIND_NUM lua_const("WEAPON_WIIFIT_SILHOUETTE_STATUS_KIND_NUM") #define WEAPON_WIIFIT_SILHOUETTE_STATUS_KIND_REGULAR lua_const("WEAPON_WIIFIT_SILHOUETTE_STATUS_KIND_REGULAR") #define WEAPON_WIIFIT_SILHOUETTE_INSTANCE_WORK_ID_INT_EFFECT_VALUE lua_const("WEAPON_WIIFIT_SILHOUETTE_INSTANCE_WORK_ID_INT_EFFECT_VALUE") #define WEAPON_WIIFIT_SILHOUETTE_INSTANCE_WORK_ID_INT_TYPE lua_const("WEAPON_WIIFIT_SILHOUETTE_INSTANCE_WORK_ID_INT_TYPE") #define WEAPON_WIIFIT_SILHOUETTE_TYPE_FIRST lua_const("WEAPON_WIIFIT_SILHOUETTE_TYPE_FIRST") #define WEAPON_WIIFIT_SILHOUETTE_TYPE_SECOND lua_const("WEAPON_WIIFIT_SILHOUETTE_TYPE_SECOND") #define WEAPON_WIIFIT_SILHOUETTEL_STATUS_KIND_NUM lua_const("WEAPON_WIIFIT_SILHOUETTEL_STATUS_KIND_NUM") #define WEAPON_WIIFIT_SILHOUETTEL_STATUS_KIND_REGULAR lua_const("WEAPON_WIIFIT_SILHOUETTEL_STATUS_KIND_REGULAR") #define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_NUM lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_NUM") #define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_WAIT lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_WAIT") #define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_HOLD lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_HOLD") #define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_SHOOT lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_SHOOT") #define WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_VANISH lua_const("WEAPON_WIIFIT_SUNBULLET_STATUS_KIND_VANISH") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL_RATIO lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL_RATIO") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_SHOT lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_SHOT") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_BULLET lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_BULLET") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_BULLET_ALPHA lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_BULLET_ALPHA") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_HOLD lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_HOLD") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_HOLD_ALPHA lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_HOLD_ALPHA") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_LENSFLARE lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_INT_EFFECT_ID_LENSFLARE") #define WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_HOLD_LENSFLARE lua_const("WEAPON_WIIFIT_SUNBULLET_INSTANCE_WORK_ID_FLOAT_EFFECT_HOLD_LENSFLARE") #define FIGHTER_ROSETTA_STATUS_KIND_NUM lua_const("FIGHTER_ROSETTA_STATUS_KIND_NUM") #define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_CHARGE") #define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_RETURN lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_N_RETURN") #define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_ROSETTA_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_ROSETTA_GENERATE_ARTICLE_RING lua_const("FIGHTER_ROSETTA_GENERATE_ARTICLE_RING") #define FIGHTER_ROSETTA_STATUS_REBIRTH_FLAG_REBIRTH_TICO lua_const("FIGHTER_ROSETTA_STATUS_REBIRTH_FLAG_REBIRTH_TICO") #define FIGHTER_ROSETTA_LINK_NO_TICO lua_const("FIGHTER_ROSETTA_LINK_NO_TICO") #define FIGHTER_ROSETTA_GENERATE_ARTICLE_POWERSTAR lua_const("FIGHTER_ROSETTA_GENERATE_ARTICLE_POWERSTAR") #define MA_MSC_CMD_EFFECT_EFFECT_REMOVE_ATTR lua_const("MA_MSC_CMD_EFFECT_EFFECT_REMOVE_ATTR") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_ANGLE lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_ANGLE") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_END_ACCEL_Y lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_END_ACCEL_Y") #define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_START lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_START") #define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_HI_START") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_STICK_X lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_FLOAT_STICK_X") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_INT_SITUATION_KIND lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_COMMON_INT_SITUATION_KIND") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_START_FLAG_REVERSE_LR lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_START_FLAG_REVERSE_LR") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_JUMP_FLOAT") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_SPEED lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_SPEED") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_ANGLE lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_ANGLE") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_ANGLE_SPEED lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_FLOAT_ANGLE_SPEED") #define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_JUMP") #define FIGHTER_ROSETTA_CLIFF_HANG_DATA_SPECIAL_HI_JUMP lua_const("FIGHTER_ROSETTA_CLIFF_HANG_DATA_SPECIAL_HI_JUMP") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_INT_FRAME lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_JUMP_INT_FRAME") #define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_END lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_HI_END") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ROSETTA_SPECIAL_HI_END_FLOAT") #define FIGHTER_ROSETTA_CLIFF_HANG_DATA_SPECIAL_HI_END lua_const("FIGHTER_ROSETTA_CLIFF_HANG_DATA_SPECIAL_HI_END") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_END_FLAG_NO_LANDING lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_END_FLAG_NO_LANDING") #define FIGHTER_ROSETTA_STATUS_SPECIAL_HI_END_INT_FRAME lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_HI_END_INT_FRAME") #define FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_ROSETTA_SPECIAL_AIR_LW") #define FIGHTER_ROSETTA_AREA_KIND_SPECIAL_LW_ITEM_SEARCH lua_const("FIGHTER_ROSETTA_AREA_KIND_SPECIAL_LW_ITEM_SEARCH") #define FIGHTER_ROSETTA_AREA_KIND_SPECIAL_LW_ITEM_PICKUP lua_const("FIGHTER_ROSETTA_AREA_KIND_SPECIAL_LW_ITEM_PICKUP") #define FIGHTER_ROSETTA_GENERATE_ARTICLE_POINTER lua_const("FIGHTER_ROSETTA_GENERATE_ARTICLE_POINTER") #define FIGHTER_ROSETTA_STATUS_SPECIAL_LW_FLAG_ENABLE_SEARCH lua_const("FIGHTER_ROSETTA_STATUS_SPECIAL_LW_FLAG_ENABLE_SEARCH") #define COLLISION_CATEGORY_MASK_GIMMICK lua_const("COLLISION_CATEGORY_MASK_GIMMICK") #define WEAPON_ROSETTA_METEOR_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_METEOR_STATUS_KIND_NUM") #define WEAPON_ROSETTA_METEOR_STATUS_KIND_SHOOT lua_const("WEAPON_ROSETTA_METEOR_STATUS_KIND_SHOOT") #define WEAPON_ROSETTA_POINTER_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_POINTER_STATUS_KIND_NUM") #define WEAPON_ROSETTA_POINTER_STATUS_KIND_CAPTURE lua_const("WEAPON_ROSETTA_POINTER_STATUS_KIND_CAPTURE") #define WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_NUM") #define WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_START lua_const("WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_START") #define WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_LOOP lua_const("WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_LOOP") #define WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_END lua_const("WEAPON_ROSETTA_POWERSTAR_STATUS_KIND_END") #define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_START_FRAME lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_START_FRAME") #define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_END_FRAME lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_END_FRAME") #define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_INTERVAL lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_INT_SHOOT_INTERVAL") #define WEAPON_ROSETTA_POWERSTAR_GENERATE_ARTICLE_METEOR lua_const("WEAPON_ROSETTA_POWERSTAR_GENERATE_ARTICLE_METEOR") #define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ADD_SCALE lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ADD_SCALE") #define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ADD_ANGLE lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ADD_ANGLE") #define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_METEOR_ANGLE lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_METEOR_ANGLE") #define WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_ROSETTA_POWERSTAR_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_ROSETTA_RING_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_RING_STATUS_KIND_NUM") #define WEAPON_ROSETTA_RING_STATUS_KIND_CONSTRAINT lua_const("WEAPON_ROSETTA_RING_STATUS_KIND_CONSTRAINT") #define WEAPON_ROSETTA_RING_INSTANCE_WORK_ID_INT_MOTION_KIND lua_const("WEAPON_ROSETTA_RING_INSTANCE_WORK_ID_INT_MOTION_KIND") #define WEAPON_ROSETTA_STARPIECE_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_STARPIECE_STATUS_KIND_NUM") #define WEAPON_ROSETTA_STARPIECE_STATUS_KIND_SHOOT lua_const("WEAPON_ROSETTA_STARPIECE_STATUS_KIND_SHOOT") #define WEAPON_ROSETTA_STARPIECE_STATUS_KIND_BURST lua_const("WEAPON_ROSETTA_STARPIECE_STATUS_KIND_BURST") #define WEAPON_ROSETTA_STARPIECE_INSTANCE_WORK_ID_FLAG_BURST lua_const("WEAPON_ROSETTA_STARPIECE_INSTANCE_WORK_ID_FLAG_BURST") #define WEAPON_ROSETTA_STARPIECE_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_ROSETTA_STARPIECE_INSTANCE_WORK_ID_FLOAT_ROT") #define WEAPON_ROSETTA_TICO_STATUS_KIND_NUM lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_NUM") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ENTRY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ENTRY") #define WEAPON_ROSETTA_TICO_STATUS_KIND_STANDBY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_STANDBY") #define WEAPON_ROSETTA_TICO_STATUS_KIND_REBIRTH lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_REBIRTH") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DEAD lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DEAD") #define WEAPON_ROSETTA_TICO_STATUS_KIND_WARP lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_WARP") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DEMO lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DEMO") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DRAGOON lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DRAGOON") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_100 lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_100") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_100_END lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_100_END") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_DASH lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_DASH") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_AIR lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_AIR") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_3 lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_3") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4_START lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4_START") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4_HOLD lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4_HOLD") #define WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4 lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_ATTACK_4") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_AIR lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_AIR") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY_REFLECT_LR lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY_REFLECT_LR") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY_REFLECT_U lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FLY_REFLECT_U") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FALL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DAMAGE_FALL") #define WEAPON_ROSETTA_TICO_STATUS_KIND_DOWN lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_DOWN") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_TURN lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_TURN") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_GUARD lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_GUARD") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_WORRY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_WORRY") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_HAPPY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_HAPPY") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_APPEAL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FOLLOW_APPEAL") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_WAIT lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_WAIT") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_GROUND_MOVE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_GROUND_MOVE") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_BRAKE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_BRAKE") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_JUMP lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_JUMP") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_JUMP_SQUAT lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_JUMP_SQUAT") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_FALL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_FALL") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_LANDING lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_LANDING") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_TURN lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_TURN") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_GUARD lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_GUARD") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_WORRY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_WORRY") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_HAPPY lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_HAPPY") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_APPEAL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FREE_APPEAL") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_START lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_START") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_CHARGE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_CHARGE") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_SHOOT lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_SHOOT") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_END lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_N_END") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_S lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_S") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_START lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_START") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_JUMP lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_JUMP") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_END lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_HI_END") #define WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_LW lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_SPECIAL_LW") #define WEAPON_ROSETTA_TICO_STATUS_KIND_FINAL lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_FINAL") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_STATUS_KIND lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_STATUS_KIND") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_FOLLOW lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_FOLLOW") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_PARENT") #define WEAPON_ROSETTA_TICO_STATUS_STANDBY_WORK_INT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_STANDBY_WORK_INT_FRAME") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CAMERA_OFF lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CAMERA_OFF") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_REBIRTH_XLU lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_REBIRTH_XLU") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_FLIP lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TARGET_FLIP") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CANCEL lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CANCEL") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_OUTSIDE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_OUTSIDE") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_PLAYED_DEAD_SE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_PLAYED_DEAD_SE") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_INHALED lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_INHALED") #define WEAPON_ROSETTA_TICO_STATUS_WARP_WORK_FLOAT_WARP_POS lua_const("WEAPON_ROSETTA_TICO_STATUS_WARP_WORK_FLOAT_WARP_POS") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_LENGTH lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_LENGTH") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_X lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_X") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_Y lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_Y") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DEMO lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DEMO") #define WEAPON_ROSETTA_TICO_STATUS_DEMO_WORK_FLAG_SETUP lua_const("WEAPON_ROSETTA_TICO_STATUS_DEMO_WORK_FLAG_SETUP") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_MOTION_KIND lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_MOTION_KIND") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_MENU_MODE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_MENU_MODE") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_Z lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_TARGET_Z") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_X lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_X") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_Y lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_Y") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_Z lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_ROT_Z") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_LR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_LR") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_NO_DEAD lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_NO_DEAD") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TRANSITION_SELF lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TRANSITION_SELF") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_COMMON_WORK_INT_PARENT_MOTION lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_COMMON_WORK_INT_PARENT_MOTION") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS_FOLLOW lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS_FOLLOW") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_INT_SMASH_KIND lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_INT_SMASH_KIND") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_S lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_S") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_HI lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_HI") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_SELF lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_SELF") #define WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_INT_COMMAND_FLAG_CAT1 lua_const("WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_INT_COMMAND_FLAG_CAT1") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_SITUATION_KIND lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_PARENT_SITUATION_KIND") #define WEAPON_ROSETTA_TICO_STATUS_KIND_NONE lua_const("WEAPON_ROSETTA_TICO_STATUS_KIND_NONE") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_HI lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_HI") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_WORK_INT_KIND lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_WORK_INT_KIND") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_LW lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_LW") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_S lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_3_KIND_S") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_ATTACK_LR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_ATTACK_LR") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_ENABLE_100 lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_ENABLE_100") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_INT_100_COUNT lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_INT_100_COUNT") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_CONNECT_COMBO lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_CONNECT_COMBO") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_ENABLE_COMBO lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_WORK_FLAG_ENABLE_COMBO") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_ATTACK_MOTION_KIND lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_ATTACK_MOTION_KIND") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS_FREE_ATTACK lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_MOTION_TRANS_FREE_ATTACK") #define WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_INT_PAD_FLAG lua_const("WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_INT_PAD_FLAG") #define FIGHTER_LOG_ATTACK_KIND_ATTACK12 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK12") #define FIGHTER_LOG_ATTACK_KIND_ATTACK100 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK100") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_CONTINU lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_CONTINU") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_LOOPED lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_LOOPED") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_INT_MOTION_LOOP_NUM lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_INT_MOTION_LOOP_NUM") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_ATTACK_100_REBOUND lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_ATTACK_100_REBOUND") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_FREE_ATTACK lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_FREE_ATTACK") #define FIGHTER_PAD_FLAG_ATTACK_RELEASE lua_const("FIGHTER_PAD_FLAG_ATTACK_RELEASE") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_ENABLE_COMBO_PRECEDE lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_ENABLE_COMBO_PRECEDE") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_CONTINUE_CHECK lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_100_WORK_FLAG_CONTINUE_CHECK") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_DASH lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_DASH") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_MOTION_TRANS_ADD_SPEED_FRAME lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_MOTION_TRANS_ADD_SPEED_FRAME") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_MOTION_TRANS_ADD_SPEED_X lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_MOTION_TRANS_ADD_SPEED_X") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_MOTION_TRANS_ADD_SPEED_Y lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_MOTION_TRANS_ADD_SPEED_Y") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_3_FLOAT") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_S3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_S3") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_HI3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_HI3") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_LW3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_LW3") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_S4 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_S4") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_HI4 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_HI4") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_LW lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_KIND_LW") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_LW4 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_LW4") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLAG_START_SMASH_HOLD lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLAG_START_SMASH_HOLD") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_MOTION_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_MOTION_FRAME") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_ATTACK_4_FLOAT") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_ATTACK_MUL lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_ATTACK_MUL") #define WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_REACTION_MUL lua_const("WEAPON_ROSETTA_TICO_STATUS_ATTACK_4_WORK_FLOAT_REACTION_MUL") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_DAMAGE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DEAD_DAMAGE") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_HIT_STOP_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_HIT_STOP_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_END_REACTION lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_END_REACTION") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_DAMAGE_REACTION_FRAME lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_DAMAGE_REACTION_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_DOWN lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_DOWN") #define WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_NORMAL") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_FRAME") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_DAMAGE_FLY_REFLECT_COUNT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_DAMAGE_FLY_REFLECT_COUNT") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_CHECK_REFLECT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_CHECK_REFLECT_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_REFLECT_DIRECTION lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_REFLECT_DIRECTION") #define WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_RIGHT lua_const("WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_RIGHT") #define WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_LEFT lua_const("WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_LEFT") #define WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_UP lua_const("WEAPON_ROSETTA_TICO_REFLECT_DIRECTION_UP") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLOAT_FLY_START_POS_X lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLOAT_FLY_START_POS_X") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLOAT_FLY_START_POS_Y lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLOAT_FLY_START_POS_Y") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_ATTACKER_COLOR lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_ATTACKER_COLOR") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_COLOR lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_COLOR") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_AURA lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_AURA") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_EFFECT_HANDLE lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_INT_AURA_EFFECT_HANDLE") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ELEC lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ELEC") #define WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_GRAVITY lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_ENABLE_GRAVITY") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_GROUND lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_GROUND") #define WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_REACTION_CANCEL lua_const("WEAPON_ROSETTA_TICO_STATUS_DAMAGE_WORK_FLAG_REACTION_CANCEL") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_AIR lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_AIR") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY_REFLECT_LR lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY_REFLECT_LR") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_DAMAGE_FLY_REFLECT_FLOAT") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY_REFLECT_U lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_DAMAGE_FLY_REFLECT_U") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_FALL lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_FALL") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_APPEAL lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_APPEAL") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DAMAGE_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_DAMAGE_PARENT") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CATCH_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CATCH_PARENT") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FOLLOW_SYNC_MOTION_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_FOLLOW_SYNC_MOTION_PARENT") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_RETURN lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_RETURN") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_RETURN_EFFECT_HANDLE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_RETURN_EFFECT_HANDLE") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CHANGE_MOTION_PARENT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_CHANGE_MOTION_PARENT") #define WEAPON_ROSETTA_TICO_STATUS_FOLLOW_TURN_WORK_INT_MOTION lua_const("WEAPON_ROSETTA_TICO_STATUS_FOLLOW_TURN_WORK_INT_MOTION") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_SPEED_X lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_SPEED_X") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_SPEED_Y lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLOAT_PARENT_SPEED_Y") #define WEAPON_ROSETTA_TICO_STATUS_FOLLOW_WORK_FLAG_MOVE lua_const("WEAPON_ROSETTA_TICO_STATUS_FOLLOW_WORK_FLAG_MOVE") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FOLLOW_TURN_FLOAT") #define WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_FLAG_CATCH_SPEED lua_const("WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_FLAG_CATCH_SPEED") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_HIT_WALL_FRAME lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_INT_HIT_WALL_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_FLAG_JOSTLE_WAIT lua_const("WEAPON_ROSETTA_TICO_STATUS_COMMON_WORK_FLAG_JOSTLE_WAIT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_WAIT_FLOAT") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_LOITER_MOVE lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_LOITER_MOVE") #define WEAPON_ROSETTA_TICO_STATUS_FREE_WAIT_WORK_INT_WAIT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_WAIT_WORK_INT_WAIT_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_FREE_WAIT_WORK_FLOAT_TARGET_LENGTH lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_WAIT_WORK_FLOAT_TARGET_LENGTH") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_GROUND_MOVE lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_GROUND_MOVE") #define WEAPON_ROSETTA_TICO_STATUS_FREE_GROUND_MOVE_WORK_INT_FALL_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_GROUND_MOVE_WORK_INT_FALL_FRAME") #define WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_JOSTLE lua_const("WEAPON_ROSETTA_TICO_KINETIC_ENERGY_ID_JOSTLE") #define WEAPON_ROSETTA_TICO_STATUS_FREE_BRAKE_WORK_INT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_BRAKE_WORK_INT_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_FREE_BRAKE_WORK_INT_MOTION lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_BRAKE_WORK_INT_MOTION") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_BRAKE lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_BRAKE") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_FREE_BRAKE_FLOAT") #define WEAPON_ROSETTA_TICO_STATUS_FREE_JUMP_SQUAT_LR lua_const("WEAPON_ROSETTA_TICO_STATUS_FREE_JUMP_SQUAT_LR") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_JUMP lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_JUMP") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_ROSETTA_TICO_SPECIAL_HI_FLOAT") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_FRAME") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_HI_JUMP lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_HI_JUMP") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_STATUS_KIND lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_STATUS_KIND") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_FRAME") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_HI_END lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_HI_END") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_STATUS_KIND_NEXT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_HI_WORK_INT_INTERRUPT_STATUS_KIND_NEXT") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLOAT_CHARGE_MOTION_RATE lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLOAT_CHARGE_MOTION_RATE") #define WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_N_SHOOT lua_const("WEAPON_KINETIC_TYPE_ROSETTA_TICO_SPECIAL_N_SHOOT") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_INT_RUN_SMOKE_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_SHOOT_WORK_INT_RUN_SMOKE_FRAME") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLAG_REFLECT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_N_COMMON_WORK_FLAG_REFLECT") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_PATERN lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_PATERN") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_FRAME lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_FRAME") #define WEAPON_ROSETTA_TICO_GENERATE_ARTICLE_STARPIECE lua_const("WEAPON_ROSETTA_TICO_GENERATE_ARTICLE_STARPIECE") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_LIMIT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_LIMIT") #define FIGHTER_LOG_ATTACK_KIND_SPECIAL_S lua_const("FIGHTER_LOG_ATTACK_KIND_SPECIAL_S") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_UNSYNC_LR lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_UNSYNC_LR") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_SHOOT lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_SHOOT") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_NUM lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_INT_SHOOT_NUM") #define WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_END lua_const("WEAPON_ROSETTA_TICO_STATUS_SPECIAL_S_WORK_FLAG_END") #define FIGHTER_LITTLEMAC_STATUS_KIND_NUM lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_NUM") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_START lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_START") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_MAX_DASH_END") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_DASH lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_DASH") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_DASH_TURN lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N_DASH_TURN") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N2 lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_N2") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_JUMP_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_JUMP_END") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_BLOW lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_BLOW") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_BLOW_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_S_BLOW_END") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_HI_START lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_HI_START") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_DASH") #define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_HIT") #define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_END lua_const("FIGHTER_LITTLEMAC_STATUS_KIND_FINAL_END") #define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_LITTLEMACG lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_LITTLEMACG") #define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_START lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_START") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT") #define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_DASH lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_DASH") #define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_HIT") #define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_DASH_END lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_DASH_END") #define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_HIT lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_HIT") #define FIGHTER_SLOW_KIND_HIT lua_const("FIGHTER_SLOW_KIND_HIT") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID") #define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_ATTACK lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_ATTACK") #define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_END_HIT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_END_HIT") #define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_REQUESTED_FINAL_FINISH lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_REQUESTED_FINAL_FINISH") #define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_AURA_OFF lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_AURA_OFF") #define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_END lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_END") #define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_AURA_ON lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_AURA_ON") #define FIGHTER_LITTLEMAC_FINAL_TARGET_NUM lua_const("FIGHTER_LITTLEMAC_FINAL_TARGET_NUM") #define STAGE_KIRIFUDA_KIND_IKE_2 lua_const("STAGE_KIRIFUDA_KIND_IKE_2") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_X lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_X") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_Y lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_Y") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_FIX_POS_X lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_FIX_POS_X") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_FIX_POS_Y lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_FLOAT_FIX_POS_Y") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_HI_FLAG_MOVE_TRANS_TRIGGER lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_HI_FLAG_MOVE_TRANS_TRIGGER") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ENABLE_GRAVITY lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ENABLE_GRAVITY") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ATTACK_START lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ATTACK_START") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ATTACK_END lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_COUNTER_ATTACK_END") #define ENERGY_STOP_RESET_TYPE_AIR_BRAKE_ALWAYS lua_const("ENERGY_STOP_RESET_TYPE_AIR_BRAKE_ALWAYS") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK") #define FIGHTER_LITTLEMAC_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_LITTLEMAC_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE_MAX_VALUE lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_KO_GAGE_MAX_VALUE") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_DISABLE_SPECIAL_S lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_DISABLE_SPECIAL_S") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_S_FLAG_IS_BLOW_SHIFT lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_S_FLAG_IS_BLOW_SHIFT") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_AIR_ACCEL_Y lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_AIR_ACCEL_Y") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_LANDING_FRAME lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_LANDING_FRAME") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_START_Y lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_START_Y") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_SPECIAL_S_FRAME_COUNT lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_INT_SPECIAL_S_FRAME_COUNT") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_RAY_CHECK_RESULT lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_RAY_CHECK_RESULT") #define WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_NUM lua_const("WEAPON_LITTLEMAC_LITTLEMACG_STATUS_KIND_NUM") #define FIGHTER_GEKKOUGA_STATUS_KIND_NUM lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_NUM") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_SHOT lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_SHOT") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_MAX_START lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_MAX_START") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_MAX_SHOT lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_N_MAX_SHOT") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_S_ATTACK") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_LOOP lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_LOOP") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_WALL_DAMAGE lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_WALL_DAMAGE") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_ATTACK") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_LANDING lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_LANDING") #define FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_BOUND lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_SPECIAL_LW_BOUND") #define FIGHTER_GEKKOUGA_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_FINAL_WAIT") #define FIGHTER_GEKKOUGA_STATUS_KIND_FINAL_END lua_const("FIGHTER_GEKKOUGA_STATUS_KIND_FINAL_END") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_DISABLE lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_IS_DISABLE") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_IS_DISABLE lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_IS_DISABLE") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_START_HOLD lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_START_HOLD") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_ATTACK_FRONT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_ATTACK_FRONT") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_BOUND lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LW_BOUND") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOLD_FRONT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_HOLD_FRONT") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_HOLD_COUNT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_HOLD_COUNT") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_WARP_GIMMICK lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_WARP_GIMMICK") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_OFFSET_LR lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_OFFSET_LR") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_OFFSET_X lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_OFFSET_X") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_ATTACK_AIR_LW_BOUND_COUNTER lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_ATTACK_AIR_LW_BOUND_COUNTER") #define FIGHTER_GEKKOUGA_GENERATE_ARTICLE_GEKKOUGAS lua_const("FIGHTER_GEKKOUGA_GENERATE_ARTICLE_GEKKOUGAS") #define FIGHTER_GEKKOUGA_LINK_NO_GEKKOUGAS lua_const("FIGHTER_GEKKOUGA_LINK_NO_GEKKOUGAS") #define FIGHTER_GEKKOUGA_STATUS_FINAL_WORK_INT_GEKKOUGAS_ID lua_const("FIGHTER_GEKKOUGA_STATUS_FINAL_WORK_INT_GEKKOUGAS_ID") #define FIGHTER_GEKKOUGA_STATUS_FINAL_WORK_FLOAT_MOVE_START_FRAME lua_const("FIGHTER_GEKKOUGA_STATUS_FINAL_WORK_FLOAT_MOVE_START_FRAME") #define FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_R lua_const("FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_R") #define FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_G lua_const("FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_G") #define FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_B lua_const("FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_B") #define FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_A lua_const("FIGHTER_GEKKOUGA_INSTACNE_WORK_ID_FLOAT_FINAL_ORIGINAL_BG_COLOR_A") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_EFFECT_WAIT lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_EFFECT_WAIT") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_DIRECTION_EFFECT_HANDLE lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_DIRECTION_EFFECT_HANDLE") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_X lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_X") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_Y lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_STICK_Y") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLAG_DIRECTION_EFFECT_LAST_VISIBLE lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLAG_DIRECTION_EFFECT_LAST_VISIBLE") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_FRAME_COUNT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_FRAME_COUNT") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_COUNT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_COUNT") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLAG_2ND lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLAG_2ND") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_X lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_X") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_MOVE_TIME_COUNTER lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_MOVE_TIME_COUNTER") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_DIRECTION_EFFECT_COUNT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_DIRECTION_EFFECT_COUNT") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_Y lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_Y") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_Z lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_PREV_ROT_Z") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_X lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_X") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_Y lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_Y") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_Z lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_FLOAT_QUICK_ATTACK_ADD_ROT_Z") #define FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_PHASE lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_ID_INT_QUICK_ATTACK_PHASE") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_SPECIAL_LW_UNCONTROL_COUNT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_SPECIAL_LW_UNCONTROL_COUNT") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_BOUND_GROUND lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_BOUND_GROUND") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_SAVE_SPEED lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_SAVE_SPEED") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK") #define FIGHTER_GEKKOUGA_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_GEKKOUGA_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_IS_DOLL lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_IS_DOLL") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_GENERATE_ITEM lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_GENERATE_ITEM") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_EFFECT_1 lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_EFFECT_1") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_EFFECT_2 lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_EFFECT_2") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_SOUND lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_APPEAR_SOUND") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_WAIT_ATTACK lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_WAIT_ATTACK") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_SPEED_X lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_SPEED_X") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_SPEED_Y lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_SPEED_Y") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_INT_RUSH_FRAME lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_INT_RUSH_FRAME") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_UP lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_UP") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_UP_SIDE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_UP_SIDE") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_SIDE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_SIDE") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_DOWN_SIDE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_DOWN_SIDE") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_DOWN lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ATTACK_DOWN") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_TO_END lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_TO_END") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_INIT_MOVE_DONE lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_INIT_MOVE_DONE") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_X lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_X") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_Y lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_Y") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SET_ROT_N lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_SET_ROT_N") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_Z lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACKER_POS_Z") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_DIR lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_DIR") #define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_FLAG lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_FLAG") #define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_INT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_INT") #define FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_FLOAT lua_const("FIGHTER_GEKKOUGA_STATUS_WORK_KEEP_FLOAT_RUSH_DIR_FLOAT") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_DIR_ORG_SPAN lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_RUSH_DIR_ORG_SPAN") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_END_GROUND_TEST_BACKUP_Y lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_WORK_FLOAT_END_GROUND_TEST_BACKUP_Y") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ENABLE_CONTROL lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_LW_FLAG_ENABLE_CONTROL") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_INT_WARP_FRAME lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_INT_WARP_FRAME") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_ATTACK_BACK lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_ATTACK_BACK") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_START_WARP lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_START_WARP") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_SPECIAL_S_WARP_COUNT lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_INT_SPECIAL_S_WARP_COUNT") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_FLAG_RESET_GRAVITY lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_FLAG_RESET_GRAVITY") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_SHADOW_X_POS lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_SHADOW_X_POS") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_SHADOW_Y_POS lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_SHADOW_Y_POS") #define FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_WARP_AIR lua_const("FIGHTER_GEKKOUGA_INSTANCE_WORK_ID_FLAG_SPECIAL_S_WARP_AIR") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_ATTACK_FRONT lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_ATTACK_FRONT") #define FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_FIND_ENEMY lua_const("FIGHTER_GEKKOUGA_STATUS_SPECIAL_S_WORK_FLAG_FIND_ENEMY") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_NUM lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_NUM") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_CHANGE lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_CHANGE") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_START lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_START") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_HIT lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_HIT") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_JUMP lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_JUMP") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_ATTACK lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_ATTACK") #define WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_END lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_STATUS_KIND_FINAL_END") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_INT_BLACKOUT_FRAME lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_INT_BLACKOUT_FRAME") #define MA_MSC_CMD_COLOR_BLEND_FLASH lua_const("MA_MSC_CMD_COLOR_BLEND_FLASH") #define MA_MSC_CMD_COLOR_BLEND_COL_PRI lua_const("MA_MSC_CMD_COLOR_BLEND_COL_PRI") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_MOVE_START lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_MOVE_START") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_HIT") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_ENABLE_FINISH lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_ENABLE_FINISH") #define WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_TATAMI lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_TATAMI") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TARGET_BASE_POS_X lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TARGET_BASE_POS_X") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TARGET_BASE_POS_Y lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TARGET_BASE_POS_Y") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TO_TARGET_LR lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_TO_TARGET_LR") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_TARGET_X lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_TARGET_X") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_TARGET_Y lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_TARGET_Y") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_OFFSET_LR lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_OFFSET_LR") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_ATTACK_LR lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_ATTACK_LR") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_SPEED lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_SPEED") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_FRAME lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_FRAME") #define WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_MOON lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_MOON") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_CHANGE_STATUS lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_CHANGE_STATUS") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_ANGLE lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_ANGLE") #define WEAPON_KINETIC_TYPE_GEKKOUGA_GEKKOUGAS_FINAL_ATTACK lua_const("WEAPON_KINETIC_TYPE_GEKKOUGA_GEKKOUGAS_FINAL_ATTACK") #define WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_BUNSHIN lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_GENERATE_ARTICLE_BUNSHIN") #define WEAPON_GEKKOUGA_GEKKOUGAS_KINETIC_ENERGY_ID_MOTION lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_KINETIC_ENERGY_ID_MOTION") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_TARGET_NOREAC_OFF lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_TARGET_NOREAC_OFF") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_START_FRAME lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLOAT_MOVE_START_FRAME") #define WEAPON_GEKKOUGA_GEKKOUGAS_LINK_NO_FINAL lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_LINK_NO_FINAL") #define WEAPON_GEKKOUGA_MOON_STATUS_KIND_NUM lua_const("WEAPON_GEKKOUGA_MOON_STATUS_KIND_NUM") #define WEAPON_GEKKOUGA_MOON_STATUS_KIND_MOVE lua_const("WEAPON_GEKKOUGA_MOON_STATUS_KIND_MOVE") #define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_NUM lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_NUM") #define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_START lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_START") #define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_SHOT lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_SHOT") #define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_VANISH lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_VANISH") #define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_START lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_START") #define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_SHOT lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_SHOT") #define WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_VANISH lua_const("WEAPON_GEKKOUGA_SHURIKEN_STATUS_KIND_MAX_VANISH") #define WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_FLAG_CHANGE_FLY_MOT lua_const("WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_FLAG_CHANGE_FLY_MOT") #define WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_INT_VANISH_COUNT lua_const("WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_INT_VANISH_COUNT") #define WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_INT_HIT_COUNT lua_const("WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_INT_HIT_COUNT") #define WEAPON_GEKKOUGA_WATER_STATUS_KIND_NUM lua_const("WEAPON_GEKKOUGA_WATER_STATUS_KIND_NUM") #define WEAPON_GEKKOUGA_WATER_STATUS_KIND_L lua_const("WEAPON_GEKKOUGA_WATER_STATUS_KIND_L") #define WEAPON_GEKKOUGA_WATER_STATUS_KIND_R lua_const("WEAPON_GEKKOUGA_WATER_STATUS_KIND_R") #define WEAPON_GEKKOUGA_WATER_STATUS_KIND_HIT lua_const("WEAPON_GEKKOUGA_WATER_STATUS_KIND_HIT") #define WEAPON_PALUTENA_AUTOAIMBULLET_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_AUTOAIMBULLET_STATUS_KIND_NUM") #define WEAPON_PALUTENA_AUTOAIMBULLET_STATUS_KIND_SHOT lua_const("WEAPON_PALUTENA_AUTOAIMBULLET_STATUS_KIND_SHOT") #define WEAPON_PALUTENA_AUTOAIMBULLET_INSTANCE_WORK_ID_FLAG_HAS_EFFECT_BOUND lua_const("WEAPON_PALUTENA_AUTOAIMBULLET_INSTANCE_WORK_ID_FLAG_HAS_EFFECT_BOUND") #define WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_NUM") #define WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_STAY lua_const("WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_STAY") #define WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_VANISH lua_const("WEAPON_PALUTENA_AUTORETICLE_STATUS_KIND_VANISH") #define WEAPON_PALUTENA_AUTORETICLE_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_PALUTENA_AUTORETICLE_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_PALUTENA_BEAM_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_BEAM_STATUS_KIND_NUM") #define WEAPON_PALUTENA_BEAM_STATUS_KIND_BEAM lua_const("WEAPON_PALUTENA_BEAM_STATUS_KIND_BEAM") #define WEAPON_PALUTENA_BLACKHOLE_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_BLACKHOLE_STATUS_KIND_NUM") #define WEAPON_PALUTENA_BLACKHOLE_STATUS_KIND_BLACKHOLE lua_const("WEAPON_PALUTENA_BLACKHOLE_STATUS_KIND_BLACKHOLE") #define FIGHTER_PALUTENA_STATUS_KIND_NUM lua_const("FIGHTER_PALUTENA_STATUS_KIND_NUM") #define FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_HI_2") #define FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_HI_3 lua_const("FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_HI_3") #define FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_LW_ATTACK") #define FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_LW_REFLECT lua_const("FIGHTER_PALUTENA_STATUS_KIND_SPECIAL_LW_REFLECT") #define FIGHTER_PALUTENA_STATUS_KIND_FINAL_WAIT lua_const("FIGHTER_PALUTENA_STATUS_KIND_FINAL_WAIT") #define FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM_START lua_const("FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM_START") #define FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM lua_const("FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM") #define FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM_END lua_const("FIGHTER_PALUTENA_STATUS_KIND_FINAL_BEAM_END") #define FIGHTER_PALUTENA_STATUS_FINAL_FLAG_IS_AIR_SITUATION lua_const("FIGHTER_PALUTENA_STATUS_FINAL_FLAG_IS_AIR_SITUATION") #define FIGHTER_PALUTENA_GENERATE_ARTICLE_BLACKHOLE lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_BLACKHOLE") #define FIGHTER_PALUTENA_GENERATE_ARTICLE_BEAM lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_BEAM") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_FRAME") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_MOVE_XLU lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_MOVE_XLU") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_FLAG_MOT_CHANGE") #define FIGHTER_KINETIC_TYPE_PALUTENA_SPECIAL_HI_AIR lua_const("FIGHTER_KINETIC_TYPE_PALUTENA_SPECIAL_HI_AIR") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_CLIFF_CHECK") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_FLAG_CHECK_GROUND") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_WORK_INT_START_SITUATION") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_DIVE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_DIVE") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_DIVE_DONE lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_DIVE_DONE") #define FIGHTER_PALUTENA_STATUS_SPECIAL_HI_CONTROL_ON lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_HI_CONTROL_ON") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_IS_SPECIAL_LW lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_IS_SPECIAL_LW") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_FLOAT_SHOT_OBJECT_X lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_FLOAT_SHOT_OBJECT_X") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK") #define FIGHTER_PALUTENA_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_PALUTENA_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD") #define FIGHTER_PALUTENA_STATUS_SPECIAL_S_FLAG_SMASH lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_S_FLAG_SMASH") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_PALUTENA_SPECIAL_S_FLOAT") #define WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_NUM") #define WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_CHECK lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_CHECK") #define WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_EXPLODE lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_EXPLODE") #define WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_MISS lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_STATUS_KIND_MISS") #define WEAPON_PALUTENA_EXPLOSIVEFLAME_INSTANCE_WORK_ID_FLAG_RESERVE_MISS lua_const("WEAPON_PALUTENA_EXPLOSIVEFLAME_INSTANCE_WORK_ID_FLAG_RESERVE_MISS") #define WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_NUM lua_const("WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_NUM") #define WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_SHOOT lua_const("WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_SHOOT") #define WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_BREAK lua_const("WEAPON_PALUTENA_REFLECTIONBOARD_STATUS_KIND_BREAK") #define WEAPON_PALUTENA_REFLECTIONBOARD_REFLECTOR_KIND_REFLECTOR lua_const("WEAPON_PALUTENA_REFLECTIONBOARD_REFLECTOR_KIND_REFLECTOR") #define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_NUM lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_NUM") #define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_START lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_START") #define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_MOVE lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_MOVE") #define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_EAT lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_EAT") #define WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_ENTRY lua_const("WEAPON_PACMAN_BIGPACMAN_STATUS_KIND_ENTRY") #define WEAPON_PACMAN_BIGPACMAN_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_PACMAN_BIGPACMAN_MOTION_PART_SET_KIND_MATERIAL") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PREV_MOVE_FRAME lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PREV_MOVE_FRAME") #define WEAPON_PACMAN_BIGPACMAN_AREA_KIND_SEARCH_ITEM lua_const("WEAPON_PACMAN_BIGPACMAN_AREA_KIND_SEARCH_ITEM") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_INT_NO_EAT_FRAME lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_INT_NO_EAT_FRAME") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_INT_FINISH_EFFECT_HANDLE lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_INT_FINISH_EFFECT_HANDLE") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_POS_X lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_POS_X") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_POS_Y lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_POS_Y") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_SPEED") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_ACCEL lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_ACCEL") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_MOVE_DEGREE lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_MOVE_DEGREE") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PATH_DEGREE lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PATH_DEGREE") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_LR lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_START_LR") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_FLASH lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_FLASH") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_FINISH_SPEED lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_FINISH_SPEED") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_EAT lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLAG_EAT") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_FINISH_POS_X lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_FINISH_POS_X") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_FINISH_POS_Y lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_FINISH_POS_Y") #define WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PARTIAL_MOTION_RATE lua_const("WEAPON_PACMAN_BIGPACMAN_INSTANCE_WORK_ID_FLOAT_PARTIAL_MOTION_RATE") #define FIGHTER_PACMAN_STATUS_KIND_NUM lua_const("FIGHTER_PACMAN_STATUS_KIND_NUM") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_CANCEL") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_LOOP") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_CHANGE lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_CHANGE") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_MOVE lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_MOVE") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_RETURN lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_RETURN") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_DASH") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_REFLECT_FALL lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_S_REFLECT_FALL") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_HI_LOOP lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_HI_LOOP") #define FIGHTER_PACMAN_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_PACMAN_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_PACMAN_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_PACMAN_STATUS_KIND_FINAL_MOVE") #define FIGHTER_PACMAN_STATUS_KIND_FINAL_END lua_const("FIGHTER_PACMAN_STATUS_KIND_FINAL_END") #define ATTACH_ITEM_GROUP_ALL lua_const("ATTACH_ITEM_GROUP_ALL") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_TRAMPOLINE_JUMP lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_TRAMPOLINE_JUMP") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_FALL lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_FALL") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CLIFF_COUNT lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CLIFF_COUNT") #define FIGHTER_PACMAN_MOTION_PART_SET_KIND_MATERIAL lua_const("FIGHTER_PACMAN_MOTION_PART_SET_KIND_MATERIAL") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SMASH_ANIMATION lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SMASH_ANIMATION") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_APPEAL_HI_KIND lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_APPEAL_HI_KIND") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_APPEAL_HI_KIND_DEBUG lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_APPEAL_HI_KIND_DEBUG") #define FIGHTER_PACMAN_APPEAL_HI_NUM lua_const("FIGHTER_PACMAN_APPEAL_HI_NUM") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CATCH_EFFECT_HANDLE lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CATCH_EFFECT_HANDLE") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CATCH_EFFECT_FRAME lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_CATCH_EFFECT_FRAME") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLOAT_CATCH_EFFECT_LENGTH lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLOAT_CATCH_EFFECT_LENGTH") #define FIGHTER_PACMAN_STATUS_FINAL_FLAG_CHANGE lua_const("FIGHTER_PACMAN_STATUS_FINAL_FLAG_CHANGE") #define FIGHTER_PACMAN_STATUS_FINAL_WORK_FLOAT_START_POS_X lua_const("FIGHTER_PACMAN_STATUS_FINAL_WORK_FLOAT_START_POS_X") #define FIGHTER_PACMAN_STATUS_FINAL_WORK_FLOAT_START_POS_Y lua_const("FIGHTER_PACMAN_STATUS_FINAL_WORK_FLOAT_START_POS_Y") #define FIGHTER_PACMAN_STATUS_FINAL_FLAG_START_MOVE lua_const("FIGHTER_PACMAN_STATUS_FINAL_FLAG_START_MOVE") #define FIGHTER_PACMAN_LINK_NO_BIGPACMAN lua_const("FIGHTER_PACMAN_LINK_NO_BIGPACMAN") #define FIGHTER_PACMAN_STATUS_FINAL_WORK_INT_BIGPACMAN_ID lua_const("FIGHTER_PACMAN_STATUS_FINAL_WORK_INT_BIGPACMAN_ID") #define FIGHTER_PACMAN_STATUS_FINAL_WORK_INT_CAMERA_TYPE lua_const("FIGHTER_PACMAN_STATUS_FINAL_WORK_INT_CAMERA_TYPE") #define FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_FLAG lua_const("FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_FLAG") #define FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_INT lua_const("FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_INT") #define FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_FLOAT lua_const("FIGHTER_PACMAN_STATUS_WORK_KEEP_SPECIAL_HI_FLOAT") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_HI_JUMP_NUM lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_HI_JUMP_NUM") #define FIGHTER_PACMAN_STATUS_SPECIAL_HI_WORK_FLAG_AIR lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_HI_WORK_FLAG_AIR") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_HEIGHT_MUL lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_HEIGHT_MUL") #define FIGHTER_PACMAN_STATUS_SPECIAL_HI_WORK_INT_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_HI_WORK_INT_FRAME") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAIT_FRAME lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_LW_WAIT_FRAME") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_EXIST lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_EXIST") #define FIGHTER_PACMAN_STATUS_SPECIAL_LW_FLAG_FAILURE lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_LW_FLAG_FAILURE") #define FIGHTER_PACMAN_STATUS_SPECIAL_LW_FLAG_START_GROUND lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_LW_FLAG_START_GROUND") #define FIGHTER_PACMAN_GENERATE_ARTICLE_FIREHYDRANT lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_FIREHYDRANT") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DAMAGE_POWERESA lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DAMAGE_POWERESA") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_EAT_POWER_ESA lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_EAT_POWER_ESA") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_ESA_INDEX lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_ESA_INDEX") #define PACMAN_SPECIAL_S_EFFECT_INVALID lua_const("PACMAN_SPECIAL_S_EFFECT_INVALID") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE0 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE0") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE1 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE1") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE2 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE2") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE3 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE3") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE4 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE4") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE5 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE5") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE6 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE6") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE7 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE7") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE8 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE8") #define FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE9 lua_const("FIGHTER_PACMAN_INSTANCE_WORK_ID_INT_SPECIAL_S_EFFECT_HANDLE9") #define PACMAN_SPECIAL_S_PUT_ESA_NUM lua_const("PACMAN_SPECIAL_S_PUT_ESA_NUM") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ESA_POS_X0 lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ESA_POS_X0") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ESA_POS_Y0 lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ESA_POS_Y0") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_CHARGE_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_CHARGE_FRAME") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_EAT_ESA_TOP lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_EAT_ESA_TOP") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_EAT_ESA_INDEX lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_EAT_ESA_INDEX") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_MOVE_DISTANCE lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_MOVE_DISTANCE") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_TOP_ESA_POS_X lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_TOP_ESA_POS_X") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_TOP_ESA_POS_Y lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_TOP_ESA_POS_Y") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_IS_POWER_ESA_GROUND lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLAG_IS_POWER_ESA_GROUND") #define FIGHTER_PACMAN_GENERATE_ARTICLE_ESA lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_ESA") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ROT lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_ROT") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_DASH_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_DASH_FRAME") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_ARMER_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_ARMER_FRAME") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_START_POS_Y lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_START_POS_Y") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_START_SPEED_Y lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_START_SPEED_Y") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_POWER lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_POWER") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_DASH_MAX_FRAME lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_INT_DASH_MAX_FRAME") #define FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_FLASH_ALPHA lua_const("FIGHTER_PACMAN_STATUS_SPECIAL_S_WORK_FLOAT_DASH_FLASH_ALPHA") #define ENERGY_STOP_RESET_TYPE_RUN_BRAKE lua_const("ENERGY_STOP_RESET_TYPE_RUN_BRAKE") #define KINETIC_ENERGY_RESERVE_ATTRIBUTE_GROUND lua_const("KINETIC_ENERGY_RESERVE_ATTRIBUTE_GROUND") #define WEAPON_PACMAN_ESA_STATUS_KIND_TERM lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_TERM") #define WEAPON_PACMAN_ESA_STATUS_KIND_START lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_START") #define WEAPON_PACMAN_ESA_STATUS_KIND_SHOOT lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_SHOOT") #define WEAPON_PACMAN_ESA_STATUS_KIND_WAIT lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_WAIT") #define WEAPON_PACMAN_ESA_STATUS_KIND_REMOVE lua_const("WEAPON_PACMAN_ESA_STATUS_KIND_REMOVE") #define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_PREV_POS_X lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_PREV_POS_X") #define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_PREV_POS_Y lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_PREV_POS_Y") #define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_SE_HANDLE lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_SE_HANDLE") #define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_SE_COUNT lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_SE_COUNT") #define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_FLAG lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_INT_TOUCH_FLAG") #define WEAPON_PACMAN_ESA_STATUS_WORK_ID_FLAG_PUT_ESA lua_const("WEAPON_PACMAN_ESA_STATUS_WORK_ID_FLAG_PUT_ESA") #define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLAG_STOP lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLAG_STOP") #define WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_PACMAN_ESA_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_NUM lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_NUM") #define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_APPEAR lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_APPEAR") #define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_WAIT lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_WAIT") #define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_FALL lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_FALL") #define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_REMOVE lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_REMOVE") #define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_FLY lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_FLY") #define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_DOWN lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_DOWN") #define WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_DOWN_FALL lua_const("WEAPON_PACMAN_FIREHYDRANT_STATUS_KIND_DOWN_FALL") #define WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_GROUND lua_const("WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_GROUND") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_HP lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_HP") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_HIT") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_INIT_CENTER lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_INIT_CENTER") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_SET_CENTER lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_SET_CENTER") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_KEEP_ANGLE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_KEEP_ANGLE") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_DECCEL lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_DECCEL") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_ROT_REVERSE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_ROT_REVERSE") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_DOWN_LIFE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_DOWN_LIFE") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_HIT_COUNT lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_HIT_COUNT") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_ROT_LR lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_ROT_LR") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_SPEED") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_OFFSET lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_OFFSET") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_NUM lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_NUM") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE_PRE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE_PRE") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_TOUCH_POS lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_TOUCH_POS") #define WEAPON_PACMAN_FIREHYDRANT_ROT_RIGHT lua_const("WEAPON_PACMAN_FIREHYDRANT_ROT_RIGHT") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_CENTER_X lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_CENTER_X") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_CENTER_Y lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_ROT_CENTER_Y") #define WEAPON_PACMAN_FIREHYDRANT_ROT_LEFT lua_const("WEAPON_PACMAN_FIREHYDRANT_ROT_LEFT") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_RIGHT_EDGE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_RIGHT_EDGE") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_LEFT_EDGE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_LEFT_EDGE") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_HIT_ROT_SPEED lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_HIT_ROT_SPEED") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_EDGE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_USE_EDGE") #define WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_FALL lua_const("WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_FALL") #define WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_DAMAGE lua_const("WEAPON_KINETIC_TYPE_PACMAN_FIREHYDRANT_DAMAGE") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_SMASH_REFLECT_NUM lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_SMASH_REFLECT_NUM") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_FLY_TOUCH lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_FLY_TOUCH") #define MOTION_NODE_ROTATE_COMPOSE_NONE lua_const("MOTION_NODE_ROTATE_COMPOSE_NONE") #define MOTION_NODE_ROTATE_ORDER_ZYX lua_const("MOTION_NODE_ROTATE_ORDER_ZYX") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_WATER_UP lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_WATER_UP") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_SHOOT_NUM lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_SHOOT_NUM") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_PRE_SHOT_EFFECT_ID_0 lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_PRE_SHOT_EFFECT_ID_0") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_PRE_SHOT_EFFECT_ID_1 lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_PRE_SHOT_EFFECT_ID_1") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_X lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_X") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_Y lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_Y") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_UP lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLOAT_WATER_OFFSET_UP") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_WAIT_SHOOT lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_INT_WAIT_SHOOT") #define WEAPON_PACMAN_FIREHYDRANT_GENERATE_ARTICLE_WATER lua_const("WEAPON_PACMAN_FIREHYDRANT_GENERATE_ARTICLE_WATER") #define WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_WATER_REVERSE lua_const("WEAPON_PACMAN_FIREHYDRANT_INSTANCE_WORK_ID_FLAG_WATER_REVERSE") #define WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_TERM lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_TERM") #define WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_SHOOT lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_SHOOT") #define WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_HIT lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_HIT") #define WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_REMOVE lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_STATUS_KIND_REMOVE") #define WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_FLAG_SHOOT_UP lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_FLAG_SHOOT_UP") #define WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_INT_HIT_EFFECT_WAIT lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_INT_HIT_EFFECT_WAIT") #define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_NUM lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_NUM") #define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_START lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_START") #define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_SHAKE lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_SHAKE") #define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_WAIT lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_WAIT") #define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_BREAK lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_BREAK") #define WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_REMOVE lua_const("WEAPON_PACMAN_TRAMPOLINE_STATUS_KIND_REMOVE") #define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_INT_RIDER_NUM lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_INT_RIDER_NUM") #define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_INT_AREA_BODY_FRAME lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_INT_AREA_BODY_FRAME") #define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_AREA_BODY lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_AREA_BODY") #define WEAPON_PACMAN_TRAMPOLINE_AREA_KIND_OWNER lua_const("WEAPON_PACMAN_TRAMPOLINE_AREA_KIND_OWNER") #define WEAPON_PACMAN_TRAMPOLINE_AREA_KIND_BODY lua_const("WEAPON_PACMAN_TRAMPOLINE_AREA_KIND_BODY") #define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_DEAD_AREA lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_DEAD_AREA") #define WEAPON_PACMAN_TRAMPOLINE_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_PACMAN_TRAMPOLINE_MOTION_PART_SET_KIND_MATERIAL") #define PACMAN_TRAMPOLINE_COLOR_BLUE lua_const("PACMAN_TRAMPOLINE_COLOR_BLUE") #define PACMAN_TRAMPOLINE_COLOR_RED lua_const("PACMAN_TRAMPOLINE_COLOR_RED") #define FIGHTER_REFLET_STATUS_KIND_NUM lua_const("FIGHTER_REFLET_STATUS_KIND_NUM") #define FIGHTER_REFLET_STATUS_KIND_RESURRECTION_THUNDERSWORD lua_const("FIGHTER_REFLET_STATUS_KIND_RESURRECTION_THUNDERSWORD") #define FIGHTER_REFLET_STATUS_KIND_RESURRECTION_BOOK lua_const("FIGHTER_REFLET_STATUS_KIND_RESURRECTION_BOOK") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_CANCEL lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_CANCEL") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_JUMP_CANCEL lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_JUMP_CANCEL") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_START lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_START") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_HOLD lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_HOLD") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_END lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_N_TRON_END") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_HI_2 lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_HI_2") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_HI_FAIL lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_HI_FAIL") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_LW_CAPTURE lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_LW_CAPTURE") #define FIGHTER_REFLET_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_REFLET_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_REFLET_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_HIT") #define FIGHTER_REFLET_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_MOVE") #define FIGHTER_REFLET_STATUS_KIND_FINAL_READY lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_READY") #define FIGHTER_REFLET_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_REFLET_STATUS_KIND_FINAL_END lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_END") #define FIGHTER_REFLET_STATUS_KIND_FINAL_FAIL lua_const("FIGHTER_REFLET_STATUS_KIND_FINAL_FAIL") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THUNDER_SWORD_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THUNDER_SWORD_CURRENT_POINT") #define FIGHTER_REFLET_MAGIC_KIND_SWORD lua_const("FIGHTER_REFLET_MAGIC_KIND_SWORD") #define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_AIR_SMASH lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_AIR_SMASH") #define FIGHTER_REFLET_STATUS_ATTACK_FLAG_SUB_POINT lua_const("FIGHTER_REFLET_STATUS_ATTACK_FLAG_SUB_POINT") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THUNDER_SWORD_REVIVAL_COUNT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_THUNDER_SWORD_REVIVAL_COUNT") #define FIGHTER_REFLET_STATUS_ATTACK_AIR_INT_THUNDER_SWORD lua_const("FIGHTER_REFLET_STATUS_ATTACK_AIR_INT_THUNDER_SWORD") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_10 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_10") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_12 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_12") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_14 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_14") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_16 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_16") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_11 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_11") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_13 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_13") #define FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_15 lua_const("FIGHTER_LOG_ATTACK_KIND_ADDITIONS_ATTACK_15") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_RECOVER_TABLE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_RECOVER_TABLE") #define FIGHTER_REFLET_MAGIC_KIND_GIGA_FIRE lua_const("FIGHTER_REFLET_MAGIC_KIND_GIGA_FIRE") #define FIGHTER_REFLET_MAGIC_KIND_EL_WIND lua_const("FIGHTER_REFLET_MAGIC_KIND_EL_WIND") #define FIGHTER_REFLET_MAGIC_KIND_RIZAIA lua_const("FIGHTER_REFLET_MAGIC_KIND_RIZAIA") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_HI_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_HI_CURRENT_POINT") #define FIGHTER_REFLET_STATUS_ATTACK_INT_COUNT_FOR_ATTACK_100 lua_const("FIGHTER_REFLET_STATUS_ATTACK_INT_COUNT_FOR_ATTACK_100") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_CATCH_EFFECT_HANDLE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_CATCH_EFFECT_HANDLE") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_CONTINUE_MOT") #define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM") #define FIGHTER_REFLET_GENERATE_ARTICLE_CHROM lua_const("FIGHTER_REFLET_GENERATE_ARTICLE_CHROM") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_ATTACK_HIT") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_SWORD_THROW_START lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_SWORD_THROW_START") #define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X") #define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y") #define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_OFFSET_LR lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_OFFSET_LR") #define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED") #define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME") #define FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE") #define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_MOVE lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_MOVE") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_GOTO_MOVE lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_GOTO_MOVE") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_CHANGE_STATUS lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_CHANGE_STATUS") #define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_READY lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_READY") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_TARGET_NOREAC_OFF lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_TARGET_NOREAC_OFF") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_FALL_START lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_FALL_START") #define FIGHTER_REFLET_STATUS_FINAL_WORK_INT_ATTACK_MAGIC_KIND lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_INT_ATTACK_MAGIC_KIND") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_FINAL_CUTIIN_EFFECT_HANDLE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_FINAL_CUTIIN_EFFECT_HANDLE") #define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_AIR lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_AIR") #define FIGHTER_REFLET_STATUS_SPECIAL_HI_FLAG_JUMP lua_const("FIGHTER_REFLET_STATUS_SPECIAL_HI_FLAG_JUMP") #define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FAILURE_HOP lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FAILURE_HOP") #define FIGHTER_REFLET_STATUS_SPECIAL_HI_FLAG_TRY_2ND lua_const("FIGHTER_REFLET_STATUS_SPECIAL_HI_FLAG_TRY_2ND") #define FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_LW") #define FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_AIR_LW") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_OBJECT_ID lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_OBJECT_ID") #define FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_LW_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_INT_SPECIAL_LW_CURRENT_POINT") #define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_FAILURE lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_FAILURE") #define MA_MSC_CMD_GRAB_IS_GRAB lua_const("MA_MSC_CMD_GRAB_IS_GRAB") #define MA_MSC_CMD_GRAB_CLEAR lua_const("MA_MSC_CMD_GRAB_CLEAR") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_WORK_INT_CATCH_STATUS lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_WORK_INT_CATCH_STATUS") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_CATCH_START lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_CATCH_START") #define FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_LW_AIR_CAPTURE lua_const("FIGHTER_KINETIC_TYPE_REFLET_SPECIAL_LW_AIR_CAPTURE") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_FRAME lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_FRAME") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_ATTACK_ID lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_ATTACK_ID") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_EFFECT_HANDLE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_EFFECT_HANDLE") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_SERIAL_HIT_FRAME lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_SERIAL_HIT_FRAME") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_HEAL_EFFECT lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_HEAL_EFFECT") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLOAT_GAP_Y lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLOAT_GAP_Y") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_IS_TARGET_GROUND lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_IS_TARGET_GROUND") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_DISABLE_GRAVITY_FRAME lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_INT_DISABLE_GRAVITY_FRAME") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_CATCH lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_CATCH") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLOAT_HEAL_DAMAGE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLOAT_HEAL_DAMAGE") #define FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_VC_IS_PLAYED lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_VC_IS_PLAYED") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_REFLET_SPECIAL_LW_END_FLOAT") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_MISS lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CAPTURE_FLAG_MISS") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_END_FLAG_HIT lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_END_FLAG_HIT") #define FIGHTER_REFLET_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_CURRENT_POINT lua_const("FIGHTER_REFLET_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_CURRENT_POINT") #define FIGHTER_REFLET_STATUS_SPECIAL_S_FLAG_TRY lua_const("FIGHTER_REFLET_STATUS_SPECIAL_S_FLAG_TRY") #define FIGHTER_REFLET_GENERATE_ARTICLE_GIGAFIRE lua_const("FIGHTER_REFLET_GENERATE_ARTICLE_GIGAFIRE") #define WEAPON_REFLET_CHROM_STATUS_KIND_NUM lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_NUM") #define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_ENTRY lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_ENTRY") #define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_DASH lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_DASH") #define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_MISS lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_MISS") #define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_LAUNCH lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_LAUNCH") #define WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_ATTACK lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_FINAL_ATTACK") #define WEAPON_REFLET_CHROM_STATUS_KIND_WIN lua_const("WEAPON_REFLET_CHROM_STATUS_KIND_WIN") #define WEAPON_REFLET_CHROM_INSTANCE_WORK_ID_FLAG_LAUNCH_HIT lua_const("WEAPON_REFLET_CHROM_INSTANCE_WORK_ID_FLAG_LAUNCH_HIT") #define WEAPON_REFLET_ELWIND_STATUS_KIND_NUM lua_const("WEAPON_REFLET_ELWIND_STATUS_KIND_NUM") #define WEAPON_REFLET_ELWIND_STATUS_KIND_SHOOT0 lua_const("WEAPON_REFLET_ELWIND_STATUS_KIND_SHOOT0") #define WEAPON_REFLET_ELWIND_STATUS_KIND_SHOOT1 lua_const("WEAPON_REFLET_ELWIND_STATUS_KIND_SHOOT1") #define WEAPON_REFLET_ELWIND_STATUS_KIND_LANDING lua_const("WEAPON_REFLET_ELWIND_STATUS_KIND_LANDING") #define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_NUM lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_NUM") #define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_CHARGE lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_CHARGE") #define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_SHOOT0 lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_SHOOT0") #define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_RISE lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_RISE") #define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_BURN lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_BURN") #define WEAPON_REFLET_GIGAFIRE_STATUS_KIND_VANISH lua_const("WEAPON_REFLET_GIGAFIRE_STATUS_KIND_VANISH") #define WEAPON_REFLET_GIGAFIRE_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_REFLET_GIGAFIRE_INSTANCE_WORK_ID_FLOAT_HP") #define WEAPON_REFLET_GIGAFIRE_INSTANCE_WORK_ID_FLAG_VANISH lua_const("WEAPON_REFLET_GIGAFIRE_INSTANCE_WORK_ID_FLAG_VANISH") #define WEAPON_REFLET_THUNDER_STATUS_KIND_NUM lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_NUM") #define WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT0 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT0") #define WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT1 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT1") #define WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT2 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_SHOOT2") #define WEAPON_REFLET_THUNDER_STATUS_KIND_GIGA_SPARK lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_GIGA_SPARK") #define WEAPON_REFLET_THUNDER_STATUS_KIND_TRON0 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_TRON0") #define WEAPON_REFLET_THUNDER_STATUS_KIND_TRON1 lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_TRON1") #define WEAPON_REFLET_THUNDER_STATUS_KIND_TRON_VANISH lua_const("WEAPON_REFLET_THUNDER_STATUS_KIND_TRON_VANISH") #define WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLAG_IS_REFLECT lua_const("WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLAG_IS_REFLECT") #define WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLOAT_TRON_X_LENGTH lua_const("WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLOAT_TRON_X_LENGTH") #define WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLOAT_TRON_X_ORIGINAL_LENGTH lua_const("WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_FLOAT_TRON_X_ORIGINAL_LENGTH") #define WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_INT_EFFECT_ID_BULLET lua_const("WEAPON_REFLET_THUNDER_INSTANCE_WORK_ID_INT_EFFECT_ID_BULLET") #define FIGHTER_SHULK_STATUS_KIND_NUM lua_const("FIGHTER_SHULK_STATUS_KIND_NUM") #define FIGHTER_SHULK_STATUS_KIND_SPECIAL_N_ACTION lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_N_ACTION") #define FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_FALL lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_FALL") #define FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_LANDING lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_S_LANDING") #define FIGHTER_SHULK_STATUS_KIND_SPECIAL_HI_ADD lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_HI_ADD") #define FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_N lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_N") #define FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_SHULK_STATUS_KIND_SPECIAL_LW_ATTACK") #define FIGHTER_SHULK_STATUS_KIND_FINAL_READY lua_const("FIGHTER_SHULK_STATUS_KIND_FINAL_READY") #define FIGHTER_SHULK_STATUS_KIND_FINAL_SCENE_ENTRY lua_const("FIGHTER_SHULK_STATUS_KIND_FINAL_SCENE_ENTRY") #define FIGHTER_SHULK_STATUS_KIND_FINAL_SCENE_ATTACK lua_const("FIGHTER_SHULK_STATUS_KIND_FINAL_SCENE_ATTACK") #define FIGHTER_SHULK_STATUS_KIND_FINAL_END lua_const("FIGHTER_SHULK_STATUS_KIND_FINAL_END") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_SHULK_GENERATE_ARTICLE_DUNBAN lua_const("FIGHTER_SHULK_GENERATE_ARTICLE_DUNBAN") #define FIGHTER_SHULK_GENERATE_ARTICLE_RIKI lua_const("FIGHTER_SHULK_GENERATE_ARTICLE_RIKI") #define FIGHTER_SHULK_GENERATE_ARTICLE_FIORA lua_const("FIGHTER_SHULK_GENERATE_ARTICLE_FIORA") #define WEAPON_SHULK_DUNBAN_STATUS_KIND_ATTACK lua_const("WEAPON_SHULK_DUNBAN_STATUS_KIND_ATTACK") #define WEAPON_SHULK_RIKI_STATUS_KIND_ATTACK lua_const("WEAPON_SHULK_RIKI_STATUS_KIND_ATTACK") #define WEAPON_SHULK_FIORA_STATUS_KIND_ATTACK lua_const("WEAPON_SHULK_FIORA_STATUS_KIND_ATTACK") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE") #define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ADD_SHIFT_INPUT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ADD_SHIFT_INPUT") #define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_CONTROL lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_CONTROL") #define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_FALL lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_FALL") #define FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_HEIGHT_MUL lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_HEIGHT_MUL") #define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ADD_SHIFT_RESERVE_INPUT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ADD_SHIFT_RESERVE_INPUT") #define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_ADD_SHIFT_INPUT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_ADD_SHIFT_INPUT") #define FIGHTER_SHULK_STATUS_SPECIAL_HI_ADD_FLAG_IS_MOTION_SPEED_Y_START lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_ADD_FLAG_IS_MOTION_SPEED_Y_START") #define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_SHULK_STATUS_SPECIAL_LW_WORK_FLOAT_COUNTER_START_FRAME lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_WORK_FLOAT_COUNTER_START_FRAME") #define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_SHIELD_TIME lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_SHIELD_TIME") #define FIGHTER_SHULK_INSTANCE_WORK_ID_INT_SPECIAL_LW_TARGET_OBJECT_ID lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_INT_SPECIAL_LW_TARGET_OBJECT_ID") #define FIGHTER_SHULK_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_F lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_F") #define FIGHTER_SHULK_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV") #define FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK_POWER lua_const("FIGHTER_SHULK_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_ATTACK_POWER") #define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_IS_ATTACK_ENEMY") #define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK") #define FIGHTER_SHULK_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_SHULK_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD") #define FIGHTER_STATUS_ATTR_KEEP_MOTION_RATE lua_const("FIGHTER_STATUS_ATTR_KEEP_MOTION_RATE") #define WEAPON_SHULK_DUNBAN_STATUS_KIND_NUM lua_const("WEAPON_SHULK_DUNBAN_STATUS_KIND_NUM") #define WEAPON_SHULK_DUNBAN_STATUS_KIND_ENTRY lua_const("WEAPON_SHULK_DUNBAN_STATUS_KIND_ENTRY") #define WEAPON_SHULK_FIORA_STATUS_KIND_NUM lua_const("WEAPON_SHULK_FIORA_STATUS_KIND_NUM") #define WEAPON_SHULK_FIORA_STATUS_KIND_ENTRY lua_const("WEAPON_SHULK_FIORA_STATUS_KIND_ENTRY") #define WEAPON_SHULK_RIKI_STATUS_KIND_NUM lua_const("WEAPON_SHULK_RIKI_STATUS_KIND_NUM") #define WEAPON_SHULK_RIKI_STATUS_KIND_ENTRY lua_const("WEAPON_SHULK_RIKI_STATUS_KIND_ENTRY") #define WEAPON_KOOPAJR_BATTEN_STATUS_KIND_NUM lua_const("WEAPON_KOOPAJR_BATTEN_STATUS_KIND_NUM") #define WEAPON_KOOPAJR_BATTEN_STATUS_KIND_FINAL_START lua_const("WEAPON_KOOPAJR_BATTEN_STATUS_KIND_FINAL_START") #define WEAPON_KOOPAJR_BATTEN_STATUS_KIND_FINAL lua_const("WEAPON_KOOPAJR_BATTEN_STATUS_KIND_FINAL") #define WEAPON_KOOPAJR_BATTEN_INSTANCE_WORK_ID_FLAG_CHANGE_EFFECT lua_const("WEAPON_KOOPAJR_BATTEN_INSTANCE_WORK_ID_FLAG_CHANGE_EFFECT") #define FIGHTER_KOOPAJR_STATUS_KIND_NUM lua_const("FIGHTER_KOOPAJR_STATUS_KIND_NUM") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_DASH") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_JUMP lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_JUMP") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_SPIN_TURN lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_SPIN_TURN") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_HIT_WALL lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_S_HIT_WALL") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_SHOOT lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_SHOOT") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_ATTACK lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_ATTACK") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_ESCAPE lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_ESCAPE") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_DAMAGE_END lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_DAMAGE_END") #define FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_KOOPAJR_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_KOOPAJR_STATUS_KIND_FINAL_DRAW lua_const("FIGHTER_KOOPAJR_STATUS_KIND_FINAL_DRAW") #define FIGHTER_KOOPAJR_STATUS_KIND_FINAL_END lua_const("FIGHTER_KOOPAJR_STATUS_KIND_FINAL_END") #define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE") #define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_INTERRUPT lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_INTERRUPT") #define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_DAMAGE_FLY lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_DAMAGE_FLY") #define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CLIFF_CATCH lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CLIFF_CATCH") #define FIGHTER_KOOPAJR_STATUS_FINAL_FLAG_CHANGE lua_const("FIGHTER_KOOPAJR_STATUS_FINAL_FLAG_CHANGE") #define FIGHTER_KOOPAJR_GENERATE_ARTICLE_SHADOWMARIO lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_SHADOWMARIO") #define ATTACH_ITEM_GROUP_HIP lua_const("ATTACH_ITEM_GROUP_HIP") #define FIGHTER_KOOPAJR_GENERATE_ARTICLE_REMAINCLOWN lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_REMAINCLOWN") #define FIGHTER_STATUS_KIND_EXTERN_HEAD lua_const("FIGHTER_STATUS_KIND_EXTERN_HEAD") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_HI lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_HI") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI_SHOOT lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI_SHOOT") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_FLAG_FALL lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_FLAG_FALL") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_FLAG_ACTION lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_FLAG_ACTION") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_INT_FRAME lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_HI_SHOOT_INT_FRAME") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI_FALL lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_HI_FALL") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_LANDING_FLOAT") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_LW lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_LW") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_LW lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_LW") #define FIGHTER_KOOPAJR_GENERATE_ARTICLE_KART lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_KART") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_INHERIT_SPEED lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_INHERIT_SPEED") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_CLOWN_ANGLE lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_CLOWN_ANGLE") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_SLOPE_ANGLE lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_SLOPE_ANGLE") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_SLOPE_ANGLE_PREV lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_SLOPE_ANGLE_PREV") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_CLOWN_ANGLE_SPEED lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLOAT_CLOWN_ANGLE_SPEED") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_REMOVE_KART lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_REMOVE_KART") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_BACK_FRAME lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_BACK_FRAME") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_JUMP_FRAME lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_JUMP_FRAME") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_DASH lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_DASH") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_DASH lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_DASH") #define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_INT_CLOWN_HIT_NO lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_INT_CLOWN_HIT_NO") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_DASH_FRAME lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_INT_DASH_FRAME") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CLIFF_JUMP lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CLIFF_JUMP") #define CONTROL_PAD_BUTTON_FLICK_JUMP lua_const("CONTROL_PAD_BUTTON_FLICK_JUMP") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_HOP lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_HOP") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_HOP lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_HOP") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_CLIFF_JUMP lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_CLIFF_JUMP") #define WEAPON_KOOPAJR_KART_INSTANCE_WORK_ID_FLAG_NO_FLOOR lua_const("WEAPON_KOOPAJR_KART_INSTANCE_WORK_ID_FLAG_NO_FLOOR") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_JUMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_SPECIAL_S_FLOAT") #define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_S_JUMP lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_FLAG_SPECIAL_S_JUMP") #define FIGHTER_KOOPAJR_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_FRAME lua_const("FIGHTER_KOOPAJR_INSTANCE_WORK_ID_INT_SPECIAL_S_JUMP_FRAME") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_SPIN_TURN_JUMP lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_SPIN_TURN_JUMP") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_NORMAL_GRAVITY lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_NORMAL_GRAVITY") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CHANGED_GRAVITY lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CHANGED_GRAVITY") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_SPIN_TURN lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_SPIN_TURN") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_SPIN_TURN lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_SPIN_TURN") #define FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CONTROL lua_const("FIGHTER_KOOPAJR_STATUS_SPECIAL_S_FLAG_CONTROL") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_HIT_WALL lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_AIR_S_HIT_WALL") #define FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_HIT_WALL lua_const("FIGHTER_KINETIC_TYPE_KOOPAJR_SPECIAL_S_HIT_WALL") #define WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_NUM lua_const("WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_NUM") #define WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_SHOOT lua_const("WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_SHOOT") #define WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_HOP lua_const("WEAPON_KOOPAJR_CANNONBALL_STATUS_KIND_HOP") #define WEAPON_KINETIC_TYPE_KOOPAJR_CANNONBALL_SHOOT lua_const("WEAPON_KINETIC_TYPE_KOOPAJR_CANNONBALL_SHOOT") #define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLOAT_CHARGE lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLOAT_CHARGE") #define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_INT_GRAVITY_FRAME lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_INT_GRAVITY_FRAME") #define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_HOP lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_HOP") #define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_HIT_WALL lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_HIT_WALL") #define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_ATTACK lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_FLAG_ATTACK") #define WEAPON_KOOPAJR_CANNONBALL_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_KOOPAJR_CANNONBALL_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_KINETIC_TYPE_KOOPAJR_CANNONBALL_HOP lua_const("WEAPON_KINETIC_TYPE_KOOPAJR_CANNONBALL_HOP") #define WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_KOOPAJR_CANNONBALL_INSTANCE_WORK_ID_INT_BOUND_NUM") #define WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_NUM lua_const("WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_NUM") #define WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_FALL lua_const("WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_FALL") #define WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_BURST lua_const("WEAPON_KOOPAJR_REMAINCLOWN_STATUS_KIND_BURST") #define WEAPON_KOOPAJR_REMAINCLOWN_INSTANCE_WORK_ID_INT_START_SITUATION_KIND lua_const("WEAPON_KOOPAJR_REMAINCLOWN_INSTANCE_WORK_ID_INT_START_SITUATION_KIND") #define WEAPON_KINETIC_TYPE_KOOPAJR_REMAINCLOWN_FALL lua_const("WEAPON_KINETIC_TYPE_KOOPAJR_REMAINCLOWN_FALL") #define WEAPON_KOOPAJR_REMAINCLOWN_INSTANCE_WORK_ID_INT_BURST_FRAME lua_const("WEAPON_KOOPAJR_REMAINCLOWN_INSTANCE_WORK_ID_INT_BURST_FRAME") #define WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_NUM lua_const("WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_NUM") #define WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_FINAL_START lua_const("WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_FINAL_START") #define WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_FINAL lua_const("WEAPON_KOOPAJR_SHADOWMARIO_STATUS_KIND_FINAL") #define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLAG_JUMP lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLAG_JUMP") #define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_X lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_X") #define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_Y lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_Y") #define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_Z lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLOAT_OFFSET_Z") #define FIGHTER_DUCKHUNT_STATUS_KIND_NUM lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_NUM") #define FIGHTER_DUCKHUNT_STATUS_KIND_SPECIAL_HI_FLY lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_SPECIAL_HI_FLY") #define FIGHTER_DUCKHUNT_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_DUCKHUNT_STATUS_KIND_CLOSING_EAR lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_CLOSING_EAR") #define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_READY lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_READY") #define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE02") #define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE03") #define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE04 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE04") #define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE05 lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_SCENE05") #define FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_END lua_const("FIGHTER_DUCKHUNT_STATUS_KIND_FINAL_END") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_GUNMAN lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_GUNMAN") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CANCELED lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CANCELED") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_INT_FINAL_ENEMY_KIND lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_INT_FINAL_ENEMY_KIND") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALENEMY lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALENEMY") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_CLAY lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_CLAY") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALDUCK lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALDUCK") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALGRASS lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALGRASS") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALDOG lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALDOG") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALGUNMAN lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALGUNMAN") #define WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_A lua_const("WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_A") #define WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_B lua_const("WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_B") #define WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_C lua_const("WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_C") #define WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_D lua_const("WEAPON_DUCKHUNT_FINALENEMY_KIND_GUN_D") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALCAN lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALCAN") #define WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_SCENE04 lua_const("WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_SCENE04") #define FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALBIRD lua_const("FIGHTER_DUCKHUNT_GENERATE_ARTICLE_FINALBIRD") #define WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_DAMAGE_SLOW lua_const("WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_DAMAGE_SLOW") #define WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_SCENE05 lua_const("WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_SCENE05") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_INT_FLAP_COUNT lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_INT_FLAP_COUNT") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_INT_FRAME_COUNT lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_INT_FRAME_COUNT") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_FLOAT_SPEED_X lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_FLY_FLOAT_SPEED_X") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_REQUEST_SPECIAL_HI_CANCEL lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_REQUEST_SPECIAL_HI_CANCEL") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_ENABLE_SPECIAL_HI_CANCEL lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_ENABLE_SPECIAL_HI_CANCEL") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLAG_TURN lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLAG_TURN") #define FIGHTER_DUCKHUNT_TURN_NEUTRAL lua_const("FIGHTER_DUCKHUNT_TURN_NEUTRAL") #define FIGHTER_DUCKHUNT_TURN_BACK lua_const("FIGHTER_DUCKHUNT_TURN_BACK") #define FIGHTER_DUCKHUNT_TURN_FRONT lua_const("FIGHTER_DUCKHUNT_TURN_FRONT") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLAG_REQUEST_TURN") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_HI_COMMON_FLOAT_TURN_TIME") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_GUNMAN_OK lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_GUNMAN_OK") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_FLAG_CALL_TRIGGER lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_FLAG_CALL_TRIGGER") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_FLAG_KINETIC_CHANGED lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_FLAG_KINETIC_CHANGED") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_SHOOT_TIMER lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_SHOOT_TIMER") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_SHOOT_CAN_FRAME lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_DISABLE_SHOOT_CAN_FRAME") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_FRAME lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_INT_SPECIAL_S_FRAME") #define FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_RELEASE_CLAY lua_const("FIGHTER_DUCKHUNT_INSTANCE_WORK_ID_FLAG_RELEASE_CLAY") #define WEAPON_DUCKHUNT_CAN_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_CAN_STATUS_KIND_READY lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_READY") #define WEAPON_DUCKHUNT_CAN_STATUS_KIND_FLY lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_FLY") #define WEAPON_DUCKHUNT_CAN_STATUS_KIND_EXPLODE lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_EXPLODE") #define WEAPON_DUCKHUNT_CAN_STATUS_KIND_FADEOUT lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_FADEOUT") #define WEAPON_DUCKHUNT_CAN_STATUS_KIND_WIN lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_WIN") #define WEAPON_DUCKHUNT_CAN_STATUS_KIND_VANISHEND lua_const("WEAPON_DUCKHUNT_CAN_STATUS_KIND_VANISHEND") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_FLY lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_FLY") #define WEAPON_DUCKHUNT_CAN_LINK_NO lua_const("WEAPON_DUCKHUNT_CAN_LINK_NO") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_HOP_TIMES lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_HOP_TIMES") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_GUN_MARK_TYPE lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_GUN_MARK_TYPE") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_SPIN_DIR lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_SPIN_DIR") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_INVALID_HOP_FRAMES lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_INVALID_HOP_FRAMES") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GROUND_MOVEMENT_SPEED_X lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GROUND_MOVEMENT_SPEED_X") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GROUND_MOVEMENT_SPEED_Y lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GROUND_MOVEMENT_SPEED_Y") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_BASE_HOP_SPEED_X lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_BASE_HOP_SPEED_X") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_PRE_HOP_INIT_SPEED_Y lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_PRE_HOP_INIT_SPEED_Y") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_MAX_FALL_SPEED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_MAX_FALL_SPEED") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_IS_REFLECTED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_IS_REFLECTED") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_IS_TAKENOUT lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_IS_TAKENOUT") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_MAX_COUNT lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_MAX_COUNT") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_HP lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_HP") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_ROTATION_SPEED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_ROTATION_SPEED") #define WEAPON_DUCKHUNT_RETICLE_USER_ID_SMASH lua_const("WEAPON_DUCKHUNT_RETICLE_USER_ID_SMASH") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_3PS_USER_ID lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_3PS_USER_ID") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_FALL_ACCEL lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_FALL_ACCEL") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_RECORD_YARARE_SPEED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_RECORD_YARARE_SPEED") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_X lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_X") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_Y lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_Y") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_NEXT_ROT_SPEED lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_NEXT_ROT_SPEED") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_ATTACK lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_ATTACK") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_3PS lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_3PS") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GIVEN_ATTACK_POWER lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLOAT_GIVEN_ATTACK_POWER") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_ATTACK_SAME_TEAM lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_ATTACK_SAME_TEAM") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_LETS_REVERSE lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_LETS_REVERSE") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_FIGTHER lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_FLAG_HOP_BY_FIGTHER") #define WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_EXPLODE_EFFECT_HANDLE lua_const("WEAPON_DUCKHUNT_CAN_INSTANCE_WORK_ID_INT_EXPLODE_EFFECT_HANDLE") #define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_READY lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_READY") #define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_FLY lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_FLY") #define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_HIT lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_HIT") #define WEAPON_DUCKHUNT_CLAY_STATUS_KIND_VANISHEND lua_const("WEAPON_DUCKHUNT_CLAY_STATUS_KIND_VANISHEND") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_FLY lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_FLY") #define WEAPON_DUCKHUNT_CLAY_LINK_NO lua_const("WEAPON_DUCKHUNT_CLAY_LINK_NO") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_X lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_X") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_Y") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_Z lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_RELEASE_POS_Z") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_BY_SMASH lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_BY_SMASH") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_RESTORE_COUNT lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_RESTORE_COUNT") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ACCEL_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ACCEL_Y") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_ADD_ACCEL_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_ADD_ACCEL_Y") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_FLOOR_HIT lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_FLOOR_HIT") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ROT_ANGLE_AXIS lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ROT_ANGLE_AXIS") #define FL_MA_MSC_SLOPE_GET_TOP_ANGLE lua_const("FL_MA_MSC_SLOPE_GET_TOP_ANGLE") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_X lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_X") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_Y") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_Z lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_ORIGINAL_ROT_Z") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_X lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_X") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_Y lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_Y") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_Z lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLOAT_TARGET_ROT_Z") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_HIT_INVALID_FRAME lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_HIT_INVALID_FRAME") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_REFLECTED lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_REFLECTED") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_TAKENOUT lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_TAKENOUT") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_WALL_HIT lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_WALL_HIT") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_OPPONENT_BREAK lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_FLAG_IS_OPPONENT_BREAK") #define WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_BROKEN_EFFECT_HANDLE lua_const("WEAPON_DUCKHUNT_CLAY_INSTANCE_WORK_ID_INT_BROKEN_EFFECT_HANDLE") #define WEAPON_DUCKHUNT_FINALBIRD_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALBIRD_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_FINALBIRD_STATUS_KIND_FLY lua_const("WEAPON_DUCKHUNT_FINALBIRD_STATUS_KIND_FLY") #define WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_SCENE03 lua_const("WEAPON_DUCKHUNT_FINALCAN_STATUS_KIND_SCENE03") #define WEAPON_DUCKHUNT_FINALDUCK_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALDUCK_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_FINALDUCK_STATUS_KIND_START lua_const("WEAPON_DUCKHUNT_FINALDUCK_STATUS_KIND_START") #define WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_WAIT lua_const("WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_WAIT") #define WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_DAMAGE lua_const("WEAPON_DUCKHUNT_FINALENEMY_STATUS_KIND_DAMAGE") #define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_KIND lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_KIND") #define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_ROT_PATTERN lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_ROT_PATTERN") #define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_WAIT_FRAME lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_WAIT_FRAME") #define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_ROT_WAIT_FRAME lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_ROT_WAIT_FRAME") #define WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_FLOAT_ROT_Y lua_const("WEAPON_DUCKHUNT_FINALENEMY_INSTANCE_WORK_ID_FLOAT_ROT_Y") #define WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_SCENE01 lua_const("WEAPON_DUCKHUNT_FINALGUNMAN_STATUS_KIND_SCENE01") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_READY lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_READY") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_DEAD lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_DEAD") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_SHOOT lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_SHOOT") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_L lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_L") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_R lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_R") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_L2 lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_KIND_WIN3_L2") #define WEAPON_DUCKHUNT_GUNMAN_KIND_SONBURERO lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_SONBURERO") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_KIND lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_KIND") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_GUN_OFFSET_Y lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_GUN_OFFSET_Y") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_GUN_OFFSET_Z lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_GUN_OFFSET_Z") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_RESULT_MUZZLEFLASH_EFFECT_HANDLE_ID lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_RESULT_MUZZLEFLASH_EFFECT_HANDLE_ID") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_RESULT_COUNTER lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_RESULT_COUNTER") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_RESULT_SHOT_AFTER lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_RESULT_SHOT_AFTER") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_RESULT_SHOT lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_RESULT_SHOT") #define WEAPON_DUCKHUNT_GUNMAN_KIND_HIGE lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_HIGE") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_AIR_START lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_AIR_START") #define WEAPON_DUCKHUNT_GUNMAN_KIND_NOPPO lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_NOPPO") #define WEAPON_DUCKHUNT_GUNMAN_KIND_KUROFUKU lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_KUROFUKU") #define WEAPON_DUCKHUNT_GUNMAN_KIND_BOSS lua_const("WEAPON_DUCKHUNT_GUNMAN_KIND_BOSS") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_RAY_EFFECT_HANDLE_ID lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_RAY_EFFECT_HANDLE_ID") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_COMMON_WORK_FLAG_VISIBILITY_CHANGED lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_COMMON_WORK_FLAG_VISIBILITY_CHANGED") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_SHOOT_COUNT lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_SHOOT_COUNT") #define WEAPON_DUCKHUNT_GUNMAN_GENERATE_ARTICLE_GUNMANBULLET lua_const("WEAPON_DUCKHUNT_GUNMAN_GENERATE_ARTICLE_GUNMANBULLET") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_X lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_X") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_Y lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_YARARE_SPEED_Y") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_DEAD lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_SPECIAL_DEAD") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_DAMAGE_FLY_BOUND_NUM lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_INT_DAMAGE_FLY_BOUND_NUM") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_DEAD_DAMAGE_FLY lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLAG_DEAD_DAMAGE_FLY") #define WEAPON_DUCKHUNT_GUNMAN_GENERATE_ARTICLE_KUROFUKUHAT lua_const("WEAPON_DUCKHUNT_GUNMAN_GENERATE_ARTICLE_KUROFUKUHAT") #define WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_DIE_SMOKE_SCALE lua_const("WEAPON_DUCKHUNT_GUNMAN_INSTANCE_WORK_ID_FLOAT_DIE_SMOKE_SCALE") #define WEAPON_DUCKHUNT_GUNMAN_STATUS_COMMON_WORK_FLAG_BOUNDED lua_const("WEAPON_DUCKHUNT_GUNMAN_STATUS_COMMON_WORK_FLAG_BOUNDED") #define WEAPON_DUCKHUNT_GUNMANBULLET_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_GUNMANBULLET_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_GUNMANBULLET_STATUS_KIND_MOVE lua_const("WEAPON_DUCKHUNT_GUNMANBULLET_STATUS_KIND_MOVE") #define WEAPON_DUCKHUNT_KUROFUKUHAT_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_KUROFUKUHAT_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_KUROFUKUHAT_STATUS_KIND_MOVE lua_const("WEAPON_DUCKHUNT_KUROFUKUHAT_STATUS_KIND_MOVE") #define WEAPON_DUCKHUNT_RETICLE_STATUS_KIND_NUM lua_const("WEAPON_DUCKHUNT_RETICLE_STATUS_KIND_NUM") #define WEAPON_DUCKHUNT_RETICLE_STATUS_KIND_MOVE lua_const("WEAPON_DUCKHUNT_RETICLE_STATUS_KIND_MOVE") #define FIGHTER_RYU_STATUS_KIND_FINAL2 lua_const("FIGHTER_RYU_STATUS_KIND_FINAL2") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_TARGET_BATTLE_OBJECT_ID lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_TARGET_BATTLE_OBJECT_ID") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_DIST_MIN lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_DIST_MIN") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_R lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_R") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_G lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_G") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_B lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_B") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_A lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_BG_COLOR_A") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_COLOR_RATE lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_ORIGINAL_COLOR_RATE") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_INVISIBLE_STAGE_TIME lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_INVISIBLE_STAGE_TIME") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_INVISIBLE_STAGE lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_INVISIBLE_STAGE") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_BRANCH_HIT lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_BRANCH_HIT") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_HIT lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_HIT") #define FIGHTER_RYU_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_HIT") #define FIGHTER_RYU_STATUS_KIND_FINAL_JUMP lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_JUMP") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_CAMERA_OFFSET lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_CAMERA_OFFSET") #define FIGHTER_RYU_FINAL_CAMERA_OFFSET_1 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_1") #define FIGHTER_RYU_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_FALL") #define FIGHTER_RYU_STATUS_KIND_FINAL_LANDING lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_LANDING") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_END_SET_PARAM lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_END_SET_PARAM") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_KEN_ATTACK_NUM lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_KEN_ATTACK_NUM") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_CAMERA_OFFSET_TYPE lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_CAMERA_OFFSET_TYPE") #define FIGHTER_RYU_STATUS_KIND_FINAL2_FALL lua_const("FIGHTER_RYU_STATUS_KIND_FINAL2_FALL") #define FIGHTER_RYU_STATUS_KIND_FINAL2_AIR_END lua_const("FIGHTER_RYU_STATUS_KIND_FINAL2_AIR_END") #define FIGHTER_RYU_STATUS_KIND_FINAL2_LANDING lua_const("FIGHTER_RYU_STATUS_KIND_FINAL2_LANDING") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_PREV_POS_X lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_PREV_POS_X") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_PREV_POS_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_PREV_POS_Y") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_HIT") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_X lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_X") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_Y") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_Z lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLOAT_LAST_HIT_POS_Z") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ATTACK_END") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_LAST_ATTACK_VECTOR lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_LAST_ATTACK_VECTOR") #define ATTACK_VEC_NONE lua_const("ATTACK_VEC_NONE") #define FIGHTER_RYU_LINK_NO_FINAL lua_const("FIGHTER_RYU_LINK_NO_FINAL") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_AKEBONO_FINISH lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_AKEBONO_FINISH") #define FIGHTER_RYU_FINAL_CAMERA_OFFSET_2 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_2") #define FIGHTER_RYU_FINAL_CAMERA_OFFSET_3 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_3") #define FIGHTER_RYU_FINAL_CAMERA_OFFSET_4 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_4") #define FIGHTER_RYU_FINAL_CAMERA_OFFSET_5 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_5") #define FIGHTER_RYU_FINAL_CAMERA_OFFSET_6 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_6") #define FIGHTER_RYU_FINAL_CAMERA_OFFSET_7 lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_7") #define FIGHTER_RYU_FINAL_CAMERA_OFFSET_RETURN lua_const("FIGHTER_RYU_FINAL_CAMERA_OFFSET_RETURN") #define FIGHTER_AREA_KIND_BODY lua_const("FIGHTER_AREA_KIND_BODY") #define FIGHTER_AREA_KIND_NUM lua_const("FIGHTER_AREA_KIND_NUM") #define FIGHTER_AREA_KIND_WIND lua_const("FIGHTER_AREA_KIND_WIND") #define FIGHTER_AREA_KIND_WIND_RAD lua_const("FIGHTER_AREA_KIND_WIND_RAD") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FINAL2 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_FINAL2") #define FIGHTER_KEN_GENERATE_ARTICLE_SHINRYUKEN lua_const("FIGHTER_KEN_GENERATE_ARTICLE_SHINRYUKEN") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ADJUST_SHINRYUKEN_POS lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_ADJUST_SHINRYUKEN_POS") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_COUNTER lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_INT_COUNTER") #define FIGHTER_RYU_STATUS_KIND_NUM lua_const("FIGHTER_RYU_STATUS_KIND_NUM") #define FIGHTER_RYU_STATUS_KIND_ATTACK_COMMAND1 lua_const("FIGHTER_RYU_STATUS_KIND_ATTACK_COMMAND1") #define FIGHTER_RYU_STATUS_KIND_ATTACK_COMMAND2 lua_const("FIGHTER_RYU_STATUS_KIND_ATTACK_COMMAND2") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_S_LOOP lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_S_LOOP") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_AIR_HI_END lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_AIR_HI_END") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_ATTACK lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_ATTACK") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_ATTACK_TURN lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_ATTACK_TURN") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_STEP_F lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_STEP_F") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_STEP_B lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_LW_STEP_B") #define FIGHTER_RYU_STATUS_KIND_FINAL_AIR_END lua_const("FIGHTER_RYU_STATUS_KIND_FINAL_AIR_END") #define FIGHTER_RYU_STATUS_KIND_ATTACK_NEAR lua_const("FIGHTER_RYU_STATUS_KIND_ATTACK_NEAR") #define FIGHTER_RYU_STATUS_KIND_TURN_AUTO lua_const("FIGHTER_RYU_STATUS_KIND_TURN_AUTO") #define FIGHTER_RYU_STATUS_KIND_SQUAT_TURN_AUTO lua_const("FIGHTER_RYU_STATUS_KIND_SQUAT_TURN_AUTO") #define FIGHTER_RYU_STATUS_KIND_WALK_BACK lua_const("FIGHTER_RYU_STATUS_KIND_WALK_BACK") #define FIGHTER_RYU_STATUS_KIND_WALK_BRAKE_BACK lua_const("FIGHTER_RYU_STATUS_KIND_WALK_BRAKE_BACK") #define FIGHTER_RYU_STATUS_KIND_DASH_BACK lua_const("FIGHTER_RYU_STATUS_KIND_DASH_BACK") #define FIGHTER_RYU_STATUS_KIND_TURN_RUN_BACK lua_const("FIGHTER_RYU_STATUS_KIND_TURN_RUN_BACK") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_N_COMMAND lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_N_COMMAND") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_N2_COMMAND lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_N2_COMMAND") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_S_COMMAND lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_S_COMMAND") #define FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_COMMAND lua_const("FIGHTER_RYU_STATUS_KIND_SPECIAL_HI_COMMAND") #define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_S lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_S") #define FIGHTER_RYU_INSTANCE_WORK_ID_FLOAT_OPPONENT_LR_1ON1 lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLOAT_OPPONENT_LR_1ON1") #define FIGHTER_RYU_STATUS_WORK_ID_PASS_FLAG_COMMAND_EXTEND lua_const("FIGHTER_RYU_STATUS_WORK_ID_PASS_FLAG_COMMAND_EXTEND") #define FIGHTER_RYU_STATUS_WORK_ID_PASS_FLOAT_SPEED_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_PASS_FLOAT_SPEED_Y") #define FIGHTER_RYU_STATUS_WORK_ID_PASS_FLOAT_OFFSET_Y lua_const("FIGHTER_RYU_STATUS_WORK_ID_PASS_FLOAT_OFFSET_Y") #define FIGHTER_RYU_STATUS_WORK_ID_PASS_INT_FRAME lua_const("FIGHTER_RYU_STATUS_WORK_ID_PASS_INT_FRAME") #define FIGHTER_KINETIC_TYPE_DASH_BACK lua_const("FIGHTER_KINETIC_TYPE_DASH_BACK") #define FIGHTER_RYU_STATUS_ATTACK_INT_BUTTON_ON_FRAME lua_const("FIGHTER_RYU_STATUS_ATTACK_INT_BUTTON_ON_FRAME") #define FIGHTER_RYU_STATUS_ATTACK_INT_FRAME lua_const("FIGHTER_RYU_STATUS_ATTACK_INT_FRAME") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_HIT_CANCEL lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_HIT_CANCEL") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK_CANCEL lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK_CANCEL") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_SAME_ATTACK_CANCEL lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_SAME_ATTACK_CANCEL") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_BUTTON_TRIGGER lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_BUTTON_TRIGGER") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_RELEASE_BUTTON lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_RELEASE_BUTTON") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK_BRANCH_FRAME_FIRST lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_WEAK_BRANCH_FRAME_FIRST") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_CHANGE_LOG lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_CHANGE_LOG") #define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_NEAR_OPPONENT lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_NEAR_OPPONENT") #define FIGHTER_RYU_STATUS_ATTACK_INT_LOG_KIND lua_const("FIGHTER_RYU_STATUS_ATTACK_INT_LOG_KIND") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_NEAR lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_NEAR") #define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL") #define COLLISION_KIND_MASK_SHIELD lua_const("COLLISION_KIND_MASK_SHIELD") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_ATTACK_NEAR_FLOAT") #define FIGHTER_RYU_STATUS_ATTACK_INT_NEAR_INPUT lua_const("FIGHTER_RYU_STATUS_ATTACK_INT_NEAR_INPUT") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_NEAR_W lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_NEAR_W") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_COMMAND1 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_COMMAND1") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND1 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND1") #define FIGHTER_RYU_STATUS_ATTACK_FLAG_BRANCH lua_const("FIGHTER_RYU_STATUS_ATTACK_FLAG_BRANCH") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND3") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_COMMAND2 lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_ATTACK_COMMAND2") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND2 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_COMMAND2") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_AIR lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_AIR") #define CAMERA_QUAKE_KIND_KEEPSMALL lua_const("CAMERA_QUAKE_KIND_KEEPSMALL") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_MOTION_FIRST lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_MOTION_FIRST") #define FIGHTER_RYU_STRENGTH_W lua_const("FIGHTER_RYU_STRENGTH_W") #define FIGHTER_RYU_STRENGTH_M lua_const("FIGHTER_RYU_STRENGTH_M") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_HI_COMMAND lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_HI_COMMAND") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_JUMP lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_JUMP") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_REVERSE_LR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_REVERSE_LR") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_INT_START_SITUATION lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_INT_START_SITUATION") #define FIGHTER_KINETIC_TYPE_RYU_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_RYU_SPECIAL_HI_JUMP") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_INT_COUNTER lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_INT_COUNTER") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_STOP_MATERIAL_ANIM lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_STOP_MATERIAL_ANIM") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_MATERIAL_ANIME_FRAME lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_MATERIAL_ANIME_FRAME") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_REVERSE_MATERIAL_ANIM lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_REVERSE_MATERIAL_ANIM") #define FIGHTER_RYU_MOTION_PART_SET_KIND_INK lua_const("FIGHTER_RYU_MOTION_PART_SET_KIND_INK") #define FIGHTER_RYU_SAVING_LV_3 lua_const("FIGHTER_RYU_SAVING_LV_3") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_SAVING_LV lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_SAVING_LV") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_AIR_FIRST lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_AIR_FIRST") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_RELEASE_BUTTON lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_RELEASE_BUTTON") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_CHARGE_COUNTER lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_CHARGE_COUNTER") #define FIGHTER_RYU_SAVING_LV_1 lua_const("FIGHTER_RYU_SAVING_LV_1") #define FIGHTER_RYU_SAVING_LV_2 lua_const("FIGHTER_RYU_SAVING_LV_2") #define FIGHTER_PAD_CMD_CAT4_FLAG_COMMAND_6N6 lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_COMMAND_6N6") #define FIGHTER_PAD_CMD_CAT4_FLAG_COMMAND_4N4 lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_COMMAND_4N4") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_SUPER_ARMOUR_COUNT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_SUPER_ARMOUR_COUNT") #define FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_KINETIC_ENERGY_TYPE_ATTACK_SPEED_MUL lua_const("FIGHTER_STATUS_WORK_ID_FLOAT_RESERVE_KINETIC_ENERGY_TYPE_ATTACK_SPEED_MUL") #define FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW lua_const("FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_START_LR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_START_LR") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_ENDURANCE lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_ENDURANCE") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_HIT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_HIT") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_HIT_FRAME lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_HIT_FRAME") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_STEP_CHANCEL lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_INT_STEP_CHANCEL") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_HIT_FRONT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_HIT_FRONT") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_CONTACT_FIGHTER_DIST lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLOAT_CONTACT_FIGHTER_DIST") #define FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_HI_COMMAND lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_HI_COMMAND") #define FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_S_COMMAND lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_SPECIAL_S_COMMAND") #define FIGHTER_PAD_CMD_CAT4_FLAG_ATTACK_COMMAND1 lua_const("FIGHTER_PAD_CMD_CAT4_FLAG_ATTACK_COMMAND1") #define ENERGY_STOP_RESET_TYPE_NONE lua_const("ENERGY_STOP_RESET_TYPE_NONE") #define FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_S_COMMAND lua_const("FIGHTER_LOG_MASK_FLAG_ATTACK_KIND_SPECIAL_S_COMMAND") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_START_SITUATION lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_START_SITUATION") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_EFFECT_HANDLE lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_EFFECT_HANDLE") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_LOOP_COUNT lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_LOOP_COUNT") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_FLAG_GROUND lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_FLAG_GROUND") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_GROUND lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_GROUND") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_AIR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_AIR") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_FLAG_PLAY_LANDING_SE lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_S_FLAG_PLAY_LANDING_SE") #define WEAPON_RYU_HADOKEN_STATUS_KIND_NUM lua_const("WEAPON_RYU_HADOKEN_STATUS_KIND_NUM") #define WEAPON_RYU_HADOKEN_STATUS_KIND_MOVE lua_const("WEAPON_RYU_HADOKEN_STATUS_KIND_MOVE") #define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_INT_TYPE lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_INT_TYPE") #define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_INT_STRENGTH lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_INT_STRENGTH") #define WEAPON_KIND_RYU_HADOKEN lua_const("WEAPON_KIND_RYU_HADOKEN") #define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_HIT_END lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_HIT_END") #define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_LAST_HIT lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_LAST_HIT") #define WEAPON_RYU_SACK_STATUS_KIND_NUM lua_const("WEAPON_RYU_SACK_STATUS_KIND_NUM") #define WEAPON_RYU_SACK_STATUS_KIND_WIN2 lua_const("WEAPON_RYU_SACK_STATUS_KIND_WIN2") #define WEAPON_RYU_SACK_STATUS_KIND_WIN2_WAIT lua_const("WEAPON_RYU_SACK_STATUS_KIND_WIN2_WAIT") #define WEAPON_RYU_SHINKUHADOKEN_STATUS_KIND_NUM lua_const("WEAPON_RYU_SHINKUHADOKEN_STATUS_KIND_NUM") #define WEAPON_RYU_SHINKUHADOKEN_STATUS_KIND_MOVE lua_const("WEAPON_RYU_SHINKUHADOKEN_STATUS_KIND_MOVE") #define WEAPON_KEN_SHINRYUKEN_STATUS_KIND_NUM lua_const("WEAPON_KEN_SHINRYUKEN_STATUS_KIND_NUM") #define WEAPON_KEN_SHINRYUKEN_STATUS_KIND_FINAL lua_const("WEAPON_KEN_SHINRYUKEN_STATUS_KIND_FINAL") #define WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_FLAG_ADD_ATTACK lua_const("WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_FLAG_ADD_ATTACK") #define WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_INT_ADD_ATTACK_COUNT lua_const("WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_INT_ADD_ATTACK_COUNT") #define WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_INT_ADD_ATTACK_DEC_FRAME lua_const("WEAPON_KEN_SHINRYUKEN_INSTANCE_WORK_ID_INT_ADD_ATTACK_DEC_FRAME") #define FIGHTER_CLOUD_STATUS_KIND_NUM lua_const("FIGHTER_CLOUD_STATUS_KIND_NUM") #define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_S2") #define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_S3 lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_S3") #define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2 lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2") #define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2_FALL lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2_FALL") #define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2_LANDING lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_HI2_LANDING") #define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_LW_CHARGE lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_LW_CHARGE") #define FIGHTER_CLOUD_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_CLOUD_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_CLOUD_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_DASH") #define FIGHTER_CLOUD_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_CLOUD_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_HIT") #define FIGHTER_CLOUD_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_MOVE") #define FIGHTER_CLOUD_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_CLOUD_STATUS_KIND_FINAL_FALL lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_FALL") #define FIGHTER_CLOUD_STATUS_KIND_FINAL_END lua_const("FIGHTER_CLOUD_STATUS_KIND_FINAL_END") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_DISP_WINDOW lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_DISP_WINDOW") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_DISP_WINDOW_PREV lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_DISP_WINDOW_PREV") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_HIT") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_X lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_X") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_Y lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_BASE_Y") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_ENABLE_MOVE lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_ENABLE_MOVE") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_LR lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_ATTACK_TARGET_LR") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_MOVE_END lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_MOVE_END") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_FALL_START lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_FALL_START") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_HIT_NUM") #define FIGHTER_CLOUD_FINAL_TARGET_NUM lua_const("FIGHTER_CLOUD_FINAL_TARGET_NUM") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_HIT_OBJECT_ID") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_IS_2_SHIFT_INPUT lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_IS_2_SHIFT_INPUT") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_CONTROL lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_IS_ENABLE_CONTROL") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_FALL lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_FALL") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_SHIFT_RESERVE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_SHIFT_RESERVE") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_SHIFT lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_SHIFT") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_HI2_LIMIT_BREAK lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_HI2_LIMIT_BREAK") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_HIT_OBJECT_NUM lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_HIT_OBJECT_NUM") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_HIT_OBJECT_ID lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_HIT_OBJECT_ID") #define FIGHTER_CLOUD_SPECIAL_HI2_HIT_OBJECT_NUM_MAX lua_const("FIGHTER_CLOUD_SPECIAL_HI2_HIT_OBJECT_NUM_MAX") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_FALL_FRAME lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI2_INT_FALL_FRAME") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_LIMIT_BREAK lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_LIMIT_BREAK") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW_BRAKE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW_BRAKE") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_LIMIT_GAUGE_EFFECT lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_LIMIT_GAUGE_EFFECT") #define MA_MSC_EFFECT_SET_FRAME lua_const("MA_MSC_EFFECT_SET_FRAME") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLOAT_LIMIT_GAUGE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLOAT_LIMIT_GAUGE") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_LIMIT_GAUGE_REMOVE_FRAME lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_LIMIT_GAUGE_REMOVE_FRAME") #define FIGHTER_CLOUD_STATUS_SPECIAL_LW_INT_CANCEL_STATUS lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_LW_INT_CANCEL_STATUS") #define FIGHTER_CLOUD_STATUS_SPECIAL_LW_FLAG_CANCEL_JUMP_MINI_ATTACK lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_LW_FLAG_CANCEL_JUMP_MINI_ATTACK") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_CAPTURE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_CAPTURE") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_DAMAGE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_DAMAGE") #define FIGHTER_CLOUD_STATUS_SPECIAL_LW_END_WORK_KEEP_FLAG lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_LW_END_WORK_KEEP_FLAG") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_CHECK lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_CHECK") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_SUCCESS") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_INPUT_FAILURE") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_MOTION_CHANGE_ENABLE") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_HIT_ATTACK lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_HIT_ATTACK") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_MOTION_KIND_AIR") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_CHANGE_STATUS") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_DETACH_EFFECT lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_DETACH_EFFECT") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_SPECIAL_FALL") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_S_HOP lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_S_HOP") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_WORK_INT_SITUATION_PREV") #define WEAPON_CLOUD_WAVE_STATUS_KIND_NUM lua_const("WEAPON_CLOUD_WAVE_STATUS_KIND_NUM") #define WEAPON_CLOUD_WAVE_STATUS_KIND_REGULAR lua_const("WEAPON_CLOUD_WAVE_STATUS_KIND_REGULAR") #define WEAPON_CLOUD_WAVE_STATUS_KIND_HIT lua_const("WEAPON_CLOUD_WAVE_STATUS_KIND_HIT") #define WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLAG_ATTACK_POWER_LOW lua_const("WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLAG_ATTACK_POWER_LOW") #define WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_INT_EFFECT_KIND lua_const("WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_INT_EFFECT_KIND") #define WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE lua_const("WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLOAT_GROUND_ANGLE") #define FIGHTER_KAMUI_STATUS_KIND_NUM lua_const("FIGHTER_KAMUI_STATUS_KIND_NUM") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_HOLD lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_HOLD") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_BITE lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_N_BITE") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_JUMP_END lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_JUMP_END") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_ATTACK lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_ATTACK") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_ATTACK_END lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_ATTACK_END") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_END lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_END") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_F lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_F") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_B lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_B") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_JUMP lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_JUMP") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_F_LANDING lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_F_LANDING") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_B_LANDING lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_S_WALL_ATTACK_B_LANDING") #define FIGHTER_KAMUI_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_KAMUI_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_KAMUI_STATUS_KIND_FINAL_READY lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_READY") #define FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ENTRY lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ENTRY") #define FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ATTACK lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ATTACK") #define FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ATTACK_WAIT lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_SCENE_ATTACK_WAIT") #define FIGHTER_KAMUI_STATUS_KIND_FINAL_END lua_const("FIGHTER_KAMUI_STATUS_KIND_FINAL_END") #define FIGHTER_KAMUI_GENERATE_ARTICLE_SPEARHAND lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_SPEARHAND") #define FIGHTER_KAMUI_GENERATE_ARTICLE_WATERDRAGON lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_WATERDRAGON") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE_FOR_JUMP lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_DISABLE_FOR_JUMP") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ZOOM_START") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLOAT_FINAL_INIT_SCALE") #define FIGHTER_KAMUI_GENERATE_ARTICLE_WATERSTREAM lua_const("FIGHTER_KAMUI_GENERATE_ARTICLE_WATERSTREAM") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_FOV_CHANGE lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_FOV_CHANGE") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLOAT_FINAL_FOV_RATE_SCENE_ATTACK lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLOAT_FINAL_FOV_RATE_SCENE_ATTACK") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_MOT_CHANGE") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_REQ_EFFECT_SWORD_AURA lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_REQ_EFFECT_SWORD_AURA") #define FIGHTER_KAMUI_STATUS_SPECIAL_HI_FLAG_AIR_CONTROL lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_FLAG_AIR_CONTROL") #define FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_FLOAT_TILT_BODY_DEGREE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_FLOAT_TILT_BODY_DEGREE") #define FIGHTER_KAMUI_STATUS_SPECIAL_HI_FLAG_TILT_BODY_ON lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_FLAG_TILT_BODY_ON") #define FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_INT_TILT_BODY_STATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_INT_TILT_BODY_STATE") #define FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_FLOAT_RETURN_TILT_BODY_DEGREE_ONCE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_HI_WORK_FLOAT_RETURN_TILT_BODY_DEGREE_ONCE") #define FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_CONTINUE_MOT") #define FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_APPLY_POWERUP_MOTION_RATE") #define FIGHTER_KAMUI_STATUS_SPECIAL_LW_WORK_FLOAT_SHIELD_LR lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_WORK_FLOAT_SHIELD_LR") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_ATTACK_START lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_SPECIAL_S_ATTACK_START") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ATTACK lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ATTACK") #define FIGHTER_KINETIC_TYPE_KAMUI_SPECIAL_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_KAMUI_SPECIAL_S_JUMP") #define FIGHTER_KINETIC_TYPE_KAMUI_SPECIAL_AIR_S_JUMP lua_const("FIGHTER_KINETIC_TYPE_KAMUI_SPECIAL_AIR_S_JUMP") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_IS_WALL_PIERCE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_IS_WALL_PIERCE") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_RESET_NEWTRAL_X lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_RESET_NEWTRAL_X") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_RESET_NEWTRAL_Y lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_RESET_NEWTRAL_Y") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ENABLE_KICK_BUTTON_TRIGGER lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ENABLE_KICK_BUTTON_TRIGGER") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ENABLE_KICK_BUTTON_ON lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_ENABLE_KICK_BUTTON_ON") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_MOVE_KINETIC_PARAM lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_MOVE_KINETIC_PARAM") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL_SPEED_X_LIMIT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL_SPEED_X_LIMIT") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL_UPDATE lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_AIR_CONTROL_UPDATE") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_WALL_ATTACK_B_REVERSE_LR lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_WALL_ATTACK_B_REVERSE_LR") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_CHANGE_JUMP_ACCEL_Y lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_CHANGE_JUMP_ACCEL_Y") #define FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_JUMP_CONTROL lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_S_FLAG_JUMP_CONTROL") #define WEAPON_KAMUI_RYUSENSYA_STATUS_KIND_NUM lua_const("WEAPON_KAMUI_RYUSENSYA_STATUS_KIND_NUM") #define WEAPON_KAMUI_RYUSENSYA_STATUS_KIND_REGULAR lua_const("WEAPON_KAMUI_RYUSENSYA_STATUS_KIND_REGULAR") #define WEAPON_KAMUI_RYUSENSYA_INSTANCE_WORK_ID_FLAG_WN_REMOVED lua_const("WEAPON_KAMUI_RYUSENSYA_INSTANCE_WORK_ID_FLAG_WN_REMOVED") #define WEAPON_KAMUI_RYUSENSYA_INSTANCE_WORK_ID_FLOAT_HOLD_RATE lua_const("WEAPON_KAMUI_RYUSENSYA_INSTANCE_WORK_ID_FLOAT_HOLD_RATE") #define WEAPON_BAYONETTA_BAT_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_BAT_STATUS_KIND_NUM") #define WEAPON_BAYONETTA_BAT_STATUS_KIND_BATWITHIN lua_const("WEAPON_BAYONETTA_BAT_STATUS_KIND_BATWITHIN") #define WEAPON_BAYONETTA_BAT_STATUS_KIND_BATWITHIN_END lua_const("WEAPON_BAYONETTA_BAT_STATUS_KIND_BATWITHIN_END") #define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_PARENT_STATUS_KIND lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_PARENT_STATUS_KIND") #define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLOAT_BAT_FRAME lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLOAT_BAT_FRAME") #define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLOAT_MOTION_RATE lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLOAT_MOTION_RATE") #define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLAG_CONSTRAINT_ROT_N lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_FLAG_CONSTRAINT_ROT_N") #define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_INTER_FRAME lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_INTER_FRAME") #define FIGHTER_BAYONETTA_STATUS_KIND_NUM lua_const("FIGHTER_BAYONETTA_STATUS_KIND_NUM") #define FIGHTER_BAYONETTA_STATUS_KIND_ATTACK_AIR_F lua_const("FIGHTER_BAYONETTA_STATUS_KIND_ATTACK_AIR_F") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_CHARGE") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_FIRE lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_FIRE") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_S_HOLD_END lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_S_HOLD_END") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_U lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_U") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D_HIT lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D_HIT") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D_LANDING lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_D_LANDING") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_WALL_END lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_AIR_S_WALL_END") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_BAYONETTA_STATUS_KIND_FINAL_START lua_const("FIGHTER_BAYONETTA_STATUS_KIND_FINAL_START") #define FIGHTER_BAYONETTA_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_BAYONETTA_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_BAYONETTA_STATUS_KIND_FINAL_END lua_const("FIGHTER_BAYONETTA_STATUS_KIND_FINAL_END") #define FIGHTER_BAYONETTA_STATUS_KIND_FINAL_END_AFTER lua_const("FIGHTER_BAYONETTA_STATUS_KIND_FINAL_END_AFTER") #define FIGHTER_BAYONETTA_STATUS_KIND_BATWITHIN lua_const("FIGHTER_BAYONETTA_STATUS_KIND_BATWITHIN") #define FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_LW_BATWITHIN lua_const("FIGHTER_BAYONETTA_STATUS_KIND_SPECIAL_LW_BATWITHIN") #define FIGHTER_BAYONETTA_STATUS_ATTACK_DASH_WORK_INT_REDUCTION_LEFT lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_DASH_WORK_INT_REDUCTION_LEFT") #define FIGHTER_BAYONETTA_STATUS_ATTACK_DASH_WORK_FLOAT_SPEED_COEFFICIENT lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_DASH_WORK_FLOAT_SPEED_COEFFICIENT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_INT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_4_HOLD_FLOAT") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_WITCH_TIME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_WITCH_TIME") #define FIGHTER_BAYONETTA_STATUS_ATTACK_INT_WITCH_TIME_SMASH_HOLD lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_INT_WITCH_TIME_SMASH_HOLD") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_INT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_WORK_FLAG_ITEM_SWING_4_HOLD_FLOAT") #define FIGHTER_BAYONETTA_STATUS_ITEM_SWING_INT_WITCH_TIME_SMASH_HOLD lua_const("FIGHTER_BAYONETTA_STATUS_ITEM_SWING_INT_WITCH_TIME_SMASH_HOLD") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_MOTION_KIND lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_MOTION_KIND") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_LOOP_MOTION_KIND lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_LOOP_MOTION_KIND") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_LOOP_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_LOOP_COUNT") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_STEP lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_INT_STEP") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_START lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_START") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_LOOP_START lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_LOOP_START") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_LOOP lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_LOOP") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_CONTINUE lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_CONTINUE") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLOAT_MOTION_RESTART_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLOAT_MOTION_RESTART_FRAME") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_END lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_STEP_END") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_LOOPED lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_LOOPED") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SHOOTING_STEP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SHOOTING_STEP") #define FIGHTER_BAYONETTA_SHOOTING_STEP_SHOOTING lua_const("FIGHTER_BAYONETTA_SHOOTING_STEP_SHOOTING") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_INT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_ATTACK_AIR_F_FLOAT") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_CONNECT_COMBO lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_CONNECT_COMBO") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_ENABLE_COMBO lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_ENABLE_COMBO") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_HIT_SPEED_Y lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_F_FLAG_HIT_SPEED_Y") #define FIGHTER_COMBO_KIND_AIR_F lua_const("FIGHTER_COMBO_KIND_AIR_F") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F2 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F2") #define FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F3 lua_const("FIGHTER_LOG_ATTACK_KIND_ATTACK_AIR_F3") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_STATUS_KIND lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_STATUS_KIND") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_INT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_BATWITHIN_FLOAT") #define FIGHTER_BAYONETTA_BATWITHIN_SUCCEEDS_KEEP lua_const("FIGHTER_BAYONETTA_BATWITHIN_SUCCEEDS_KEEP") #define FIGHTER_BAYONETTA_BATWITHIN_STATUS_ATTR lua_const("FIGHTER_BAYONETTA_BATWITHIN_STATUS_ATTR") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_COUNT") #define FIGHTER_BAYONETTA_GENERATE_ARTICLE_BAT lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_BAT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLOAT_ESCAPE_AIR_DIR_X lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLOAT_ESCAPE_AIR_DIR_X") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLOAT_ESCAPE_AIR_DIR_Y lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_COMMON_FLOAT_ESCAPE_AIR_DIR_Y") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_STEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_INT_STEP") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_FLAG_RETURN lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_BATWITHIN_FLAG_RETURN") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_INT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_BATWITHIN_FLOAT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_AIR_FIRST lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_AIR_FIRST") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_USED_COUNT lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_USED_COUNT") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_S lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_S") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_REUSE_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_REUSE_FRAME") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_DISABLE_JUMP_AFTER_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_DISABLE_JUMP_AFTER_FRAME") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_HI lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_DISABLE_AIR_SPECIAL_HI") #define FIGHTER_EFFECT_SCREEN_NO_FINAL_BG lua_const("FIGHTER_EFFECT_SCREEN_NO_FINAL_BG") #define FIGHTER_EFFECT_SCREEN_NO_FINAL_FLASH lua_const("FIGHTER_EFFECT_SCREEN_NO_FINAL_FLASH") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_SYNC lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_SYNC") #define FIGHTER_LOG_MASK_FLAG_NO_FINAL lua_const("FIGHTER_LOG_MASK_FLAG_NO_FINAL") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_COUNT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_COUNT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_DISABLE_ZOOM_IN lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_DISABLE_ZOOM_IN") #define FIGHTER_SPECIFIC_STATUS_FLOWER lua_const("FIGHTER_SPECIFIC_STATUS_FLOWER") #define FIGHTER_SPECIFIC_STATUS_HEAD_MUSHROOM lua_const("FIGHTER_SPECIFIC_STATUS_HEAD_MUSHROOM") #define FIGHTER_BAYONETTA_GENERATE_ARTICLE_HAIR lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_HAIR") #define FIGHTER_BAYONETTA_GENERATE_ARTICLE_GOMORRAH lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_GOMORRAH") #define FIGHTER_BAYONETTA_GENERATE_ARTICLE_WICKEDWEAVEARM lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_WICKEDWEAVEARM") #define FIGHTER_BAYONETTA_GENERATE_ARTICLE_WICKEDWEAVELEG lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_WICKEDWEAVELEG") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_NEXT_SCENE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_NEXT_SCENE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW_START lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW_START") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW_END lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_WHOLE_SLOW_END") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_GROUND_MOTION_KIND lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_GROUND_MOTION_KIND") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_AIR_MOTION_KIND lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_AIR_MOTION_KIND") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_FINAL_START_SITUATION lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_FINAL_START_SITUATION") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_GROUND_CORRECT_SET lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_GROUND_CORRECT_SET") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_GROUND_CORRECT_ON lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_GROUND_CORRECT_ON") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_MOT_CHANGE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_MOT_CHANGE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_RESTART_OTHER_FIGHTER lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_RESTART_OTHER_FIGHTER") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_FINAL_END_AFTER lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_FINAL_END_AFTER") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_SELF_BATTLE_OBJECT_ID lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_SELF_BATTLE_OBJECT_ID") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ENABLE_FINAL_END_CAMERA lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ENABLE_FINAL_END_CAMERA") #define FIGHTER_BAYONETTA_STATUS_JUMP_INT_JUMP_COUNT_BACKUP lua_const("FIGHTER_BAYONETTA_STATUS_JUMP_INT_JUMP_COUNT_BACKUP") #define FIGHTER_BAYONETTA_STATUS_JUMP_INT_ITEM_SCREW_JUMP_COUNT_BACKUP lua_const("FIGHTER_BAYONETTA_STATUS_JUMP_INT_ITEM_SCREW_JUMP_COUNT_BACKUP") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_INT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_LANDING_ATTACK_AIR_FLOAT") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_SHOOTING lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_SHOOTING") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_HI_USED_COUNT lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_HI_USED_COUNT") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_AFTER_ACTION lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_AFTER_ACTION") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_SITUATION_KEEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_SITUATION_KEEP") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_JUMP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_JUMP") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_AIR lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_AIR") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_SHOOTING lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_SHOOTING") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_REUSE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_REUSE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_GROUND_START lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_GROUND_START") #define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_HI_JUMP") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_FLAG lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_INT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_INT") #define FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_FLOAT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_FLOAT") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_KEEP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_KEEP") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_NO_SHOOTING_ENABLE_CANCEL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_HI_FLAG_NO_SHOOTING_ENABLE_CANCEL") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_WITCH_TIME_XLU_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_WITCH_TIME_XLU_FRAME") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_FINAL_STEP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_FINAL_STEP") #define FIGHTER_BAYONETTA_FINAL_STEP_GAUGE_RECOVERY lua_const("FIGHTER_BAYONETTA_FINAL_STEP_GAUGE_RECOVERY") #define MA_MSC_CMD_SEARCH_SET_REMOVE_LOG_ATTACK lua_const("MA_MSC_CMD_SEARCH_SET_REMOVE_LOG_ATTACK") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_NEXT_NO_COMP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_NEXT_NO_COMP") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_PREV_NO_COMP_FLAG lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_PREV_NO_COMP_FLAG") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_CLEAR_SPEED lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_CLEAR_SPEED") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_FLASH_ON lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_FLASH_ON") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_ENABLE_NEXT_NO_COMP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_ENABLE_NEXT_NO_COMP") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_ENABLE_WITCH_TIME_CANCEL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_ENABLE_WITCH_TIME_CANCEL") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_INT_WITCH_TIME_CANCEL_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_INT_WITCH_TIME_CANCEL_FRAME") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_SLOW_TIME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLOAT_SPECIAL_LW_SLOW_TIME") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLOAT_WITCH_TIME_SLOW_TIME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLOAT_WITCH_TIME_SLOW_TIME") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_LW") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_MOTION_END_CANCEL_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLOAT_MOTION_END_CANCEL_FRAME") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_D_ENABLE_FRAME lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SPECIAL_AIR_S_D_ENABLE_FRAME") #define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_S lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_S") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_WALL_CHECK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_WALL_CHECK") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT_CANCEL_OK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT_CANCEL_OK") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_FORBID lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_FORBID") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_CHECK_END lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_CHECK_END") #define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_START lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_START") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT_BEFORE_GUARD lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT_BEFORE_GUARD") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLOAT_GUARD_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLOAT_GUARD_FRAME") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_GUARD_SPEED_MUL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_GUARD_SPEED_MUL") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S_CHANGE_MOTION lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S_CHANGE_MOTION") #define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLAG_SITUATION_KEEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLAG_SITUATION_KEEP") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_FLAG_WALL_CHECK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_FLAG_WALL_CHECK") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_AIR_SPECIAL_S_U_TO_D lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_AIR_SPECIAL_S_U_TO_D") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_FLAG_REUSE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_FLAG_REUSE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_FLAG_HIT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_FLAG_HIT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_LANDING_FALL_SPECIAL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_LANDING_FALL_SPECIAL") #define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S_D_HIT lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S_D_HIT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_FLAG_HIT_AFTER_STICK_CONTROL_OK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_FLAG_HIT_AFTER_STICK_CONTROL_OK") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_INT_COUNTER lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_D_INT_COUNTER") #define FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S_WALL_END lua_const("FIGHTER_KINETIC_TYPE_BAYONETTA_SPECIAL_AIR_S_WALL_END") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_INT_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_INT_FRAME") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_INT_ENABLE_HIT_CANCEL_FRAME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_INT_ENABLE_HIT_CANCEL_FRAME") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_INT_STEP lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_INT_STEP") #define FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT lua_const("FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLOAT_MOTION_SPEED_X lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLOAT_MOTION_SPEED_X") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLOAT_MOTION_SPEED_Y lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_AIR_S_U_FLOAT_MOTION_SPEED_Y") #define FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT_END lua_const("FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT_END") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLOAT_GROUND_ANGLE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLOAT_GROUND_ANGLE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_NEAR_CLIFF lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_NEAR_CLIFF") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_SHOOTING_SPEED_MUL lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_SHOOTING_SPEED_MUL") #define WEAPON_BAYONETTA_GOMORRAH_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_GOMORRAH_STATUS_KIND_NUM") #define WEAPON_BAYONETTA_GOMORRAH_STATUS_KIND_FINAL_VISUAL_SCENE01 lua_const("WEAPON_BAYONETTA_GOMORRAH_STATUS_KIND_FINAL_VISUAL_SCENE01") #define WEAPON_BAYONETTA_HAIR_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_HAIR_STATUS_KIND_NUM") #define WEAPON_BAYONETTA_HAIR_STATUS_KIND_FINAL_VISUAL_SCENE01 lua_const("WEAPON_BAYONETTA_HAIR_STATUS_KIND_FINAL_VISUAL_SCENE01") #define WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_NUM") #define WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_MOVE lua_const("WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_MOVE") #define WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_STAY lua_const("WEAPON_BAYONETTA_SPECIALN_BULLET_STATUS_KIND_STAY") #define WEAPON_BAYONETTA_SPECIALN_BULLET_INSTANCE_WORK_ID_FLAG_CHARGE_BULLET lua_const("WEAPON_BAYONETTA_SPECIALN_BULLET_INSTANCE_WORK_ID_FLAG_CHARGE_BULLET") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_NUM") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_ATTACK_S4 lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_ATTACK_S4") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_ATTACK_HI4 lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_ATTACK_HI4") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_INTERRUPTION lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_STATUS_KIND_INTERRUPTION") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_INT_MOTION_KIND lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_INT_MOTION_KIND") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_MOTION_PART_SET_KIND_MATERIAL") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_INTERRUPTION lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_INTERRUPTION") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_REMOVE lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_REMOVE") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_CANCEL_EFFECT lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_CANCEL_EFFECT") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_NUM lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_NUM") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_ATTACK_LW4 lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_ATTACK_LW4") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_INTERRUPTION lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_STATUS_KIND_INTERRUPTION") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_MOTION_PART_SET_KIND_MATERIAL lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_MOTION_PART_SET_KIND_MATERIAL") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_INTERRUPTION lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_INTERRUPTION") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_REMOVE lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_REMOVE") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_CANCEL_EFFECT lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_CANCEL_EFFECT") #define FIGHTER_INKLING_STATUS_KIND_NUM lua_const("FIGHTER_INKLING_STATUS_KIND_NUM") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_WALK lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_WALK") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_WALK_TURN lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_WALK_TURN") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_DASH lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_DASH") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_RUN lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_RUN") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_RUN_TURN lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_RUN_TURN") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_STOP_WALL lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_STOP_WALL") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_JUMP_END lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_S_JUMP_END") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_ROT lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_ROT") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_STOP_CEIL lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_STOP_CEIL") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_LW_THROW lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_LW_THROW") #define FIGHTER_INKLING_STATUS_KIND_SPECIAL_LW_EMPTY lua_const("FIGHTER_INKLING_STATUS_KIND_SPECIAL_LW_EMPTY") #define FIGHTER_INKLING_STATUS_KIND_CHARGE_INK_START lua_const("FIGHTER_INKLING_STATUS_KIND_CHARGE_INK_START") #define FIGHTER_INKLING_STATUS_KIND_CHARGE_INK lua_const("FIGHTER_INKLING_STATUS_KIND_CHARGE_INK") #define FIGHTER_INKLING_STATUS_KIND_CHARGE_INK_END lua_const("FIGHTER_INKLING_STATUS_KIND_CHARGE_INK_END") #define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_CHARGE_COUNT") #define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_UV lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_UV") #define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_PUMP lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_PUMP") #define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_MAX lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_MAX") #define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_MARKER lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_INT_EFFECT_HANDLE_MARKER") #define FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_FLOAT_PRE_INK lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_WORK_FLOAT_PRE_INK") #define FIGHTER_INKLING_STATUS_CHARGE_INK_FLAG_CHARGE_START lua_const("FIGHTER_INKLING_STATUS_CHARGE_INK_FLAG_CHARGE_START") #define FIGHTER_INKLING_GENERATE_ARTICLE_SQUID lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_SQUID") #define FIGHTER_INKLING_STATUS_ATTACK_WORK_INT_100_INK_COUNT lua_const("FIGHTER_INKLING_STATUS_ATTACK_WORK_INT_100_INK_COUNT") #define FIGHTER_INKLING_STATUS_ATTACK_FLAG_SUB_INK lua_const("FIGHTER_INKLING_STATUS_ATTACK_FLAG_SUB_INK") #define FIGHTER_INKLING_GENERATE_ARTICLE_BRUSH lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_BRUSH") #define FIGHTER_INKLING_GENERATE_ARTICLE_BLASTER lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_BLASTER") #define FIGHTER_INKLING_GENERATE_ARTICLE_SLOSHER lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_SLOSHER") #define FIGHTER_INKLING_STATUS_FINAL_FLAG_SHOOT lua_const("FIGHTER_INKLING_STATUS_FINAL_FLAG_SHOOT") #define FIGHTER_INKLING_GENERATE_ARTICLE_MEGAPHONELASER lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_MEGAPHONELASER") #define FIGHTER_INKLING_STATUS_SPECIAL_HI_FLAG_CAN_STOP_CEIL lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_FLAG_CAN_STOP_CEIL") #define FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_REV_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_REV_DEGREE") #define FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_MODEL_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_MODEL_DEGREE") #define FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_MODEL_REV_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_MODEL_REV_DEGREE") #define FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_HI_WORK_FLOAT_DEGREE") #define WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_JUMP lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_JUMP") #define GROUND_TOUCH_FLAG_UP_SIDE lua_const("GROUND_TOUCH_FLAG_UP_SIDE") #define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_ROT_X lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_SPECIAL_HI_ROT_X") #define WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_ROT lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_ROT") #define WEAPON_INKLING_SQUID_STATUS_KIND_NONE lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_NONE") #define WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_STOP_CEIL lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_STOP_CEIL") #define WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_FALL lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_CHARGING lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_CHARGING") #define FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_TO_THROW_OK lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_TO_THROW_OK") #define FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_THROW lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_FLAG_THROW") #define FIGHTER_INKLING_STATUS_SPECIAL_LW_WORK_INT_MAX_CHARGE_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_WORK_INT_MAX_CHARGE_FRAME") #define FIGHTER_INKLING_STATUS_SPECIAL_LW_WORK_FLOAT_CHARGE_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_LW_WORK_FLOAT_CHARGE_FRAME") #define FIGHTER_INKLING_GENERATE_ARTICLE_SPLASHBOMB lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_SPLASHBOMB") #define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_TRIGGER_BUTTON lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_TRIGGER_BUTTON") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_ALL_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_ALL_FRAME") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_ENABLE_FINISH_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_ENABLE_FINISH_FRAME") #define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_JUMP_END lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_JUMP_END") #define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_END lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_END") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_GROUND_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_GROUND_DEGREE") #define FIGHTER_INKLING_GENERATE_ARTICLE_ROLLER lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_ROLLER") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_X lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_X") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_DEGREE lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_DEGREE") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_DEGREE_SPEED lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_DEGREE_SPEED") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_TURN_ACCEL_X lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_TURN_ACCEL_X") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_X lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_X") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_Y lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_PRE_Y") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_ROLLER_SE_MAX_PITCH lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_ROLLER_SE_MAX_PITCH") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_ROLLER_EMPTY_SE_MAX_PITCH lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_ROLLER_EMPTY_SE_MAX_PITCH") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_AFTER_TURN_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_AFTER_TURN_FRAME") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_WALL_FRAME lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_INT_WALL_FRAME") #define WEAPON_INKLING_ROLLER_STATUS_KIND_START lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_START") #define WEAPON_INKLING_ROLLER_STATUS_KIND_END lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_END") #define WEAPON_INKLING_ROLLER_STATUS_KIND_RUN lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_RUN") #define GROUND_TOUCH_FLAG_RIGHT_SIDE lua_const("GROUND_TOUCH_FLAG_RIGHT_SIDE") #define GROUND_TOUCH_FLAG_LEFT_SIDE lua_const("GROUND_TOUCH_FLAG_LEFT_SIDE") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_WALK_JOSTLE_FRONT lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_WALK_JOSTLE_FRONT") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_WALK_JOSTLE_BACK lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_WALK_JOSTLE_BACK") #define WEAPON_INKLING_ROLLER_STATUS_KIND_WALK lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_WALK") #define WEAPON_INKLING_ROLLER_STATUS_KIND_DASH lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_DASH") #define FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_TURN_DASH_ACCEL_X lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_WORK_FLOAT_TURN_DASH_ACCEL_X") #define WEAPON_INKLING_ROLLER_STATUS_KIND_WALK_TURN lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_WALK_TURN") #define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_TURN lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_TURN") #define WEAPON_INKLING_ROLLER_STATUS_KIND_RUN_TURN lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_RUN_TURN") #define WEAPON_INKLING_ROLLER_STATUS_KIND_STOP_WALL lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_STOP_WALL") #define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_JUMP lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_JUMP") #define FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_AFTER_JUMP lua_const("FIGHTER_INKLING_STATUS_SPECIAL_S_FLAG_AFTER_JUMP") #define WEAPON_INKLING_INKBULLET_STATUS_KIND_NUM lua_const("WEAPON_INKLING_INKBULLET_STATUS_KIND_NUM") #define WEAPON_INKLING_INKBULLET_STATUS_KIND_FLY lua_const("WEAPON_INKLING_INKBULLET_STATUS_KIND_FLY") #define WEAPON_INKLING_INKBULLET_STATUS_KIND_HIT lua_const("WEAPON_INKLING_INKBULLET_STATUS_KIND_HIT") #define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLAG_HIT_WALL lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLAG_HIT_WALL") #define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLAG_HIT") #define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_INKBULLET_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_NUM lua_const("WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_NUM") #define WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_START lua_const("WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_START") #define WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_FIRE lua_const("WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_FIRE") #define WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_FINISH lua_const("WEAPON_INKLING_MEGAPHONELASER_STATUS_KIND_FINISH") #define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLAG_CHANGE_DEGREE lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLAG_CHANGE_DEGREE") #define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_INT_FIRE_COUNT lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_INT_FIRE_COUNT") #define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_SHOOT_DEGREE lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_SHOOT_DEGREE") #define WEAPON_INKLING_ROLLER_STATUS_KIND_NUM lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_NUM") #define WEAPON_INKLING_ROLLER_STATUS_KIND_LANDING lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_LANDING") #define WEAPON_INKLING_ROLLER_STATUS_KIND_WIN lua_const("WEAPON_INKLING_ROLLER_STATUS_KIND_WIN") #define WEAPON_INKLING_ROLLERINK_STATUS_KIND_NUM lua_const("WEAPON_INKLING_ROLLERINK_STATUS_KIND_NUM") #define WEAPON_INKLING_ROLLERINK_STATUS_KIND_NORMAL lua_const("WEAPON_INKLING_ROLLERINK_STATUS_KIND_NORMAL") #define WEAPON_INKLING_ROLLERINK_STATUS_KIND_FINISH lua_const("WEAPON_INKLING_ROLLERINK_STATUS_KIND_FINISH") #define WEAPON_INKLING_ROLLERINK_INSTANCE_WORK_ID_FLAG_REMOVE lua_const("WEAPON_INKLING_ROLLERINK_INSTANCE_WORK_ID_FLAG_REMOVE") #define WEAPON_INKLING_SPLASH_STATUS_KIND_NUM lua_const("WEAPON_INKLING_SPLASH_STATUS_KIND_NUM") #define WEAPON_INKLING_SPLASH_STATUS_KIND_NORMAL lua_const("WEAPON_INKLING_SPLASH_STATUS_KIND_NORMAL") #define WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_NUM lua_const("WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_NUM") #define WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_HAVE lua_const("WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_HAVE") #define WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_THROWN lua_const("WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_THROWN") #define WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_EXPLODE lua_const("WEAPON_INKLING_SPLASHBOMB_STATUS_KIND_EXPLODE") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_DOWN_LIFE lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_DOWN_LIFE") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_LANDING lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_LANDING") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_HOP lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_HOP") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_STOP_FRAME lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_STOP_FRAME") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_INT_BOUND_NUM") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_EXPLODE lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLAG_EXPLODE") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_RADIUS lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_RADIUS") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_ATTACK lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_ATTACK") #define WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_INK lua_const("WEAPON_INKLING_SPLASHBOMB_INSTANCE_WORK_ID_FLOAT_INK") #define WEAPON_INKLING_SQUID_STATUS_KIND_NUM lua_const("WEAPON_INKLING_SQUID_STATUS_KIND_NUM") #define FIGHTER_RIDLEY_STATUS_KIND_NUM lua_const("FIGHTER_RIDLEY_STATUS_KIND_NUM") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_CHARGE lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_CHARGE") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_FAILURE lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_N_FAILURE") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FAILURE lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FAILURE") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FALL_JUMP lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_FALL_JUMP") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_CUT lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_S_CUT") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_HOVER lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_HOVER") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_START lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_START") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_F lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_F") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_B lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_B") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_HI lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_HI") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_LW lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_CHARGE_LW") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_STOP_CEIL lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_STOP_CEIL") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_STOP_WALL lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_STOP_WALL") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_LW_FINISH lua_const("FIGHTER_RIDLEY_STATUS_KIND_SPECIAL_LW_FINISH") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_DASH") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_READY lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_READY") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE02") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE03") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE04 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE04") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE05 lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_SCENE05") #define FIGHTER_RIDLEY_STATUS_KIND_FINAL_END lua_const("FIGHTER_RIDLEY_STATUS_KIND_FINAL_END") #define FIGHTER_RIDLEY_INSTANCE_WORK_ID_FLAG_UNABLE_SPECIAL_S lua_const("FIGHTER_RIDLEY_INSTANCE_WORK_ID_FLAG_UNABLE_SPECIAL_S") #define FIGHTER_RIDLEY_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_RIDLEY_FINAL_MODULE_START_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_START_INIT") #define FIGHTER_RIDLEY_FINAL_MODULE_START_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_START_EXIT") #define FIGHTER_RIDLEY_STATUS_FINAL_FLAG_CLEAR_SLOW lua_const("FIGHTER_RIDLEY_STATUS_FINAL_FLAG_CLEAR_SLOW") #define FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_START_X lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_START_X") #define FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_START_Y lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_START_Y") #define FIGHTER_RIDLEY_FINAL_MODULE_READY_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_READY_INIT") #define FIGHTER_RIDLEY_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_RIDLEY_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK") #define FIGHTER_RIDLEY_FINAL_MODULE_READY_EXIT_PRE lua_const("FIGHTER_RIDLEY_FINAL_MODULE_READY_EXIT_PRE") #define FIGHTER_RIDLEY_FINAL_MODULE_READY_EXEC lua_const("FIGHTER_RIDLEY_FINAL_MODULE_READY_EXEC") #define FIGHTER_RIDLEY_FINAL_MODULE_READY_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_READY_EXIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_INIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_EXEC_STATUS lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_EXEC_STATUS") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_01_EXIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_02_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_02_INIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_02_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_02_EXIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_03_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_03_INIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_03_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_03_EXIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_INIT") #define FIGHTER_RIDLEY_STATUS_FINAL_WORK_INT_ADD_DAMAGE_COUNT lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_INT_ADD_DAMAGE_COUNT") #define FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_ADD_DAMAGE lua_const("FIGHTER_RIDLEY_STATUS_FINAL_WORK_FLOAT_ADD_DAMAGE") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_EXEC_STATUS lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_EXEC_STATUS") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_04_EXIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_05_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_05_INIT") #define FIGHTER_RIDLEY_FINAL_MODULE_SCENE_05_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_SCENE_05_EXIT") #define FIGHTER_RIDLEY_GENERATE_ARTICLE_GUNSHIP lua_const("FIGHTER_RIDLEY_GENERATE_ARTICLE_GUNSHIP") #define WEAPON_RIDLEY_GUNSHIP_STATUS_KIND_FALL lua_const("WEAPON_RIDLEY_GUNSHIP_STATUS_KIND_FALL") #define FIGHTER_RIDLEY_FINAL_MODULE_END_INIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_END_INIT") #define FIGHTER_RIDLEY_FINAL_MODULE_END_EXEC lua_const("FIGHTER_RIDLEY_FINAL_MODULE_END_EXEC") #define FIGHTER_RIDLEY_FINAL_MODULE_END_EXIT lua_const("FIGHTER_RIDLEY_FINAL_MODULE_END_EXIT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_START_HOVER lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_START_HOVER") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_STATUS lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_STATUS") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_CHARGE_DECCEL lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_CHARGE_DECCEL") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CHARGE_COUNT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_START_CHARGE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_START_CHARGE") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_LANDING_F lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_LANDING_F") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CEIL_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_INT_CEIL_COUNT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_ENABLE_CONTROL lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_ENABLE_CONTROL") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_FLOAT_DEGREE_SPEED_X lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_WORK_FLOAT_DEGREE_SPEED_X") #define FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_ENABLE_GRAVITY lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_HI_FLAG_ENABLE_GRAVITY") #define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_TO_FINISH lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_TO_FINISH") #define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_THROW_FINISH lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_THROW_FINISH") #define FIGHTER_RIDLEY_INSTANCE_WORK_ID_INT_DISABLE_SPECIAL_LW_FINISH_COUNT lua_const("FIGHTER_RIDLEY_INSTANCE_WORK_ID_INT_DISABLE_SPECIAL_LW_FINISH_COUNT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_ENABLE_GRAVITY lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_ENABLE_GRAVITY") #define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_NORMAL_GRAVITY lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_NORMAL_GRAVITY") #define FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_THROW lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_LW_FLAG_THROW") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_DEAD lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_DEAD") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_DRAGF_DAMAGE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_DRAGF_DAMAGE") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_START_JUMP lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_START_JUMP") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_ENABLE_GRAVITY lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_ENABLE_GRAVITY") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_CATCH_DAMAGE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_CATCH_DAMAGE") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_RHOMBUS lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_RHOMBUS") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_INT_JUMP_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_INT_JUMP_COUNT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_ENABLE_CONTROL_JUMP lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_ENABLE_CONTROL_JUMP") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_THROW lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_THROW") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_FLOAT_GROUND_DEGREE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_FLOAT_GROUND_DEGREE") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_DEGREE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_FLOAT_SPEED_DEGREE") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_START_DRAG_MOVE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_START_DRAG_MOVE") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_INT_GRAB_COUNT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_WORK_INT_GRAB_COUNT") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_REVERT_DEGREE lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_REVERT_DEGREE") #define FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_WALL_CROWN_EFFECT lua_const("FIGHTER_RIDLEY_STATUS_SPECIAL_S_FLAG_WALL_CROWN_EFFECT") #define WEAPON_RIDLEY_BREATH_STATUS_KIND_NUM lua_const("WEAPON_RIDLEY_BREATH_STATUS_KIND_NUM") #define WEAPON_RIDLEY_BREATH_STATUS_KIND_FLY lua_const("WEAPON_RIDLEY_BREATH_STATUS_KIND_FLY") #define WEAPON_RIDLEY_BREATH_STATUS_KIND_VANISH lua_const("WEAPON_RIDLEY_BREATH_STATUS_KIND_VANISH") #define WEAPON_RIDLEY_BREATH_STATUS_KIND_HIT lua_const("WEAPON_RIDLEY_BREATH_STATUS_KIND_HIT") #define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_BOUND_NUM") #define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_CHANGE_SCALE_LIFE lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_CHANGE_SCALE_LIFE") #define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE") #define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_BREATH_NUM lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_INT_BREATH_NUM") #define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_ATTACK_MUL lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_ATTACK_MUL") #define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_SCALE lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLOAT_SCALE") #define WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLAG_CHANGE_SCALE lua_const("WEAPON_RIDLEY_BREATH_INSTANCE_WORK_ID_FLAG_CHANGE_SCALE") #define WEAPON_KROOL_BACKPACK_STATUS_KIND_NUM lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_NUM") #define WEAPON_KROOL_BACKPACK_STATUS_KIND_START lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_START") #define WEAPON_KROOL_BACKPACK_STATUS_KIND_FLY lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_FLY") #define WEAPON_KROOL_BACKPACK_STATUS_KIND_FLY_WIND lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_FLY_WIND") #define WEAPON_KROOL_BACKPACK_STATUS_KIND_TOP lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_TOP") #define WEAPON_KROOL_BACKPACK_STATUS_KIND_FALL lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_FALL") #define WEAPON_KROOL_BACKPACK_STATUS_KIND_LANDING lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_LANDING") #define WEAPON_KROOL_BACKPACK_STATUS_KIND_DAMAGE_END lua_const("WEAPON_KROOL_BACKPACK_STATUS_KIND_DAMAGE_END") #define WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_NUM lua_const("WEAPON_KROOL_BLUNDERBUSS_STATUS_KIND_NUM") #define FIGHTER_KROOL_STATUS_KIND_NUM lua_const("FIGHTER_KROOL_STATUS_KIND_NUM") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SUCTION lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SUCTION") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SWALLOW lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SWALLOW") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SPIT lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_N_SPIT") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_THROW") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_CATCH lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_CATCH") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_FAILURE lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_FAILURE") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_GET lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_S_GET") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_START lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_START") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_AIR_END lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_AIR_END") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_KROOL_STATUS_KIND_SPECIAL_LW_TURN lua_const("FIGHTER_KROOL_STATUS_KIND_SPECIAL_LW_TURN") #define FIGHTER_KROOL_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_DASH") #define FIGHTER_KROOL_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_KROOL_STATUS_KIND_FINAL_READY lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_READY") #define FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE02") #define FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE03") #define FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE04 lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_SCENE04") #define FIGHTER_KROOL_STATUS_KIND_FINAL_END lua_const("FIGHTER_KROOL_STATUS_KIND_FINAL_END") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_CRACK_KEEP lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_CRACK_KEEP") #define FIGHTER_KROOL_STATUS_THROW_LW_FLAG_BURY lua_const("FIGHTER_KROOL_STATUS_THROW_LW_FLAG_BURY") #define FIGHTER_KROOL_STATUS_THROW_INT_CLATTER_FRAME lua_const("FIGHTER_KROOL_STATUS_THROW_INT_CLATTER_FRAME") #define FIGHTER_KROOL_STATUS_THROW_LW_FLAG_BURY_SET_CLATTER lua_const("FIGHTER_KROOL_STATUS_THROW_LW_FLAG_BURY_SET_CLATTER") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_START_POS_X lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_START_POS_X") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_START_POS_Y lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_START_POS_Y") #define FIGHTER_KROOL_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_KROOL_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_KROOL_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_KROOL_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT") #define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_KROOL_STATUS_WORK_ID_FLOAT_FINAL_ORIGINAL_OWNER_SCALE lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLOAT_FINAL_ORIGINAL_OWNER_SCALE") #define FIGHTER_KROOL_STATUS_WORK_ID_FLOAT_FINAL_ORIGINAL_SCALE lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLOAT_FINAL_ORIGINAL_SCALE") #define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_KROOL_GENERATE_ARTICLE_BACKPACK lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_BACKPACK") #define FIGHTER_KROOL_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_KROOL_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_KROOL_STATUS_SPECIAL_HI_FLOAT_MOVEMENT_Y lua_const("FIGHTER_KROOL_STATUS_SPECIAL_HI_FLOAT_MOVEMENT_Y") #define FIGHTER_KROOL_STATUS_SPECIAL_HI_FLOAT_MOTION_2ND_LERP_RATE lua_const("FIGHTER_KROOL_STATUS_SPECIAL_HI_FLOAT_MOTION_2ND_LERP_RATE") #define FIGHTER_KROOL_STATUS_SPECIAL_HI_INT_BRAKE_AFTER_FRAME lua_const("FIGHTER_KROOL_STATUS_SPECIAL_HI_INT_BRAKE_AFTER_FRAME") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_HIT_ATTACK lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_HIT_ATTACK") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_HIT_REFLECT lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_HIT_REFLECT") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_ATTACK_DAMAGE_REQUEST lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_ATTACK_DAMAGE_REQUEST") #define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_REFLECTOR_CHK lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_REFLECTOR_CHK") #define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_KROOL_REFLECTOR_KIND_WAIST lua_const("FIGHTER_KROOL_REFLECTOR_KIND_WAIST") #define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_TURN lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_TURN") #define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_TURN_CHECK_END lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_TURN_CHECK_END") #define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_FIRST lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_FIRST") #define FIGHTER_KROOL_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_WORK_INT_SITUATION_PREV") #define FIGHTER_KROOL_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_WORK_FLOAT_ATTACK_POWER") #define FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK lua_const("FIGHTER_KROOL_STATUS_SPECIAL_LW_FLAG_SHIELD_CHK") #define FIGHTER_KROOL_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD lua_const("FIGHTER_KROOL_SHIELD_GROUP_KIND_SPECIAL_LW_GUARD") #define FIGHTER_KROOL_STATUS_SPECIAL_S_FLAG_FIRST lua_const("FIGHTER_KROOL_STATUS_SPECIAL_S_FLAG_FIRST") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_SPECIAL_S_START_SCALE lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLOAT_FINAL_SPECIAL_S_START_SCALE") #define FIGHTER_KROOL_STATUS_SPECIAL_S_FLAG_ENABLE_SUPER_ARMOR lua_const("FIGHTER_KROOL_STATUS_SPECIAL_S_FLAG_ENABLE_SUPER_ARMOR") #define FIGHTER_KROOL_STATUS_SPECIAL_S_FLOAT_SUPER_ARMOR_LIFE lua_const("FIGHTER_KROOL_STATUS_SPECIAL_S_FLOAT_SUPER_ARMOR_LIFE") #define FIGHTER_KROOL_GENERATE_ARTICLE_CROWN lua_const("FIGHTER_KROOL_GENERATE_ARTICLE_CROWN") #define WEAPON_KROOL_CROWN_STATUS_KIND_NUM lua_const("WEAPON_KROOL_CROWN_STATUS_KIND_NUM") #define WEAPON_KROOL_CROWN_STATUS_KIND_THROW lua_const("WEAPON_KROOL_CROWN_STATUS_KIND_THROW") #define WEAPON_KROOL_CROWN_STATUS_KIND_HOP lua_const("WEAPON_KROOL_CROWN_STATUS_KIND_HOP") #define WEAPON_KROOL_CROWN_STATUS_KIND_SHOT lua_const("WEAPON_KROOL_CROWN_STATUS_KIND_SHOT") #define WEAPON_KINETIC_TYPE_KROOL_CROWN_THROW lua_const("WEAPON_KINETIC_TYPE_KROOL_CROWN_THROW") #define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_REBOUND lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_REBOUND") #define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_INT_REBOUND_AFTER_FRAME_COUNT lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_INT_REBOUND_AFTER_FRAME_COUNT") #define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_THROW_MOTION_END lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_THROW_MOTION_END") #define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_MOTION_RATE lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_MOTION_RATE") #define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_INT_FALL_COUNT lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_INT_FALL_COUNT") #define WEAPON_KINETIC_TYPE_KROOL_CROWN_FALL lua_const("WEAPON_KINETIC_TYPE_KROOL_CROWN_FALL") #define WEAPON_KINETIC_TYPE_KROOL_CROWN_HOP lua_const("WEAPON_KINETIC_TYPE_KROOL_CROWN_HOP") #define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_ROT_NODE_POS_X lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_ROT_NODE_POS_X") #define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_ROT_NODE_POS_Y lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLOAT_ROT_NODE_POS_Y") #define WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_BOUND lua_const("WEAPON_KROOL_CROWN_INSTANCE_WORK_ID_FLAG_IS_BOUND") #define WEAPON_KINETIC_TYPE_KROOL_CROWN_BOUND lua_const("WEAPON_KINETIC_TYPE_KROOL_CROWN_BOUND") #define WEAPON_ANIMCMD_SOUND lua_const("WEAPON_ANIMCMD_SOUND") #define WEAPON_KROOL_IRONBALL_STATUS_KIND_NUM lua_const("WEAPON_KROOL_IRONBALL_STATUS_KIND_NUM") #define WEAPON_KROOL_IRONBALL_STATUS_KIND_SHOOT lua_const("WEAPON_KROOL_IRONBALL_STATUS_KIND_SHOOT") #define WEAPON_KROOL_IRONBALL_STATUS_KIND_HOP lua_const("WEAPON_KROOL_IRONBALL_STATUS_KIND_HOP") #define WEAPON_KROOL_IRONBALL_STATUS_KIND_END lua_const("WEAPON_KROOL_IRONBALL_STATUS_KIND_END") #define WEAPON_KINETIC_TYPE_KROOL_IRONBALL_SHOOT lua_const("WEAPON_KINETIC_TYPE_KROOL_IRONBALL_SHOOT") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SPIT lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SPIT") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HIT_CEIL lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HIT_CEIL") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HOP lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HOP") #define WEAPON_KINETIC_TYPE_KROOL_IRONBALL_HOP lua_const("WEAPON_KINETIC_TYPE_KROOL_IRONBALL_HOP") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_BOUND_NUM lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_BOUND_NUM") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SWALLOWED_EXEC lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SWALLOWED_EXEC") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SWALLOWED lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_SWALLOWED") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLOAT_TEMP_SPEED_X lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLOAT_TEMP_SPEED_X") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLOAT_TEMP_SPEED_Y lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLOAT_TEMP_SPEED_Y") #define WEAPON_KROOL_IRONBALL_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_KROOL_IRONBALL_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HOP_ATTACK_CLEAR lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_FLAG_HOP_ATTACK_CLEAR") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_BOUND_EFFECT_NUM lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_BOUND_EFFECT_NUM") #define WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_COUNT lua_const("WEAPON_KROOL_IRONBALL_INSTANCE_WORK_ID_INT_COUNT") #define WEAPON_KROOL_SPITBALL_STATUS_KIND_NUM lua_const("WEAPON_KROOL_SPITBALL_STATUS_KIND_NUM") #define WEAPON_KROOL_SPITBALL_STATUS_KIND_FLY lua_const("WEAPON_KROOL_SPITBALL_STATUS_KIND_FLY") #define WEAPON_KROOL_SPITBALL_STATUS_KIND_HOP lua_const("WEAPON_KROOL_SPITBALL_STATUS_KIND_HOP") #define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_SHOW_OWNER lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_SHOW_OWNER") #define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_RESERVE_SHOW_OWNER lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_RESERVE_SHOW_OWNER") #define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_UP_SHOOT lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_UP_SHOOT") #define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_BACK_SHOOT lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLAG_BACK_SHOOT") #define WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_KROOL_SPITBALL_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_SIMON_AXE_STATUS_KIND_NUM lua_const("WEAPON_SIMON_AXE_STATUS_KIND_NUM") #define WEAPON_SIMON_AXE_STATUS_KIND_HAVED lua_const("WEAPON_SIMON_AXE_STATUS_KIND_HAVED") #define WEAPON_SIMON_AXE_STATUS_KIND_FLY lua_const("WEAPON_SIMON_AXE_STATUS_KIND_FLY") #define WEAPON_SIMON_AXE_STATUS_KIND_HOP lua_const("WEAPON_SIMON_AXE_STATUS_KIND_HOP") #define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_PREV_CENTER_X lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_PREV_CENTER_X") #define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_PREV_CENTER_Y lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_PREV_CENTER_Y") #define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_STICK_X lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLOAT_STICK_X") #define WEAPON_SIMON_AXE_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_SIMON_AXE_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLAG_HORIZON lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLAG_HORIZON") #define WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_HOP_H lua_const("WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_HOP_H") #define WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_HOP_V lua_const("WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_HOP_V") #define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_NO_OFFSET lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_NO_OFFSET") #define WEAPON_SIMON_AXE_STATUS_HOP_WORK_INT_GROUND_TOUCH_FLAG lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_INT_GROUND_TOUCH_FLAG") #define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_HOP_BOUND lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_HOP_BOUND") #define WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_HOP_LANDING lua_const("WEAPON_SIMON_AXE_INSTANCE_WORK_ID_FLAG_HOP_LANDING") #define WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_LANDING lua_const("WEAPON_SIMON_AXE_MAP_COLLISION_DATA_KIND_LANDING") #define WEAPON_SIMON_AXE_STATUS_FLY_WORK_FLOAT_MOTION_RATE_VAL lua_const("WEAPON_SIMON_AXE_STATUS_FLY_WORK_FLOAT_MOTION_RATE_VAL") #define WEAPON_SIMON_AXE_STATUS_HOP_WORK_INT_GROUND_TOUCH_NUM lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_INT_GROUND_TOUCH_NUM") #define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_NORMAL_X lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_NORMAL_X") #define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_NORMAL_Y lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_NORMAL_Y") #define WEAPON_SIMON_AXE_GROUND_TOUCH_MAX lua_const("WEAPON_SIMON_AXE_GROUND_TOUCH_MAX") #define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_POS_X lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_POS_X") #define WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_POS_Y lua_const("WEAPON_SIMON_AXE_STATUS_HOP_WORK_FLOAT_GROUND_TOUCH_POS_Y") #define FIGHTER_SIMON_STATUS_KIND_NUM lua_const("FIGHTER_SIMON_STATUS_KIND_NUM") #define FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD_START lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD_START") #define FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD") #define FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD_END lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_HOLD_END") #define FIGHTER_SIMON_STATUS_KIND_ATTACK_LW32 lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_LW32") #define FIGHTER_SIMON_STATUS_KIND_ATTACK_LW32_LANDING lua_const("FIGHTER_SIMON_STATUS_KIND_ATTACK_LW32_LANDING") #define FIGHTER_SIMON_STATUS_KIND_SPECIAL_S2 lua_const("FIGHTER_SIMON_STATUS_KIND_SPECIAL_S2") #define FIGHTER_SIMON_STATUS_KIND_FINAL_READY lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_READY") #define FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE02") #define FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_SCENE03") #define FIGHTER_SIMON_STATUS_KIND_FINAL_END lua_const("FIGHTER_SIMON_STATUS_KIND_FINAL_END") #define FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_HOLD_INPUT lua_const("FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_HOLD_INPUT") #define FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_HOLD lua_const("FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_HOLD") #define ITEM_KIND_SIMONHOLYWATER lua_const("ITEM_KIND_SIMONHOLYWATER") #define ITEM_KIND_RICHTERHOLYWATER lua_const("ITEM_KIND_RICHTERHOLYWATER") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_HI lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_HI") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_HI_BACK_CLIFF lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_HI_BACK_CLIFF") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_CLIFF_RAY_CHECK lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_CLIFF_RAY_CHECK") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FLAG_CHECK lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FLAG_CHECK") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FLAG_IS_CHECK lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FLAG_IS_CHECK") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FIGHTER_SEARCH_HIT lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_FIGHTER_SEARCH_HIT") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_DAMAGE lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_ATTACK_AIR_LASSO_DAMAGE") #define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F_HI lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F_HI") #define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F") #define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F_LW lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_F_LW") #define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B_HI lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B_HI") #define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B") #define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B_LW lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_B_LW") #define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_HI lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_LASSO_HI") #define FIGHTER_SIMON_GENERATE_ARTICLE_WHIPWIRE lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_WHIPWIRE") #define FIGHTER_SIMON_STATUS_ATTACK_FLAG_HIT lua_const("FIGHTER_SIMON_STATUS_ATTACK_FLAG_HIT") #define FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_COMBO lua_const("FIGHTER_SIMON_STATUS_ATTACK_FLAG_ENABLE_COMBO") #define FIGHTER_SIMON_STATUS_ATTACK_LW32_WORK_ID_FLAG_LANDING_AIR lua_const("FIGHTER_SIMON_STATUS_ATTACK_LW32_WORK_ID_FLAG_LANDING_AIR") #define FIGHTER_SIMON_GENERATE_ARTICLE_WHIP lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_WHIP") #define WEAPON_SIMON_WHIP_STATUS_KIND_HOLD_START lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_HOLD_START") #define WEAPON_SIMON_WHIP_STATUS_KIND_NORMAL lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_NORMAL") #define WEAPON_SIMON_WHIP_STATUS_KIND_HOLD lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_HOLD") #define FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_REACH_PREV_X lua_const("FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_REACH_PREV_X") #define FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_REACH_PREV_Y lua_const("FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_REACH_PREV_Y") #define FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_PREV_X lua_const("FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_PREV_X") #define FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_PREV_Y lua_const("FIGHTER_SIMON_STATUS_ATTACK_HOLD_WORK_FLOAT_PREV_Y") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLOAT_WHIP_HOLD_STICK_MOVE_MUL lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLOAT_WHIP_HOLD_STICK_MOVE_MUL") #define WEAPON_SIMON_WHIP_STATUS_KIND_HOLD_END lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_HOLD_END") #define FIGHTER_SIMON_INSTANCE_WORK_ID_INT_WHIP_OBJECT_ID lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_INT_WHIP_OBJECT_ID") #define WEAPON_SIMON_WHIPWIRE_STATUS_KIND_REACH lua_const("WEAPON_SIMON_WHIPWIRE_STATUS_KIND_REACH") #define FIGHTER_SIMON_GENERATE_ARTICLE_WHIPHAND lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_WHIPHAND") #define FIGHTER_SIMON_GENERATE_ARTICLE_STAKE lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_STAKE") #define FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_HANG lua_const("FIGHTER_SIMON_CLIFF_HANG_DATA_AIR_HANG") #define WEAPON_SIMON_WHIPWIRE_STATUS_KIND_HANG_REWIND lua_const("WEAPON_SIMON_WHIPWIRE_STATUS_KIND_HANG_REWIND") #define WEAPON_SIMON_WHIPWIRE_STATUS_KIND_REWIND lua_const("WEAPON_SIMON_WHIPWIRE_STATUS_KIND_REWIND") #define WEAPON_SIMON_WHIPWIRE_STATUS_KIND_EXHAUST lua_const("WEAPON_SIMON_WHIPWIRE_STATUS_KIND_EXHAUST") #define FIGHTER_SIMON_GENERATE_ARTICLE_COFFIN lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_COFFIN") #define FIGHTER_SIMON_GENERATE_ARTICLE_WHIP2 lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_WHIP2") #define FIGHTER_SIMON_FINAL_MODULE_START_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_START_INIT") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_FINAL_HIT lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_FINAL_HIT") #define FIGHTER_SIMON_FINAL_MODULE_START_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_START_EXIT") #define FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_X lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_X") #define FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_Y lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_Y") #define FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_Z lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLOAT_FINAL_COFFIN_POS_Z") #define FIGHTER_SIMON_STATUS_FINAL_FLAG_CLEAR_SLOW lua_const("FIGHTER_SIMON_STATUS_FINAL_FLAG_CLEAR_SLOW") #define FIGHTER_SIMON_FINAL_MODULE_READY_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_READY_INIT") #define FIGHTER_SIMON_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_SIMON_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_SIMON_STATUS_FINAL_FLAG_CLEAR_ATTACK lua_const("FIGHTER_SIMON_STATUS_FINAL_FLAG_CLEAR_ATTACK") #define FIGHTER_SIMON_FINAL_MODULE_READY_EXIT_PRE lua_const("FIGHTER_SIMON_FINAL_MODULE_READY_EXIT_PRE") #define FIGHTER_SIMON_FINAL_MODULE_READY_EXEC lua_const("FIGHTER_SIMON_FINAL_MODULE_READY_EXEC") #define FIGHTER_SIMON_FINAL_MODULE_READY_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_READY_EXIT") #define FIGHTER_SIMON_FINAL_MODULE_SCENE_01_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_01_INIT") #define FIGHTER_SIMON_FINAL_MODULE_SCENE_01_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_01_EXIT") #define FIGHTER_SIMON_FINAL_MODULE_SCENE_02_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_02_INIT") #define FIGHTER_SIMON_FINAL_MODULE_SCENE_02_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_02_EXIT") #define FIGHTER_SIMON_FINAL_MODULE_SCENE_03_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_03_INIT") #define FIGHTER_SIMON_FINAL_MODULE_SCENE_03_EXEC lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_03_EXEC") #define FIGHTER_SIMON_FINAL_MODULE_SCENE_03_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_SCENE_03_EXIT") #define FIGHTER_SIMON_FINAL_MODULE_END_INIT lua_const("FIGHTER_SIMON_FINAL_MODULE_END_INIT") #define FIGHTER_SIMON_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_SET") #define FIGHTER_SIMON_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON lua_const("FIGHTER_SIMON_STATUS_WORK_ID_FLAG_FINAL_END_GROUND_CORRECT_ON") #define FIGHTER_SIMON_FINAL_MODULE_END_EXEC lua_const("FIGHTER_SIMON_FINAL_MODULE_END_EXEC") #define FIGHTER_SIMON_FINAL_MODULE_END_EXIT lua_const("FIGHTER_SIMON_FINAL_MODULE_END_EXIT") #define FIGHTER_SIMON_STATUS_SPECIAL_HI_FLAG_MOVE lua_const("FIGHTER_SIMON_STATUS_SPECIAL_HI_FLAG_MOVE") #define FIGHTER_SIMON_GENERATE_ARTICLE_HOLYWATER lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_HOLYWATER") #define FIGHTER_SIMON_STATUS_SPECIAL_LW_INT_MOTION lua_const("FIGHTER_SIMON_STATUS_SPECIAL_LW_INT_MOTION") #define FIGHTER_SIMON_STATUS_SPECIAL_LW_INT_MOTION_AIR lua_const("FIGHTER_SIMON_STATUS_SPECIAL_LW_INT_MOTION_AIR") #define FIGHTER_SIMON_STATUS_SPECIAL_LW_FLAG_GENERATE_HOLYWATER lua_const("FIGHTER_SIMON_STATUS_SPECIAL_LW_FLAG_GENERATE_HOLYWATER") #define FIGHTER_MOTION_PART_SET_KIND_HAVE_ITEM lua_const("FIGHTER_MOTION_PART_SET_KIND_HAVE_ITEM") #define FIGHTER_SIMON_STATUS_SPECIAL_LW_FLAG_SHOOT_HOLYWATER lua_const("FIGHTER_SIMON_STATUS_SPECIAL_LW_FLAG_SHOOT_HOLYWATER") #define ITEM_HOLYWATER_ACTION_SPECIAL_THROW lua_const("ITEM_HOLYWATER_ACTION_SPECIAL_THROW") #define FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FALL lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FALL") #define FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FALLED lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FALLED") #define FIGHTER_SIMON_STATUS_SPECIAL_S_FLOAT_ACCEL_Y lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLOAT_ACCEL_Y") #define FIGHTER_SIMON_STATUS_SPECIAL_S_FLOAT_LIMIT_SPEED_Y lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLOAT_LIMIT_SPEED_Y") #define FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_CROSS lua_const("FIGHTER_SIMON_INSTANCE_WORK_ID_FLAG_CROSS") #define FIGHTER_SIMON_STATUS_SPECIAL_S_INT_MOTION lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_INT_MOTION") #define FIGHTER_SIMON_STATUS_SPECIAL_S_INT_MOTION_AIR lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_INT_MOTION_AIR") #define FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FLICK lua_const("FIGHTER_SIMON_STATUS_SPECIAL_S_FLAG_FLICK") #define FIGHTER_SIMON_GENERATE_ARTICLE_CROSS lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_CROSS") #define WEAPON_SIMON_COFFIN_STATUS_KIND_NUM lua_const("WEAPON_SIMON_COFFIN_STATUS_KIND_NUM") #define WEAPON_SIMON_COFFIN_STATUS_KIND_NORMAL lua_const("WEAPON_SIMON_COFFIN_STATUS_KIND_NORMAL") #define WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLAG_START_ROT_Y lua_const("WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLAG_START_ROT_Y") #define WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLOAT_ROT_Y_SPEED lua_const("WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLOAT_ROT_Y_SPEED") #define WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLOAT_ROT_Y lua_const("WEAPON_SIMON_COFFIN_INSTANCE_WORK_ID_FLOAT_ROT_Y") #define FIGHTER_SIMON_STATUS_FINAL_WORK_ID_FLAG_START_COFFIN_ROT_Y lua_const("FIGHTER_SIMON_STATUS_FINAL_WORK_ID_FLAG_START_COFFIN_ROT_Y") #define WEAPON_SIMON_CROSS_STATUS_KIND_NUM lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_NUM") #define WEAPON_SIMON_CROSS_STATUS_KIND_HAVED lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_HAVED") #define WEAPON_SIMON_CROSS_STATUS_KIND_FLY lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_FLY") #define WEAPON_SIMON_CROSS_STATUS_KIND_TURN lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_TURN") #define WEAPON_SIMON_CROSS_STATUS_KIND_SWALLOWED lua_const("WEAPON_SIMON_CROSS_STATUS_KIND_SWALLOWED") #define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_FLICK lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_FLICK") #define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_SPEED") #define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_ROT_SPEED lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_ROT_SPEED") #define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_ROT_SPEED_TURN lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLOAT_ROT_SPEED_TURN") #define WEAPON_SIMON_CROSS_STATUS_FLY_WORK_INT_TURN_FRAME lua_const("WEAPON_SIMON_CROSS_STATUS_FLY_WORK_INT_TURN_FRAME") #define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_FORCE_TURN lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_FORCE_TURN") #define WEAPON_SIMON_CROSS_STATUS_TURN_WORK_INT_STAY_FRAME lua_const("WEAPON_SIMON_CROSS_STATUS_TURN_WORK_INT_STAY_FRAME") #define WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_REFLECT lua_const("WEAPON_SIMON_CROSS_INSTANCE_WORK_ID_FLAG_REFLECT") #define WEAPON_SIMON_WHIP_STATUS_KIND_NUM lua_const("WEAPON_SIMON_WHIP_STATUS_KIND_NUM") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_DEFAULT_GRAVITY lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_DEFAULT_GRAVITY") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_DEFAULT_AIR_RESISTANCE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_DEFAULT_AIR_RESISTANCE") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_REFLECT_PHYSICS_UPDATE_COUNT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_REFLECT_PHYSICS_UPDATE_COUNT") #define PH2NDARY_CRAW_SLEEP lua_const("PH2NDARY_CRAW_SLEEP") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_MOVE_STICK_COUNT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_MOVE_STICK_COUNT") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X_REINPUT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X_REINPUT") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y_REINPUT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y_REINPUT") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X_CHAIN_SE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_X_CHAIN_SE") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y_CHAIN_SE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLOAT_HOLD_STICK_Y_CHAIN_SE") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_REINPUT_COUNTER lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_REINPUT_COUNTER") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_CHAIN_SE_STICK_COUNT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_CHAIN_SE_STICK_COUNT") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_WALL lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_WALL") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_ATTACK_SLEEP lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_ATTACK_SLEEP") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_BOUND_SE_ONCE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_BOUND_SE_ONCE") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_CHAIN_REQUESTED lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_CHAIN_REQUESTED") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_SPEED_AFTER_FRAME lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_SPEED_AFTER_FRAME") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_REQUEST_AFTER_FRAME lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_REQUEST_AFTER_FRAME") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_REQUESTED lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_REQUESTED") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_TIP_NODE_MOVE_AFTER_COUNT lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_TIP_NODE_MOVE_AFTER_COUNT") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_GROUND lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_HOLD_SE_GROUND") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHAIN_2 lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_FLAG_VISIBILITY_CHAIN_2") #define WEAPON_KIND_RICHTER_WHIP lua_const("WEAPON_KIND_RICHTER_WHIP") #define WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_HANDLE lua_const("WEAPON_SIMON_WHIP_INSTANCE_WORK_ID_INT_HOLD_SE_HANDLE") #define FIGHTER_SHIZUE_STATUS_KIND_NUM lua_const("FIGHTER_SHIZUE_STATUS_KIND_NUM") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_REEL lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_REEL") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_HOOK lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_HOOK") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_HIT lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_HIT") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_CATCH_WAIT lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_CATCH_WAIT") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_CUT lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_CUT") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_THROW") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_PICKUP lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_PICKUP") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_SET lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_SET") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_FIRE lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_FIRE") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_FAILURE lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_LW_FAILURE") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_PICOPICOHAMMER lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_PICOPICOHAMMER") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_POT lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_POT") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_UMBRELLA lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_UMBRELLA") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_BROOM lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_BROOM") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_POMPON lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_POMPON") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_CRACKER lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_CRACKER") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_TRAFFICSIGN lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_TRAFFICSIGN") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_BUCKET lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_BUCKET") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_BUTTERFLYNET lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_BUTTERFLYNET") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_CLAYROCKET lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_CLAYROCKET") #define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_CLAYROCKET_IS_READY lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_CLAYROCKET_IS_READY") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_LW_FLAG_SUCCESS lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_LW_FLAG_SUCCESS") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_LW_FLAG_SET lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_LW_FLAG_SET") #define FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLOAT_PLANT_POS_Y lua_const("FIGHTER_MURABITO_STATUS_SPECIAL_LW_PLANT_FLOAT_PLANT_POS_Y") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_FISHINGLINE lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_FISHINGLINE") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_FISHINGROD lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_FISHINGROD") #define FIGHTER_SHIZUE_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_SHIZUE_CLIFF_HANG_DATA_SPECIAL_S") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_FLICK lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_FLICK") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_START lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_START") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_WAIT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_WAIT") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_AIR_LASSO_FAIL lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_AIR_LASSO_FAIL") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_SHOOT lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_SHOOT") #define WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_REACH lua_const("WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_REACH") #define FIGHTER_SHIZUE_CLIFF_HANG_DATA_AIR_LASSO_HANG lua_const("FIGHTER_SHIZUE_CLIFF_HANG_DATA_AIR_LASSO_HANG") #define WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_HANG_REWIND lua_const("WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_HANG_REWIND") #define WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_REWIND lua_const("WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_REWIND") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_CATCH_WAIT_FRAME lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_CATCH_WAIT_FRAME") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_CATCH_WAIT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_CATCH_WAIT") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_HIT") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_TARGET_OBJECT_CATEGORY lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_TARGET_OBJECT_CATEGORY") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_TARGET_OBJECT_ID lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_TARGET_OBJECT_ID") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_END lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_END") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_LINE_LENGTH lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_LINE_LENGTH") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_PULL_SPEED lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_PULL_SPEED") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_HIT_WAIT_FRAME lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_HIT_WAIT_FRAME") #define ITEM_SIZE_KIND_SMALL lua_const("ITEM_SIZE_KIND_SMALL") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_REEL lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_REEL") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_HIT_STOP_FRAME lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_HIT_STOP_FRAME") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_HOOK_JOINT_ID lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_HOOK_JOINT_ID") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_LINE_LENGTH lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_LINE_LENGTH") #define ITEM_MURABITO_GEN_SHOOT lua_const("ITEM_MURABITO_GEN_SHOOT") #define ITEM_MURABITO_GEN_HAND lua_const("ITEM_MURABITO_GEN_HAND") #define ITEM_MURABITO_GEN_QUICK lua_const("ITEM_MURABITO_GEN_QUICK") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_PICKUP lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_PICKUP") #define ITEM_AREA_KIND_PICKUP lua_const("ITEM_AREA_KIND_PICKUP") #define ITEM_HAVE_KIND_NONE lua_const("ITEM_HAVE_KIND_NONE") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_HI lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_HI") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_LW lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_LW") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_REEL_MOTION_RATE lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_REEL_MOTION_RATE") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_2ND lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_MOTION_KIND_2ND") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_MOTION_VALUE lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLOAT_MOTION_VALUE") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_REEL_STOP_FRAME lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_INT_REEL_STOP_FRAME") #define FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_CAPTURE_CUT lua_const("FIGHTER_SHIZUE_STATUS_WORK_ID_SPECIAL_S_FLAG_CAPTURE_CUT") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_CUT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_CUT") #define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_NUM lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_NUM") #define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_READY lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_READY") #define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_FLY lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_FLY") #define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_BURST lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_BURST") #define WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_DISAPPEAR lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_KIND_DISAPPEAR") #define WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_FLAG_BURST_DAMAGE lua_const("WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_FLAG_BURST_DAMAGE") #define WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_INT_DAMAGE_OBJECT_ID lua_const("WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_INT_DAMAGE_OBJECT_ID") #define WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_INT_DAMAGE_TEAM_NO lua_const("WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_INT_DAMAGE_TEAM_NO") #define TEAM_NONE lua_const("TEAM_NONE") #define WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DAMAGE lua_const("WEAPON_SHIZUE_CLAYROCKET_INSTANCE_WORK_ID_FLOAT_DAMAGE") #define WEAPON_SHIZUE_CLAYROCKET_STATUS_WORK_ID_FLAG_HIT lua_const("WEAPON_SHIZUE_CLAYROCKET_STATUS_WORK_ID_FLAG_HIT") #define WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_NUM lua_const("WEAPON_SHIZUE_FISHINGLINE_STATUS_KIND_NUM") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_NUM lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_NUM") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_SHOOT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_SHOOT") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_HIT lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_HIT") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_THROW lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_THROW") #define WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_ITEM lua_const("WEAPON_SHIZUE_FISHINGROD_STATUS_KIND_ITEM") #define PH2NDARY_CRAW_NONE lua_const("PH2NDARY_CRAW_NONE") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_HIT") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_TARGET_OBJECT_CATEGORY lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_TARGET_OBJECT_CATEGORY") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_TARGET_OBJECT_ID") #define WEAPON_SHIZUE_FISHINGROD_SEARCH_NO_HOOK lua_const("WEAPON_SHIZUE_FISHINGROD_SEARCH_NO_HOOK") #define WEAPON_SHIZUE_FISHINGROD_SEARCH_NO_HOOK_THROW_ITEM lua_const("WEAPON_SHIZUE_FISHINGROD_SEARCH_NO_HOOK_THROW_ITEM") #define WEAPON_SHIZUE_FISHINGROD_AREA_KIND_ITEM_SEARCH lua_const("WEAPON_SHIZUE_FISHINGROD_AREA_KIND_ITEM_SEARCH") #define WEAPON_SHIZUE_FISHINGROD_AREA_KIND_FIND_WATER lua_const("WEAPON_SHIZUE_FISHINGROD_AREA_KIND_FIND_WATER") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_LINE_JOINT_ID_START lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_LINE_JOINT_ID_START") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_LINE_JOINT_ID_END lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_LINE_JOINT_ID_END") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_FLOAT_SPEED_Y lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_FLOAT_SPEED_Y") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_LINE_JOINT_LENGTH lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_LINE_JOINT_LENGTH") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_ENABLE_HOOK lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_ENABLE_HOOK") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_HOOK_RESTITUTION_RATE lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLOAT_HOOK_RESTITUTION_RATE") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_ENABLE_BOUND lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_ENABLE_BOUND") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_FLOAT_TOUCH_FLOOR lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_FLOAT_TOUCH_FLOOR") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_IN_WATER lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_IN_WATER") #define GROUND_COLL_ATTR_ASASE lua_const("GROUND_COLL_ATTR_ASASE") #define EFFECT_SUB_ATTRIBUTE_WATER_SURFACE_POS lua_const("EFFECT_SUB_ATTRIBUTE_WATER_SURFACE_POS") #define WEAPON_SHIZUE_FISHINGROD_MOTION_PART_SET_KIND_WAIT lua_const("WEAPON_SHIZUE_FISHINGROD_MOTION_PART_SET_KIND_WAIT") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_HOOK lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_HOOK") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_FLICK lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_FLAG_FLICK") #define WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_SHOOT_FRAME lua_const("WEAPON_SHIZUE_FISHINGROD_INSTANCE_WORK_ID_INT_SHOOT_FRAME") #define WEAPON_SHIZUE_PICOPICOHAMMER_STATUS_KIND_NUM lua_const("WEAPON_SHIZUE_PICOPICOHAMMER_STATUS_KIND_NUM") #define WEAPON_SHIZUE_PICOPICOHAMMER_STATUS_KIND_ATTACK lua_const("WEAPON_SHIZUE_PICOPICOHAMMER_STATUS_KIND_ATTACK") #define FIGHTER_GAOGAEN_STATUS_KIND_NUM lua_const("FIGHTER_GAOGAEN_STATUS_KIND_NUM") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_THROW lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_THROW") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_SHOULDER lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_SHOULDER") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_LARIAT lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_LARIAT") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_FAILURE lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_FAILURE") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_TURN lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_TURN") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_FALL lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_FALL") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_LOOP lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_LOOP") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_BOUND lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_HI_BOUND") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_LW_HIT lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_LW_HIT") #define FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_LW_TURN lua_const("FIGHTER_GAOGAEN_STATUS_KIND_SPECIAL_LW_TURN") #define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_DASH lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_DASH") #define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_DASH_END lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_DASH_END") #define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_READY lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_READY") #define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE01 lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE01") #define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE02 lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE02") #define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE03 lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_SCENE03") #define FIGHTER_GAOGAEN_STATUS_KIND_FINAL_END lua_const("FIGHTER_GAOGAEN_STATUS_KIND_FINAL_END") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_S lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_S") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_FALL") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_IS_ATTACK_HIT lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_IS_ATTACK_HIT") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_IS_FOLLOW_THROUGH lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_IS_FOLLOW_THROUGH") #define FIGHTER_GAOGAEN_STATUS_FINAL_WORK_INT_DASH_COUNT lua_const("FIGHTER_GAOGAEN_STATUS_FINAL_WORK_INT_DASH_COUNT") #define FIGHTER_GAOGAEN_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT lua_const("FIGHTER_GAOGAEN_STATUS_FINAL_WORK_INT_DASH_CLIFF_CHECK_COUNT") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_SUCCESS") #define FIGHTER_GAOGAEN_GENERATE_ARTICLE_ROPE2 lua_const("FIGHTER_GAOGAEN_GENERATE_ARTICLE_ROPE2") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_SEARCH_END lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_SEARCH_END") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_OWNER_SCALE") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_SCALE lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_SCALE") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_TRANS_MOVE_START_Y lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLOAT_FINAL_TRANS_MOVE_START_Y") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_END_EXIT_FINISH") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_START_AIR lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_START_AIR") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_INT_FALL_HIT_OBJECT_ID lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_INT_FALL_HIT_OBJECT_ID") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_DISABLE_OPPONENT_PASSIVE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_DISABLE_OPPONENT_PASSIVE") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_REVERSE_LR lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_REVERSE_LR") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_FALL_TYPE_CHECK lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_FALL_TYPE_CHECK") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_FALL_TYPE_2 lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_FALL_TYPE_2") #define FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_BOUND_CLIFF_STOP lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_FLAG_BOUND_CLIFF_STOP") #define FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_HI_BOUND_CLIFF_CHECK lua_const("FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_HI_BOUND_CLIFF_CHECK") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_INT_FALL_HIT_COUNT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_HI_INT_FALL_HIT_COUNT") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE_START lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE_START") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE_END lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_LW_FLAG_STANCE_END") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_LW_SPPED_Y lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLAG_INVALID_SPECIAL_AIR_LW_SPPED_Y") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_SWING_THROWN_FIGHTER lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_INT_BATTLE_OBJECT_ID_SWING_THROWN_FIGHTER") #define FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_S lua_const("FIGHTER_GAOGAEN_CLIFF_HANG_DATA_SPECIAL_S") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE_START lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE_START") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE_END lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_MOVE_END") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_THROW_ROPE_END lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_THROW_ROPE_END") #define FIGHTER_GAOGAEN_GENERATE_ARTICLE_ROPE lua_const("FIGHTER_GAOGAEN_GENERATE_ARTICLE_ROPE") #define WEAPON_GAOGAEN_ROPE_STATUS_KIND_END lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_END") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_CHECK_WALL_MOVE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_CHECK_WALL_MOVE") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_GAOGAEN_TARGET_X lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_GAOGAEN_TARGET_X") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_THROW_ROPE lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_THROW_ROPE") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_FAILURE_AREA lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_FAILURE_AREA") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_AREA lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_AREA") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_END_AREA lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_END_AREA") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_AREA_FIRST lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_LARIAT_AREA_FIRST") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_AREA_HIT_POS_X lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_AREA_HIT_POS_X") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_SHOULDER lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_SHOULDER") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_BUTTON_PUSH_POS_X lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_BUTTON_PUSH_POS_X") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_HIT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_HIT") #define FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_AREA_LENGTH lua_const("FIGHTER_GAOGAEN_INSTANCE_WORK_ID_FLOAT_SPECIAL_S_LARIAT_AREA_LENGTH") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_LARIAT_HIT_FRAME lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLOAT_LARIAT_HIT_FRAME") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_CHECKED_FINISH_CAMERA lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_CHECKED_FINISH_CAMERA") #define FIGHTER_INSTANCE_WORK_ID_FLAG_REQUEST_CHECK_FINISH_CAMERA_THROW lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REQUEST_CHECK_FINISH_CAMERA_THROW") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_ENABLE_GRAVITY lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_ENABLE_GRAVITY") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_WORK_ID_FLAG_AIR_CONTROL lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_WORK_ID_FLAG_AIR_CONTROL") #define WEAPON_GAOGAEN_ROPE_STATUS_KIND_NUM lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_NUM") #define WEAPON_GAOGAEN_ROPE_STATUS_KIND_APPEAR lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_APPEAR") #define WEAPON_GAOGAEN_ROPE_STATUS_KIND_WAIT lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_WAIT") #define WEAPON_GAOGAEN_ROPE_STATUS_KIND_BEND lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_BEND") #define WEAPON_GAOGAEN_ROPE_STATUS_KIND_END_WAIT lua_const("WEAPON_GAOGAEN_ROPE_STATUS_KIND_END_WAIT") #define WEAPON_GAOGAEN_ROPE_INSTANCE_WORK_ID_INT_REBOUND_FRAME lua_const("WEAPON_GAOGAEN_ROPE_INSTANCE_WORK_ID_INT_REBOUND_FRAME") #define WEAPON_GAOGAEN_ROPE_LINK_NO_ATTACH lua_const("WEAPON_GAOGAEN_ROPE_LINK_NO_ATTACH") #define WEAPON_GAOGAEN_ROPE_INSTANCE_WORK_ID_INT_GAOGAEN_OBJECT_ID lua_const("WEAPON_GAOGAEN_ROPE_INSTANCE_WORK_ID_INT_GAOGAEN_OBJECT_ID") #define FIGHTER_MIIFIGHTER_STATUS_KIND_NUM lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_NUM") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_HIT") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_MISS lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_MISS") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_FINISH lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_FINISH") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_FINISH_MISS lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N2_FINISH_MISS") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N3_TURN lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_N3_TURN") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S1_END lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S1_END") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_ATTACK") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_END lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_END") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S2_LANDING") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_THROW lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_THROW") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_CATCH lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_CATCH") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_S3_LANDING") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_2 lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_2") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_3 lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_3") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_4 lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI1_4") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI2_END lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_HI2_END") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_LANDING") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_GROUND lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_GROUND") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_AIR lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW1_AIR") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_START lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_START") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_LANDING") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_AUTO_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_AUTO_ATTACK") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_KICK lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_KICK") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_KICK_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW2_KICK_LANDING") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW3_CATCH lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW3_CATCH") #define FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW3_THROW lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_SPECIAL_LW3_THROW") #define FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_HIT") #define FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_MOVE lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_MOVE") #define FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_ATTACK") #define FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_END lua_const("FIGHTER_MIIFIGHTER_STATUS_KIND_FINAL_END") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_1 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_1") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_2 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_2") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_3 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_N_3") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_1 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_1") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_2 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_2") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_3 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_S_3") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_1 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_1") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_2 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_2") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_3 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_HI_3") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_1 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_1") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_2 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_2") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_3 lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_LW_3") #define FIGHTER_INSTANCE_WORK_ID_INT_WAZA_CUSTOMIZE_ORG lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WAZA_CUSTOMIZE_ORG") #define FIGHTER_INSTANCE_WORK_ID_INT_WAZA_CUSTOMIZE_TO lua_const("FIGHTER_INSTANCE_WORK_ID_INT_WAZA_CUSTOMIZE_TO") #define FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_MAX lua_const("FIGHTER_WAZA_CUSTOMIZE_TO_SPECIAL_MAX") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1") #define MIIFIGHTER_SPECIAL_LW_REVERSAL_KICK lua_const("MIIFIGHTER_SPECIAL_LW_REVERSAL_KICK") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_REVERSAL_KICK lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_REVERSAL_KICK") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_CONTINUE_MOT lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_CONTINUE_MOT") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_ATTACK_HIT_LINK") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM_LAST lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_FINAL_HIT_NUM_LAST") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_HIT") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_START lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_START") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_X") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TARGET_BASE_POS_Y") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TO_TARGET_LR lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_TO_TARGET_LR") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_X") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_TARGET_Y") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_OFFSET_LR lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_OFFSET_LR") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_ATTACK_LR lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_ATTACK_LR") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_SPEED") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_FRAME") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_FLOAT_MOVE_ANGLE") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_STEP lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_STEP") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_WAIT_TIME lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_WAIT_TIME") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_COUNT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_COUNT") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_OFS_Y lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_OFS_Y") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_OFS_Z lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_CAM_OFS_Z") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_DISABLE_GOLD_EYE lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_DISABLE_GOLD_EYE") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_CHANGE_STATUS lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_CHANGE_STATUS") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_TASK_ID1 lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_TASK_ID1") #define FIGHTER_MIIFIGHTER_LINK_NO_FINAL lua_const("FIGHTER_MIIFIGHTER_LINK_NO_FINAL") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_FINISH lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_FINISH") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_ATTACK_END") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIFIGHTER_TENCHI_KICK_FLOAT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_IS_2_SHIFT_INPUT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_IS_2_SHIFT_INPUT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_SHIFT_RESERVE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_SHIFT_RESERVE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_SHIFT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_TENCHI_KICK_SHIFT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_TENCHI_KICK_FALL_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_TENCHI_KICK_FALL_HIT_OBJECT_ID") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_TENCHI_KICK_START_SITUATION lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_TENCHI_KICK_START_SITUATION") #define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_TRANSITION_TERM_ID_END lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_TRANSITION_TERM_ID_END") #define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_AIR_START lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_AIR_START") #define FIGHTER_KINETIC_TYPE_MIIFIGHTER_SPECIAL_AIR_HI2 lua_const("FIGHTER_KINETIC_TYPE_MIIFIGHTER_SPECIAL_AIR_HI2") #define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_FINISH_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_FINISH_ANGLE") #define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_WORK_FLOAT_FINISH_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_WORK_FLOAT_FINISH_ANGLE") #define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_ATTACK_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_ATTACK_ANGLE") #define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_ROLL_BACK_ANGLE lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_FLAG_SET_ROLL_BACK_ANGLE") #define FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_END_FLAG_NORMAL_ACCEL_Y lua_const("FIGHTER_MIIFIGHTER_STATUS_SYOTEN_KICK_END_FLAG_NORMAL_ACCEL_Y") #define FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_CHANGE_KINE_CONTROL lua_const("FIGHTER_STATUS_SUPER_JUMP_PUNCH_FLAG_CHANGE_KINE_CONTROL") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_ST_INIT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_ST_INIT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_FROM_GR lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_FROM_GR") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_WORK_INT_FALL_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_WORK_INT_FALL_HIT_OBJECT_ID") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG1 lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG1") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG2 lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG2") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_ENABLE_SPEED_X_FLAG lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_ENABLE_SPEED_X_FLAG") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_DISABLE_SPEED_X_FLAG lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_KUIUCHI_HEAD_FLAG_DISABLE_SPEED_X_FLAG") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_WORK_INT_WALL_JUMP_NUM lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_WORK_INT_WALL_JUMP_NUM") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_WORK_INT_FRAME lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_WORK_INT_FRAME") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK_ENABLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK_ENABLE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_TREAD_ENABLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_TREAD_ENABLE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_WALL_JUMP_ENABLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_WALL_JUMP_ENABLE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_START_WAIT_INPUT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_START_WAIT_INPUT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_JUMP lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_JUMP") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_REVERSE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_REVERSE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK_ENABLE_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_KICK_ENABLE_LANDING") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_CHANGE_AUTO_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_REVERSAL_KICK_FLAG_CHANGE_AUTO_ATTACK") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_COUNTER_THROW_SHIELD_HIT lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_COUNTER_THROW_SHIELD_HIT") #define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLOAT_ATTACK_POWER lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLOAT_ATTACK_POWER") #define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_IS_ATTACK_ENEMY") #define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_THROW_AFTER_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_THROW_AFTER_LANDING") #define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SHIELD_CHK lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SHIELD_CHK") #define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SHIELD lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SHIELD") #define FIGHTER_MIIFIGHTER_SHIELD_GROUP_KIND_SPECIAL_LW3_GUARD lua_const("FIGHTER_MIIFIGHTER_SHIELD_GROUP_KIND_SPECIAL_LW3_GUARD") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_INT_PULL_FIRST_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_INT_PULL_FIRST_HIT_OBJECT_ID") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_INT_PULL_FINISH_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_INT_PULL_FINISH_HIT_OBJECT_ID") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_FINISH_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_FINISH_ATTACK_HIT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT_DONE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT_DONE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT_INVINCIBLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_ATTACK_HIT_INVINCIBLE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_INVINCIBLE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_INVINCIBLE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_CHECK_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_CHECK_ATTACK") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_CHECK_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_CHECK_ATTACK_HIT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_UPPER_FINISH_ATTACK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_UPPER_FINISH_ATTACK_HIT") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MACH_PUNCH_FALL lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLAG_MACH_PUNCH_FALL") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_SET_FALL_SPEED lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_SET_FALL_SPEED") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_DIR_DECIDE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_DIR_DECIDE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_DIR_DECIDE_END lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_DIR_DECIDE_END") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_AIR_PHASE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_AIR_PHASE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_BRAKE_FALL lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_BRAKE_FALL") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_NORMAL_FALL lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_NORMAL_FALL") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_PREV_AIR_PHASE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_PREV_AIR_PHASE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_TURN lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_BAKURETU_KICK_TURN") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLOAT_BAKURETU_KICK_START_CHARA_DIR lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLOAT_BAKURETU_KICK_START_CHARA_DIR") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_PREV_SITUATION lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_BAKURETU_KICK_PREV_SITUATION") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_SHIELD_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_SHIELD_HIT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_HIT") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_HIT_CHECK_ONOFF lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_HIT_CHECK_ONOFF") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_CLIFF_FALL_ONOFF lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_CLIFF_FALL_ONOFF") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_GRAVITY_ONOFF lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_GRAVITY_ONOFF") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_START_SITUATION lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_START_SITUATION") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_MOTION_SPEED_MUL lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_MOTION_SPEED_MUL") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_LANDING_MUL_SPEED_X lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_LANDING_MUL_SPEED_X") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_100KICK_REACTION_MUL_VALID_FRAME lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_100KICK_REACTION_MUL_VALID_FRAME") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_100KICK_REACTION_MUL_RECOVER_FRAME lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_INT_100KICK_REACTION_MUL_RECOVER_FRAME") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_LANDING lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_LANDING") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_HIT_OBJECT_ID lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_HIT_OBJECT_ID") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_HIT_OBJECT_NUM lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_INT_100KICK_HIT_OBJECT_NUM") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_CONTROL_X lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_ENABLE_CONTROL_X") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_DISABLE_OPPONENT_PASSIVE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_100KICK_DISABLE_OPPONENT_PASSIVE") #define FIGHTER_MIIFIGHTER_100KICK_TARGET_NUM_MAX lua_const("FIGHTER_MIIFIGHTER_100KICK_TARGET_NUM_MAX") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_HIT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_HIT") #define FIGHTER_MIIFIGHTER_CLIFF_HANG_DATA_SPECIAL_S2 lua_const("FIGHTER_MIIFIGHTER_CLIFF_HANG_DATA_SPECIAL_S2") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLOAT_NENSYO_KICK_ATTACK_SPEED_X_PREV lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLOAT_NENSYO_KICK_ATTACK_SPEED_X_PREV") #define FIGHTER_MIIFIGHTER_STATUS_TRANSITION_TERM_ID_NENSYO_KICK_WAIT lua_const("FIGHTER_MIIFIGHTER_STATUS_TRANSITION_TERM_ID_NENSYO_KICK_WAIT") #define FIGHTER_MIIFIGHTER_STATUS_TRANSITION_TERM_ID_NENSYO_KICK_FALL lua_const("FIGHTER_MIIFIGHTER_STATUS_TRANSITION_TERM_ID_NENSYO_KICK_FALL") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_GROUND_SE lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_GROUND_SE") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_START_MODIFY lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_START_MODIFY") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_START lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_START") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_BRAKE_TRIGGER lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_BRAKE_TRIGGER") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_DROPKICK_AURA_EFFECT_ON lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_DROPKICK_AURA_EFFECT_ON") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_DROPKICK_AURA_EFFECT lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_FLAG_NENSYO_KICK_MOVE_DROPKICK_AURA_EFFECT") #define MA_MSC_CMD_EFFECT_EFFECT_FOLLOW_ALPHA lua_const("MA_MSC_CMD_EFFECT_EFFECT_FOLLOW_ALPHA") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_INT_START_SITUATION lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_INT_START_SITUATION") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_FLAG_REQUEST_GRAVITY lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_FLAG_REQUEST_GRAVITY") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_FLAG_GRAVITY_ON lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_SUPLEX_FLAG_GRAVITY_ON") #define WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_NUM lua_const("WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_NUM") #define WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_HAVED lua_const("WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_HAVED") #define WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_FLY lua_const("WEAPON_MIIFIGHTER_IRONBALL_STATUS_KIND_FLY") #define WEAPON_KINETIC_TYPE_MIIFIGHTER_IRONBALL_FLY lua_const("WEAPON_KINETIC_TYPE_MIIFIGHTER_IRONBALL_FLY") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECT lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECT") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECTED lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECTED") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_X lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_X") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_Y lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_Y") #define WEAPON_MIIFIGHTER_IRONBALL_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_MIIFIGHTER_IRONBALL_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_FALL_MAX_SPEED lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_FALL_MAX_SPEED") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_INT_FALL_MAX_SPEED_COUNT lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_INT_FALL_MAX_SPEED_COUNT") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_TOUCH lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_TOUCH") #define ATTACK_SETOFF_KIND_OFF lua_const("ATTACK_SETOFF_KIND_OFF") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_HIT lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLAG_HIT") #define WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLOAT_POWER_RATE lua_const("WEAPON_MIIFIGHTER_IRONBALL_INSTANCE_WORK_ID_FLOAT_POWER_RATE") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_NUM lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_NUM") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_LOOP lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_LOOP") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_END") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_END_MAX lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_N3_END_MAX") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_ATTACK lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_ATTACK") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_HIT lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_HIT") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S1_END") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_HOLD lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_HOLD") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_DASH lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_DASH") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_ATTACK lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_ATTACK") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_S2_END") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_JUMP lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_JUMP") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_LOOP lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_LOOP") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI1_END") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_RUSH lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_RUSH") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_RUSH_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_RUSH_END") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_BOUND lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI2_BOUND") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI3_HOLD lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI3_HOLD") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI3_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_HI3_END") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_LW1_HIT lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_LW1_HIT") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_LW3_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_SPECIAL_LW3_END") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_FINAL_HOLD lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_FINAL_HOLD") #define FIGHTER_MIISWORDSMAN_STATUS_KIND_FINAL_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_KIND_FINAL_END") #define FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLAG_START_BLUR lua_const("FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLAG_START_BLUR") #define FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLAG_END_BLUR lua_const("FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLAG_END_BLUR") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_ROKET_UNDER_THRUST_FLOAT") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_ROKET_UNDER_THRUST_START_SITUATION lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_ROKET_UNDER_THRUST_START_SITUATION") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_ROKET_UNDER_DISABLE_CONTROL_X lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_ROKET_UNDER_DISABLE_CONTROL_X") #define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_INT_STOP_Y_FRAME") #define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_INT_RUSH_FRAME lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_INT_RUSH_FRAME") #define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_AIR lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_AIR") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SDUSH_RUSH_END_FLOAT") #define FIGHTER_MIISWORDSMAN_SDUSH_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_MIISWORDSMAN_SDUSH_TRANSITION_TERM_ID_WAIT") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_SDUSH_DECIDE_STICK_X lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_SDUSH_DECIDE_STICK_X") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_SDUSH_DECIDE_STICK_Y lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_SDUSH_DECIDE_STICK_Y") #define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_DIR lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_DIR") #define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_ROT_X lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_ROT_X") #define FIGHTER_MIISWORDSMAN_STATUS_SDUSH_RUSH_END_FLOAT_SDIR lua_const("FIGHTER_MIISWORDSMAN_STATUS_SDUSH_RUSH_END_FLOAT_SDIR") #define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_DECIDE_STICK lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLAG_DECIDE_STICK") #define FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE lua_const("FIGHTER_MIISWORDSMAN_SDUSH_STATUS_WORK_ID_FLOAT_INIT_ROT_DEGREE") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_HOLD_FLOAT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIISWORDSMAN_SPECIAL_HI3_END_FLOAT") #define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_TRANSITION_TERM_ID_HOLD lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_TRANSITION_TERM_ID_HOLD") #define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_TRANSITION_TERM_ID_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_TRANSITION_TERM_ID_END") #define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_WORK_HOLD_FRAME lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_WORK_HOLD_FRAME") #define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_FLAG_GROUND lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_FLAG_GROUND") #define FIGHTER_KINETIC_TYPE_MIISWORDSMAN_SPECIAL_AIR_HI3 lua_const("FIGHTER_KINETIC_TYPE_MIISWORDSMAN_SPECIAL_AIR_HI3") #define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_END_FLAG_FIRST lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_END_FLAG_FIRST") #define FIGHTER_MIISWORDSMAN_STATUS_RSLASH_END_WORK_HOLD_FRAME lua_const("FIGHTER_MIISWORDSMAN_STATUS_RSLASH_END_WORK_HOLD_FRAME") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_CONTINUE_MOT lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_CONTINUE_MOT") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_APPLY_POWERUP_MOTION_RATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_APPLY_POWERUP_MOTION_RATE") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_APPLIED_POWERUP_MOTION_RATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_APPLIED_POWERUP_MOTION_RATE") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_GRAVITY_ON lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_GRAVITY_ON") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_GRAVITY_OFF lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_GRAVITY_OFF") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_WORK_INT_SITUATION_PREV") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_WORK_FLOAT_ATTACK_POWER lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_WORK_FLOAT_ATTACK_POWER") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_IS_ATTACK_ENEMY lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_IS_ATTACK_ENEMY") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SHIELD_CHK lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SHIELD_CHK") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SHIELD lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SHIELD") #define FIGHTER_MIISWORDSMAN_SHIELD_GROUP_KIND_COUNTER_GUARD lua_const("FIGHTER_MIISWORDSMAN_SHIELD_GROUP_KIND_COUNTER_GUARD") #define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_CONTINUE lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_CONTINUE") #define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_HOP lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_HOP") #define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_SPECIAL_FALL lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_SPECIAL_FALL") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_REVERSE_SLASH_HOP lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLAG_REVERSE_SLASH_HOP") #define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_HIT lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLAG_HIT") #define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_INT_HIT_AFTER_XLU_FRAME lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_INT_HIT_AFTER_XLU_FRAME") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_SP_BRAKE lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_SP_BRAKE") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_CLIFF_CHECK lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_CLIFF_CHECK") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_WALL_CHECK lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_WALL_CHECK") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_FALL_ONOFF lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_FALL_ONOFF") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_LANDING_FALL_SPECIAL lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLAG_JET_STUB_LANDING_FALL_SPECIAL") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_JET_STUB_REDUCTION_LEFT lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_JET_STUB_REDUCTION_LEFT") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLOAT_JET_STUB_SPEED_COEFFICIENT lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_FLOAT_JET_STUB_SPEED_COEFFICIENT") #define FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_JET_STUB_START_SITUATION lua_const("FIGHTER_MIISWORDSMAN_STATUS_WORK_ID_INT_JET_STUB_START_SITUATION") #define FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_INHERIT_FALL lua_const("FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_INHERIT_FALL") #define FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_LANDING_WAIT lua_const("FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_LANDING_WAIT") #define FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_LANDING_FALL lua_const("FIGHTER_MIISWORDSMAN_JET_STUB_AA_TRANSITION_TERM_ID_LANDING_FALL") #define FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_LIGHTSHURIKEN lua_const("FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_LIGHTSHURIKEN") #define FIGHTER_MIISWORDSMAN_STATUS_LIGHT_SYURIKEN_FLAG_FIRST lua_const("FIGHTER_MIISWORDSMAN_STATUS_LIGHT_SYURIKEN_FLAG_FIRST") #define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_CONTINUE_MOT lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_CONTINUE_MOT") #define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_CHARGE_MAX lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_CHARGE_MAX") #define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_WORK_INT_CHARGE_COUNT") #define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_TURN lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_FLAG_TURN") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_RAPID_SLASH_START_SPD_X_MUL lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_RAPID_SLASH_START_SPD_X_MUL") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_RAPID_SLASH_BRAKE_SPD_X lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_FLOAT_RAPID_SLASH_BRAKE_SPD_X") #define FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MIISWORDSMAN_STATUS_RAPID_SLASH_WORK_INT_SITUATION_PREV") #define FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_HIT lua_const("FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_HIT") #define FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_END_LANDING lua_const("FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_END_LANDING") #define FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_HIT_SHIELD lua_const("FIGHTER_MIISWORDSMAN_STATUS_HENSOKU_SLASH_WORK_FLAG_HIT_SHIELD") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_CONTINUE_MOT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_CONTINUE_MOT") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_ATK_CHARGE_MAX lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_ATK_CHARGE_MAX") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_HOLD_MAX_AFTER_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_HOLD_MAX_AFTER_COUNT") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_ATK_CHARGE_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_ATK_CHARGE_COUNT") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_FLOAT_CHARGE_RATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_FLOAT_CHARGE_RATE") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_SPD_CHARGE_MAX lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_SPD_CHARGE_MAX") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_SPD_CHARGE_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_SPD_CHARGE_COUNT") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_DASH_COUNT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_DASH_COUNT") #define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_INT_MOTION lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_INT_MOTION") #define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_INT_MOTION_AIR lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_INT_MOTION_AIR") #define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_FIRST lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_FIRST") #define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_REQUEST_GENERATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_REQUEST_GENERATE") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_ACTIVE_CHAKRAM_OBJECT_ID lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_ACTIVE_CHAKRAM_OBJECT_ID") #define FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_CHAKRAM lua_const("FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_CHAKRAM") #define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_IS_GENERATE lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_IS_GENERATE") #define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_CHECK_MOTION_HI_LW lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_CHECK_MOTION_HI_LW") #define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_FLOAT_SHOOT_ANGLE lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_WORK_FLOAT_SHOOT_ANGLE") #define FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_FLICK lua_const("FIGHTER_MIISWORDSMAN_STATUS_CHAKRAM_FLAG_FLICK") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_HOLD_SE_HANDLE lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_HOLD_SE_HANDLE") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_SITUATION_PREV lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_WORK_INT_SITUATION_PREV") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_CHARGE_MAX_EFT lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_CHARGE_MAX_EFT") #define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_NUM lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_NUM") #define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_START lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_START") #define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_HAVED lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_HAVED") #define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_FLY lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_FLY") #define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_HOP lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_HOP") #define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_STICK lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_STICK") #define WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_FALL lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_STATUS_KIND_FALL") #define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_1F_FALL lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_1F_FALL") #define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_FALL_ANGLE lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_FALL_ANGLE") #define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_ENABLE_FALL lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_ENABLE_FALL") #define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_SPEED") #define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_NUM lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_NUM") #define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_START lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_START") #define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_HAVED lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_HAVED") #define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_FLY lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_STATUS_KIND_FLY") #define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH") #define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLOAT_SPEED") #define WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_MIISWORDSMAN_LIGHTSHURIKEN_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_MIISWORDSMAN_TORNADOSHOT_STATUS_KIND_NUM lua_const("WEAPON_MIISWORDSMAN_TORNADOSHOT_STATUS_KIND_NUM") #define WEAPON_MIISWORDSMAN_TORNADOSHOT_STATUS_KIND_FLY lua_const("WEAPON_MIISWORDSMAN_TORNADOSHOT_STATUS_KIND_FLY") #define WEAPON_MIISWORDSMAN_TORNADOSHOT_INSTANCE_WORK_ID_INT_PREV_STATUS lua_const("WEAPON_MIISWORDSMAN_TORNADOSHOT_INSTANCE_WORK_ID_INT_PREV_STATUS") #define WEAPON_MIISWORDSMAN_TORNADOSHOT_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_MIISWORDSMAN_TORNADOSHOT_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_MIISWORDSMAN_WAVE_STATUS_KIND_NUM lua_const("WEAPON_MIISWORDSMAN_WAVE_STATUS_KIND_NUM") #define WEAPON_MIISWORDSMAN_WAVE_STATUS_KIND_FLY lua_const("WEAPON_MIISWORDSMAN_WAVE_STATUS_KIND_FLY") #define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_ANGLE lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_ANGLE") #define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_INT_EFFECT_TYPE lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_INT_EFFECT_TYPE") #define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_INIT_SCALE lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_INIT_SCALE") #define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SCALE_MUL lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SCALE_MUL") #define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SCALE_MAX lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SCALE_MAX") #define WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SPEED lua_const("WEAPON_MIISWORDSMAN_WAVE_INSTANCE_WORK_ID_FLOAT_SPEED") #define WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_FLY lua_const("WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_FLY") #define WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_STAY lua_const("WEAPON_MIIGUNNER_ATTACKAIRF_BULLET_STATUS_KIND_STAY") #define FIGHTER_MIIGUNNER_STATUS_KIND_NUM lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_NUM") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_START lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_START") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_HOLD lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_HOLD") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_CANCEL lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_CANCEL") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_FIRE lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N1_FIRE") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N3_LOOP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N3_LOOP") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N3_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_N3_END") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S2_LOOP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S2_LOOP") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S2_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S2_END") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_1_GROUND lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_1_GROUND") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_1_AIR lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_1_AIR") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_2_GROUND lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_2_GROUND") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_2_AIR lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_S3_2_AIR") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI2_JUMP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI2_JUMP") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI3_RUSH lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI3_RUSH") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI3_RUSH_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_HI3_RUSH_END") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_LOOP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_LOOP") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_HIT lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_HIT") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW1_END") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_HOLD lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_HOLD") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_HIT lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_HIT") #define FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_SPECIAL_LW3_END") #define FIGHTER_MIIGUNNER_STATUS_KIND_FINAL_LOOP lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_FINAL_LOOP") #define FIGHTER_MIIGUNNER_STATUS_KIND_FINAL_END lua_const("FIGHTER_MIIGUNNER_STATUS_KIND_FINAL_END") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GROUND_MOT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GROUND_MOT") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MOT_FRAME_INHERIT") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_AIR_MOT lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_AIR_MOT") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_AIR") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_GROUND") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_MOTION_END") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1 lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_MTRANS_SMPL_EX1") #define FIGHTER_MIIGUNNER_STATUS_FINAL_FLAG_MOT_RESTART lua_const("FIGHTER_MIIGUNNER_STATUS_FINAL_FLAG_MOT_RESTART") #define FIGHTER_MIIGUNNER_STATUS_FINAL_WORK_INT_GROUND_MOT lua_const("FIGHTER_MIIGUNNER_STATUS_FINAL_WORK_INT_GROUND_MOT") #define FIGHTER_MIIGUNNER_STATUS_FINAL_WORK_INT_AIR_MOT lua_const("FIGHTER_MIIGUNNER_STATUS_FINAL_WORK_INT_AIR_MOT") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_LASER_C lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_LASER_C") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLOAT_FINAL_LASER_ANG lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLOAT_FINAL_LASER_ANG") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_MOT2ND lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_MOT2ND") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_GUN_ID lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_FINAL_GUN_ID") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_LASER lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_LASER") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_FULLTHROTTLE lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_FULLTHROTTLE") #define FIGHTER_MIIGUNNER_STATUS_BOTTOM_SHOOT_FLAG_JUMP lua_const("FIGHTER_MIIGUNNER_STATUS_BOTTOM_SHOOT_FLAG_JUMP") #define FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_HI2_COMP lua_const("FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_HI2_COMP") #define FIGHTER_MIIGUNNER_STATUS_CANNONJUMP_FLAG_INVOKE_AIR lua_const("FIGHTER_MIIGUNNER_STATUS_CANNONJUMP_FLAG_INVOKE_AIR") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_FLAG_CANNONJUMP_FALL lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_FLAG_CANNONJUMP_FALL") #define FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_HI2_JUMP lua_const("FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_HI2_JUMP") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_CANNONJUMP_JUMP_FLOAT") #define FIGHTER_MIIGUNNER_STATUS_CANNONJUMP_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER lua_const("FIGHTER_MIIGUNNER_STATUS_CANNONJUMP_JUMP_WORK_INT_RECOVER_GRAVITY_COUNTER") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_FLAG_CONTINUE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_FLAG_CONTINUE") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_INT_STOP_Y_FRAME lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_INT_STOP_Y_FRAME") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLAG_CONTINUE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLAG_CONTINUE") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_INT_RUSH_FRAME lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_INT_RUSH_FRAME") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLAG_AIR lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLAG_AIR") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_ARM_ROCKET_RUSH_END_FLOAT") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_BRAKE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_BRAKE") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_SDIR lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_SDIR") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_ROT_X lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_ROT_X") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_START_ANGLE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_START_ANGLE") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_CHANGE_ANGLE lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_FLOAT_CHANGE_ANGLE") #define FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_END_FLOAT_SDIR lua_const("FIGHTER_MIIGUNNER_STATUS_ARM_ROCKET_RUSH_END_FLOAT_SDIR") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_GRAVITY_BRAKE_USED lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_FLAG_GRAVITY_BRAKE_USED") #define FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_INT_STOP_Y_FRAME lua_const("FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_INT_STOP_Y_FRAME") #define FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_MIIGUNNER_REFLECTOR_FLOAT") #define FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_FLAG_HIT_TO_RESTART lua_const("FIGHTER_MIIGUNNER_REFLECTOR_STATUS_WORK_ID_FLAG_HIT_TO_RESTART") #define FIGHTER_MIIGUNNER_REFLECTOR_TRANSITION_TERM_ID_WAIT lua_const("FIGHTER_MIIGUNNER_REFLECTOR_TRANSITION_TERM_ID_WAIT") #define FIGHTER_MIIGUNNER_REFLECTOR_TRANSITION_TERM_ID_FALL lua_const("FIGHTER_MIIGUNNER_REFLECTOR_TRANSITION_TERM_ID_FALL") #define FIGHTER_MIIGUNNER_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_MIIGUNNER_REFLECTOR_KIND_REFLECTOR") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GROUNDBOMB lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GROUNDBOMB") #define FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GROUND_BOMB_OBJECT_ID lua_const("FIGHTER_MIIGUNNER_INSTANCE_WORK_ID_INT_GROUND_BOMB_OBJECT_ID") #define FIGHTER_MIIGUNNER_STATUS_GROUND_BOMB_FLAG_EXIST_BOMB_BURST lua_const("FIGHTER_MIIGUNNER_STATUS_GROUND_BOMB_FLAG_EXIST_BOMB_BURST") #define WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_BURST_ATTACK lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_BURST_ATTACK") #define FIGHTER_MIIGUNNER_STATUS_GROUND_BOMB_FLAG_FIRST lua_const("FIGHTER_MIIGUNNER_STATUS_GROUND_BOMB_FLAG_FIRST") #define FIGHTER_MIIGUNNER_ABSORBER_STATUS_TRANSITION_TERM_ID_0 lua_const("FIGHTER_MIIGUNNER_ABSORBER_STATUS_TRANSITION_TERM_ID_0") #define FIGHTER_MIIGUNNER_ABSORBER_STATUS_TRANSITION_TERM_ID_1 lua_const("FIGHTER_MIIGUNNER_ABSORBER_STATUS_TRANSITION_TERM_ID_1") #define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_TIME lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_TIME") #define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_STOP_Y_TIME lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_STOP_Y_TIME") #define FIGHTER_MIIGUNNER_STATUS_ABSORBER_FLAG_MOT_CHANGE lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_FLAG_MOT_CHANGE") #define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_WAIT_MTRANS_KIND lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_WAIT_MTRANS_KIND") #define FIGHTER_MIIGUNNER_STATUS_ABSORBER_FLAG_BUTTON_RELEASE lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_FLAG_BUTTON_RELEASE") #define FIGHTER_KINETIC_TYPE_MIIGUNNER_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW3 lua_const("FIGHTER_KINETIC_TYPE_MIIGUNNER_AIR_STOP_X_NORMAL_MAX_SPECIAL_LW3") #define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_SE_HANDLE lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_SE_HANDLE") #define FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_MIIGUNNER_STATUS_ABSORBER_WORK_INT_EFFECT_HANDLE") #define FIGHTER_MIIGUNNER_ABSORBER_GROUP_SPECIAL_LW3 lua_const("FIGHTER_MIIGUNNER_ABSORBER_GROUP_SPECIAL_LW3") #define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_CONTINUE lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_CONTINUE") #define FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_START lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_START") #define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_INT_STEP lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_INT_STEP") #define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_INT_STEP_PREV lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_INT_STEP_PREV") #define FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_SHOT lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_SHOT") #define FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_END lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STEP_END") #define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_LOOP lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_LOOP") #define FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_LOOP_ACCEPT lua_const("FIGHTER_MIIGUNNER_RAPID_SHOT_STATUS_WORK_ID_FLAG_LOOP_ACCEPT") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_RAPIDSHOT_BULLET lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_RAPIDSHOT_BULLET") #define FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_FLAG_FIRST lua_const("FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_FLAG_FIRST") #define FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_FLAG_MAX lua_const("FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_FLAG_MAX") #define FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_WORK_INT_HOLD_COUNT lua_const("FIGHTER_MIIGUNNER_STATUS_GRENADE_LAUNCHER_WORK_INT_HOLD_COUNT") #define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_WORK_INT_STOP_Y lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_WORK_INT_STOP_Y") #define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_WORK_INT_NO_BANG lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_WORK_INT_NO_BANG") #define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_MOT_CHANGE lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_MOT_CHANGE") #define FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_S2_AIR lua_const("FIGHTER_KINETIC_TYPE_MIIGUNNER_SPECIAL_S2_AIR") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_STEALTHBOMB lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_STEALTHBOMB") #define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_1 lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_1") #define FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_2 lua_const("FIGHTER_MIIGUNNER_STATUS_STEALTH_BOMB_FLAG_2") #define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_TAME lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_TAME") #define FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_MOT_RESTART lua_const("FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_MOT_RESTART") #define FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_SMASH lua_const("FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_SMASH") #define FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_WEAPON lua_const("FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_WEAPON") #define FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_WEAPON_GENERATED lua_const("FIGHTER_MIIGUNNER_STATUS_MIIMISSILE_FLAG_WEAPON_GENERATED") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_MIIMISSILE lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_MIIMISSILE") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_SUPERMISSILE lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_SUPERMISSILE") #define WEAPON_MIIGUNNER_BOTTOMSHOOT_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_BOTTOMSHOOT_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_BOTTOMSHOOT_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_BOTTOMSHOOT_STATUS_KIND_SHOOT") #define WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_SHOOT") #define WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_PILLAR lua_const("WEAPON_MIIGUNNER_FLAMEPILLAR_STATUS_KIND_PILLAR") #define WEAPON_MIIGUNNER_FLAMEPILLAR_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_MIIGUNNER_FLAMEPILLAR_KINETIC_ENERGY_ID_GRAVITY") #define WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_CHARGE lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_CHARGE") #define WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_SHOOT") #define WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_END lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_STATUS_KIND_END") #define WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_INT_FINAL_MOT2ND lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_INT_FINAL_MOT2ND") #define WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_FLOAT_DST lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_FLOAT_DST") #define WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_FLY lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_FLY") #define WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_EXPLODE lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_STATUS_KIND_EXPLODE") #define WEAPON_MIIGUNNER_GRENADELAUNCHER_INSTANCE_WORK_ID_FLOAT_ROTATE lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_INSTANCE_WORK_ID_FLOAT_ROTATE") #define WEAPON_MIIGUNNER_GRENADELAUNCHER_INSTANCE_WORK_ID_INT_BOUND_COUNT lua_const("WEAPON_MIIGUNNER_GRENADELAUNCHER_INSTANCE_WORK_ID_INT_BOUND_COUNT") #define WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_FLY lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_STATUS_KIND_FLY") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_RANDOM_ROT_Z lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_RANDOM_ROT_Z") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_FLASH_START lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_FLASH_START") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECT") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECTED lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_DAMAGE_REFLECTED") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_X lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_X") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_Y lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_FLOAT_REFLECTED_SPEED_Y") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_DAMAGE_REFLECT_AFTER_COUNT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_DAMAGE_REFLECT_AFTER_COUNT") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_HIT_AFTER_COUNT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_HIT_AFTER_COUNT") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_REFLECT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_REFLECT") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_TOUCH lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_FLAG_TOUCH") #define WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_BOUND_COUNT lua_const("WEAPON_MIIGUNNER_GROUNDBOMB_INSTANCE_WORK_ID_INT_BOUND_COUNT") #define WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_CHARGE lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_CHARGE") #define WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_STATUS_KIND_SHOOT") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_OWNER_FT_KIND lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_OWNER_FT_KIND") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_EFH_BULLET lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_EFH_BULLET") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_SHOOT_LR lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_SHOOT_LR") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_SHOOT_ANGLE lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_SHOOT_ANGLE") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_INT_EFH_BULLET_FOLLOW") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_X lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_X") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_Y lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_Y") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_Z lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_CHARGE_OFFSET_Z") #define WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_TRANS_JOINT_SCALE lua_const("WEAPON_MIIGUNNER_GUNNERCHARGE_INSTANCE_WORK_ID_FLOAT_TRANS_JOINT_SCALE") #define WEAPON_MIIGUNNER_LASER_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_LASER_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_LASER_STATUS_KIND_CHARGE lua_const("WEAPON_MIIGUNNER_LASER_STATUS_KIND_CHARGE") #define WEAPON_MIIGUNNER_LASER_STATUS_KIND_SHOOT lua_const("WEAPON_MIIGUNNER_LASER_STATUS_KIND_SHOOT") #define WEAPON_MIIGUNNER_LASER_INSTANCE_WORK_ID_INT_LIFE lua_const("WEAPON_MIIGUNNER_LASER_INSTANCE_WORK_ID_INT_LIFE") #define WEAPON_MIIGUNNER_LASER_INSTANCE_WORK_ID_FLOAT_DST lua_const("WEAPON_MIIGUNNER_LASER_INSTANCE_WORK_ID_FLOAT_DST") #define WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_HOMING lua_const("WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_HOMING") #define WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_H_BURST lua_const("WEAPON_MIIGUNNER_MIIMISSILE_STATUS_KIND_H_BURST") #define WEAPON_MIIGUNNER_MIIMISSILE_INSTANCE_WORK_ID_FLOAT_MODEL_ROT_ANGLE lua_const("WEAPON_MIIGUNNER_MIIMISSILE_INSTANCE_WORK_ID_FLOAT_MODEL_ROT_ANGLE") #define WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_FLY lua_const("WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_FLY") #define WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_STAY lua_const("WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_STATUS_KIND_STAY") #define WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH lua_const("WEAPON_MIIGUNNER_RAPIDSHOT_BULLET_INSTANCE_WORK_ID_FLAG_GROUND_TOUCH") #define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_MOVE lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_KIND_MOVE") #define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_LIFE lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_LIFE") #define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_COUNT lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_COUNT") #define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLAG_REFLECT lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLAG_REFLECT") #define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_ANGLE lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_ANGLE") #define WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_SPEED lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_STATUS_WORK_FLOAT_SPEED") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_STEALTHBOMB_S lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_STEALTHBOMB_S") #define WEAPON_MIIGUNNER_STEALTHBOMB_S_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_S_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_STEALTHBOMB_S_STATUS_KIND_BANG lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_S_STATUS_KIND_BANG") #define WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_NUM lua_const("WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_NUM") #define WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_STRAIGHT lua_const("WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_STRAIGHT") #define WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_S_BURST lua_const("WEAPON_MIIGUNNER_SUPERMISSILE_STATUS_KIND_S_BURST") #define WEAPON_MIIGUNNER_SUPERMISSILE_INSTANCE_WORK_ID_FLOAT_MODEL_ROT_ANGLE lua_const("WEAPON_MIIGUNNER_SUPERMISSILE_INSTANCE_WORK_ID_FLOAT_MODEL_ROT_ANGLE") #define WEAPON_POPO_BLIZZARD_STATUS_KIND_NUM lua_const("WEAPON_POPO_BLIZZARD_STATUS_KIND_NUM") #define WEAPON_POPO_BLIZZARD_STATUS_KIND_DUMMY lua_const("WEAPON_POPO_BLIZZARD_STATUS_KIND_DUMMY") #define FIGHTER_POPO_STATUS_KIND_NUM lua_const("FIGHTER_POPO_STATUS_KIND_NUM") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_S_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_S_PARTNER") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_FAIL lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_FAIL") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP_PRE lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP_PRE") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_PARTNER") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP_PARTNER") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_JUMP") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_COMP_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_COMP_PARTNER") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_PULL_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_PULL_PARTNER") #define FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_COMP lua_const("FIGHTER_POPO_STATUS_KIND_SPECIAL_HI_CLIFF_COMP") #define FIGHTER_POPO_STATUS_KIND_FINAL_PARTNER lua_const("FIGHTER_POPO_STATUS_KIND_FINAL_PARTNER") #define FIGHTER_POPO_STATUS_KIND_FINAL_HANG lua_const("FIGHTER_POPO_STATUS_KIND_FINAL_HANG") #define FIGHTER_POPO_STATUS_KIND_CAPTURE_PANIC_NANA lua_const("FIGHTER_POPO_STATUS_KIND_CAPTURE_PANIC_NANA") #define FIGHTER_POPO_STATUS_KIND_THROW_NANA lua_const("FIGHTER_POPO_STATUS_KIND_THROW_NANA") #define FIGHTER_POPO_STATUS_KIND_CHEER_NANA lua_const("FIGHTER_POPO_STATUS_KIND_CHEER_NANA") #define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_UNABLE lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_UNABLE") #define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_FINAL_UNABLE lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_FINAL_UNABLE") #define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_FORBID lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_ENABLE_TRANSITION_FORBID") #define FIGHTER_POPO_LINK_NO_PARTNER lua_const("FIGHTER_POPO_LINK_NO_PARTNER") #define JOSTLE_GAP_NONE lua_const("JOSTLE_GAP_NONE") #define FIGHTER_POPO_STATUS_ATTACK_LW4_FLAG_NANA_START_TURN lua_const("FIGHTER_POPO_STATUS_ATTACK_LW4_FLAG_NANA_START_TURN") #define WEAPON_POPO_RUBBER_LINK_NO_PARTNER lua_const("WEAPON_POPO_RUBBER_LINK_NO_PARTNER") #define FIGHTER_POPO_STATUS_CLIFF_CATCH_MOVE_FLAG_SPECIAL_HI_PARTNER lua_const("FIGHTER_POPO_STATUS_CLIFF_CATCH_MOVE_FLAG_SPECIAL_HI_PARTNER") #define FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_FLAG lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_FLAG") #define FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_INT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_INT") #define FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_FLOAT lua_const("FIGHTER_STATUS_WORK_KEEP_FLAG_POPO_CLIFF_CATCH_FLOAT") #define FIGHTER_POPO_STATUS_CLIFF_CATCH_FLAG_SPECIAL_HI_PARTNER lua_const("FIGHTER_POPO_STATUS_CLIFF_CATCH_FLAG_SPECIAL_HI_PARTNER") #define FIGHTER_POPO_STATUS_CLIFF_CATCH_FLAG_TO_PULL_PARTNER lua_const("FIGHTER_POPO_STATUS_CLIFF_CATCH_FLAG_TO_PULL_PARTNER") #define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CLIFF_CATCH lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_HI_CLIFF_CATCH") #define FIGHTER_POPO_STATUS_TURN_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_TURN_FLAG_REVERSE_FLIP_STATUS") #define FIGHTER_POPO_STATUS_TURN_RUN_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_TURN_RUN_FLAG_REVERSE_FLIP_STATUS") #define FIGHTER_POPO_STATUS_TURN_RUN_BRAKE_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_TURN_RUN_BRAKE_FLAG_REVERSE_FLIP_STATUS") #define FIGHTER_POPO_STATUS_DASH_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_DASH_FLAG_REVERSE_FLIP_STATUS") #define FIGHTER_POPO_STATUS_ESCAPE_FLAG_REVERSE_FLIP_STATUS lua_const("FIGHTER_POPO_STATUS_ESCAPE_FLAG_REVERSE_FLIP_STATUS") #define FIGHTER_KINETIC_TYPE_POPO_FINAL lua_const("FIGHTER_KINETIC_TYPE_POPO_FINAL") #define FIGHTER_POPO_STATUS_FINAL_FLAG_COUPLE lua_const("FIGHTER_POPO_STATUS_FINAL_FLAG_COUPLE") #define FIGHTER_POPO_STATUS_WORK_INT_MOT_KIND lua_const("FIGHTER_POPO_STATUS_WORK_INT_MOT_KIND") #define FIGHTER_POPO_STATUS_WORK_INT_MOT_AIR_KIND lua_const("FIGHTER_POPO_STATUS_WORK_INT_MOT_AIR_KIND") #define FIGHTER_POPO_INSTANCE_WORK_ID_INT_FORBID_HANG_CONDOR_FRAME lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_INT_FORBID_HANG_CONDOR_FRAME") #define FIGHTER_POPO_STATUS_FINAL_FLAG_FINAL_CAMERA lua_const("FIGHTER_POPO_STATUS_FINAL_FLAG_FINAL_CAMERA") #define FIGHTER_POPO_LINK_NO_CONDOR lua_const("FIGHTER_POPO_LINK_NO_CONDOR") #define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_HANG_CONDOR lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_HANG_CONDOR") #define FIGHTER_POPO_INSTANCE_WORK_ID_INT_CONDOR_OBJECT_ID lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_INT_CONDOR_OBJECT_ID") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_START lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_START") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_HI_START lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_HI_START") #define FIGHTER_POPO_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_POPO_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_COUPLE") #define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_CHECK_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_CHECK_COUPLE") #define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_DETACH_PARTNER lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_DETACH_PARTNER") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_CLIFF_COMP lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_CLIFF_COMP") #define FIGHTER_POPO_GENERATE_ARTICLE_RUBBER lua_const("FIGHTER_POPO_GENERATE_ARTICLE_RUBBER") #define WEAPON_POPO_RUBBER_STATUS_KIND_LOOSE lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_LOOSE") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_CLIFF_COMP_PARTNER lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_CLIFF_COMP_PARTNER") #define FIGHTER_POPO_CLIFF_HANG_DATA_SPECIAL_HI_COMP_PARTNER lua_const("FIGHTER_POPO_CLIFF_HANG_DATA_SPECIAL_HI_COMP_PARTNER") #define FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_COMP_PARTNER_FLAG_CLIFF_NONE lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_COMP_PARTNER_FLAG_CLIFF_NONE") #define FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_PULL_PARTNER_FLAG_CLIFF_XLU lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_PULL_PARTNER_FLAG_CLIFF_XLU") #define FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_PULL_PARTNER_FLAG_PULL lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_CLIFF_PULL_PARTNER_FLAG_PULL") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_HI_FAIL lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_HI_FAIL") #define FIGHTER_POPO_STATUS_SPECIAL_HI_FALL_INT_SITUATION lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FALL_INT_SITUATION") #define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_FAIL_CLIFF_START lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_FAIL_CLIFF_START") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_JUMP lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_JUMP") #define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_PARTNER_PULL_CANCEL lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_PARTNER_PULL_CANCEL") #define FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_DEFAULT_SPEED_Y lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_FLAG_DEFAULT_SPEED_Y") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_JUMP_PARTNER lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_HI_JUMP_PARTNER") #define FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_INIT_SPEED lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_INIT_SPEED") #define FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_PARTNER_PULL_CANCEL lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_PARTNER_PULL_CANCEL") #define FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_ADVANCE_JUMP lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_ADVANCE_JUMP") #define FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_PARTNER_CLIFF_CATCH lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_JUMP_PRE_FLAG_PARTNER_CLIFF_CATCH") #define LINK_ATTRIBUTE_ADJUST_PARENT_SHAPE lua_const("LINK_ATTRIBUTE_ADJUST_PARENT_SHAPE") #define FIGHTER_POPO_STATUS_SPECIAL_HI_PARTNER_FLAG_MOTION_GROUND lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_PARTNER_FLAG_MOTION_GROUND") #define FIGHTER_POPO_STATUS_SPECIAL_HI_PARTNER_FLAG_MOTION_AIR lua_const("FIGHTER_POPO_STATUS_SPECIAL_HI_PARTNER_FLAG_MOTION_AIR") #define MA_MSC_LINK_GET_MODEL_CONSTRAINT_NODE lua_const("MA_MSC_LINK_GET_MODEL_CONSTRAINT_NODE") #define FIGHTER_POPO_STATUS_SPECIAL_LW_FLAG_COUPLE_NANA lua_const("FIGHTER_POPO_STATUS_SPECIAL_LW_FLAG_COUPLE_NANA") #define FIGHTER_POPO_STATUS_SPECIAL_S_WORK_INT_SPEED_UP_Y_COUNT lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_WORK_INT_SPEED_UP_Y_COUNT") #define FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_PHASE_END lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_PHASE_END") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_END lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_END") #define FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_COUPLE") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_COUPLE lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_COUPLE") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_SINGLE lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_S_SINGLE") #define FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_AIR_HOP_BUTTON_TRIGGER lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_AIR_HOP_BUTTON_TRIGGER") #define FIGHTER_POPO_STATUS_SPECIAL_S_WORK_INT_AIR_HOP_BUTTON_TRIGGER_COUNTER lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_WORK_INT_AIR_HOP_BUTTON_TRIGGER_COUNTER") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_END lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_END") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_COUPLE lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_COUPLE") #define FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_SINGLE lua_const("FIGHTER_KINETIC_TYPE_POPO_SPECIAL_AIR_S_SINGLE") #define FIGHTER_PAD_CMD_CAT1_SPECIAL_S lua_const("FIGHTER_PAD_CMD_CAT1_SPECIAL_S") #define FIGHTER_POPO_INSTANCE_WORK_ID_INT_PARTNER_OBJECT_ID lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_INT_PARTNER_OBJECT_ID") #define FIGHTER_POPO_STATUS_FINAL_FLAG_COUPLE_MOVE lua_const("FIGHTER_POPO_STATUS_FINAL_FLAG_COUPLE_MOVE") #define FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_MOTION_GROUND lua_const("FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_MOTION_GROUND") #define FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_MOTION_AIR lua_const("FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_MOTION_AIR") #define FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_END lua_const("FIGHTER_POPO_STATUS_FINAL_PARTNER_FLAG_END") #define FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_MOTION_GROUND lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_MOTION_GROUND") #define FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_MOTION_AIR lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_MOTION_AIR") #define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_S_FALL lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_SPECIAL_AIR_S_FALL") #define WEAPON_POPO_CONDOR_STATUS_KIND_NUM lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_NUM") #define WEAPON_POPO_CONDOR_STATUS_KIND_ENTRY lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_ENTRY") #define WEAPON_POPO_CONDOR_STATUS_KIND_FLY lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_FLY") #define WEAPON_POPO_CONDOR_STATUS_KIND_TURN lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_TURN") #define WEAPON_POPO_CONDOR_STATUS_KIND_MOVE_END lua_const("WEAPON_POPO_CONDOR_STATUS_KIND_MOVE_END") #define WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_FLAG_NO_TURN lua_const("WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_FLAG_NO_TURN") #define WEAPON_POPO_CONDOR_STATUS_LOOP_WORK_INT_TURN_COUNTER lua_const("WEAPON_POPO_CONDOR_STATUS_LOOP_WORK_INT_TURN_COUNTER") #define WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_INT_OWNER_ID lua_const("WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_INT_OWNER_ID") #define WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_FLAG_CAN_CATCH lua_const("WEAPON_POPO_CONDOR_INSTANCE_WORK_ID_FLAG_CAN_CATCH") #define WEAPON_POPO_ICEBERG_STATUS_KIND_NUM lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_NUM") #define WEAPON_POPO_ICEBERG_STATUS_KIND_RISE lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_RISE") #define WEAPON_POPO_ICEBERG_STATUS_KIND_WAIT lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_WAIT") #define WEAPON_POPO_ICEBERG_STATUS_KIND_DECLINE lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_DECLINE") #define WEAPON_POPO_ICEBERG_STATUS_KIND_DISAPPEAR lua_const("WEAPON_POPO_ICEBERG_STATUS_KIND_DISAPPEAR") #define WEAPON_POPO_ICEBERG_STATUS_COMMON_WORK_INT_ADVANCE_COUNTER lua_const("WEAPON_POPO_ICEBERG_STATUS_COMMON_WORK_INT_ADVANCE_COUNTER") #define WEAPON_KINETIC_TYPE_POPO_ICEBERG_RISE lua_const("WEAPON_KINETIC_TYPE_POPO_ICEBERG_RISE") #define WEAPON_POPO_ICEBERG_STATUS_COMMON_WORK_FLOAT_ROTATE_DEGREE lua_const("WEAPON_POPO_ICEBERG_STATUS_COMMON_WORK_FLOAT_ROTATE_DEGREE") #define WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_POPO_ICEBERG_FLOAT") #define WEAPON_KINETIC_TYPE_POPO_ICEBERG_DECLINE lua_const("WEAPON_KINETIC_TYPE_POPO_ICEBERG_DECLINE") #define WEAPON_POPO_ICEBERG_WIND_STATUS_KIND_NUM lua_const("WEAPON_POPO_ICEBERG_WIND_STATUS_KIND_NUM") #define WEAPON_POPO_ICEBERG_WIND_STATUS_KIND_DUMMY lua_const("WEAPON_POPO_ICEBERG_WIND_STATUS_KIND_DUMMY") #define WEAPON_POPO_ICESHOT_STATUS_KIND_NUM lua_const("WEAPON_POPO_ICESHOT_STATUS_KIND_NUM") #define WEAPON_POPO_ICESHOT_STATUS_KIND_START_FALL lua_const("WEAPON_POPO_ICESHOT_STATUS_KIND_START_FALL") #define WEAPON_POPO_ICESHOT_STATUS_KIND_MOVE lua_const("WEAPON_POPO_ICESHOT_STATUS_KIND_MOVE") #define WEAPON_KINETIC_TYPE_POPO_ICESHOT_START_FALL lua_const("WEAPON_KINETIC_TYPE_POPO_ICESHOT_START_FALL") #define WEAPON_KINETIC_TYPE_POPO_ICESHOT_MOVE_AIR lua_const("WEAPON_KINETIC_TYPE_POPO_ICESHOT_MOVE_AIR") #define WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_ROTATE_DEGREE_SPEED lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_ROTATE_DEGREE_SPEED") #define WEAPON_POPO_ICESHOT_STATUS_WORK_INT_GROUND_EFFECT_HANDLE lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_INT_GROUND_EFFECT_HANDLE") #define WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_INT_LIFE_FRAME lua_const("WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_INT_LIFE_FRAME") #define WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLAG_REMOVE lua_const("WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLAG_REMOVE") #define WEAPON_POPO_ICESHOT_KINETIC_ENERGY_ID_GENERAL lua_const("WEAPON_POPO_ICESHOT_KINETIC_ENERGY_ID_GENERAL") #define WEAPON_KINETIC_TYPE_POPO_ICESHOT_MOVE_GROUND lua_const("WEAPON_KINETIC_TYPE_POPO_ICESHOT_MOVE_GROUND") #define WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_GROUND_EFFECT_HANDLE_LR lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_GROUND_EFFECT_HANDLE_LR") #define WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_GROUND_TO_AIR lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_GROUND_TO_AIR") #define WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_TO_AIR_HOP lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_TO_AIR_HOP") #define WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_DAMAGE_TO_AIR lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_DAMAGE_TO_AIR") #define WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLOAT_ROT_DEGREE lua_const("WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLOAT_ROT_DEGREE") #define WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_ROTATE_DEGREE lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLOAT_ROTATE_DEGREE") #define WEAPON_POPO_ICESHOT_STATUS_WORK_INT_ROTATE_Y_REVERSE_COUNTER lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_INT_ROTATE_Y_REVERSE_COUNTER") #define WEAPON_POPO_ICESHOT_STATUS_WORK_INT_ROTATE_Y_REVERSE_FRAME lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_INT_ROTATE_Y_REVERSE_FRAME") #define WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_INIT_ROTATE lua_const("WEAPON_POPO_ICESHOT_STATUS_WORK_FLAG_INIT_ROTATE") #define WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLOAT_TOP_DEGREE lua_const("WEAPON_POPO_ICESHOT_INSTANCE_WORK_ID_FLOAT_TOP_DEGREE") #define WEAPON_POPO_RUBBER_STATUS_KIND_NUM lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_NUM") #define WEAPON_POPO_RUBBER_STATUS_KIND_WAIT lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_WAIT") #define WEAPON_POPO_RUBBER_STATUS_KIND_SHOOT lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_SHOOT") #define WEAPON_POPO_RUBBER_STATUS_KIND_FALL lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_FALL") #define WEAPON_POPO_RUBBER_STATUS_KIND_REWIND lua_const("WEAPON_POPO_RUBBER_STATUS_KIND_REWIND") #define WEAPON_POPO_RUBBER_INSTANCE_WORK_ID_FLAG_DEACTIVATE lua_const("WEAPON_POPO_RUBBER_INSTANCE_WORK_ID_FLAG_DEACTIVATE") #define WEAPON_POPO_WHITEBEAR_STATUS_KIND_NUM lua_const("WEAPON_POPO_WHITEBEAR_STATUS_KIND_NUM") #define WEAPON_POPO_WHITEBEAR_STATUS_KIND_DUMMY lua_const("WEAPON_POPO_WHITEBEAR_STATUS_KIND_DUMMY") #define FIGHTER_MIIENEMYF_STATUS_KIND_NUM lua_const("FIGHTER_MIIENEMYF_STATUS_KIND_NUM") #define FIGHTER_MIIENEMYS_STATUS_KIND_NUM lua_const("FIGHTER_MIIENEMYS_STATUS_KIND_NUM") #define FIGHTER_MIIENEMYG_STATUS_KIND_NUM lua_const("FIGHTER_MIIENEMYG_STATUS_KIND_NUM") #define FIGHTER_PACKUN_STATUS_KIND_NUM lua_const("FIGHTER_PACKUN_STATUS_KIND_NUM") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_LOOP lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_LOOP") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_WAIT lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_WAIT") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_SHOOT lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_SHOOT") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_END") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_HIT_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_HIT_END") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_FAILURE lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_N_FAILURE") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_CHARGE lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_CHARGE") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_SHOOT lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_SHOOT") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_CANCEL lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_CANCEL") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_JUMP_CANCEL lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_JUMP_CANCEL") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_S_END") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_HI_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_HI_END") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_HI_LANDING lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_HI_LANDING") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_CHARGE lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_CHARGE") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_BITE lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_BITE") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_END") #define FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_FALL_END lua_const("FIGHTER_PACKUN_STATUS_KIND_SPECIAL_LW_FALL_END") #define FIGHTER_PACKUN_STATUS_KIND_SQUAT_TREAD_DAMAGE lua_const("FIGHTER_PACKUN_STATUS_KIND_SQUAT_TREAD_DAMAGE") #define FIGHTER_PACKUN_STATUS_KIND_SQUAT_TREAD_DAMAGE_RV lua_const("FIGHTER_PACKUN_STATUS_KIND_SQUAT_TREAD_DAMAGE_RV") #define FIGHTER_PACKUN_STATUS_SQUAT_TREAD_DAMAGE_WORK_INT_TREAD_OBJECT_ID lua_const("FIGHTER_PACKUN_STATUS_SQUAT_TREAD_DAMAGE_WORK_INT_TREAD_OBJECT_ID") #define FIGHTER_PACKUN_STATUS_SQUAT_TREAD_DAMAGE_FLAG_JUMP_MINI lua_const("FIGHTER_PACKUN_STATUS_SQUAT_TREAD_DAMAGE_FLAG_JUMP_MINI") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_FLAG") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_INT") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SQUAT_TREAD_DAMAGE_FLOAT") #define FIGHTER_PACKUN_CLIFF_HANG_DATA_SPECIAL_HI_FALL_SPECIAL lua_const("FIGHTER_PACKUN_CLIFF_HANG_DATA_SPECIAL_HI_FALL_SPECIAL") #define FIGHTER_PACKUN_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_PACKUN_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_STATUS_FRAME lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_STATUS_FRAME") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_FLAG_START_RISE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_FLAG_START_RISE") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_ANGLE") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_REVERSE_LR lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_REVERSE_LR") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_START lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_START") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_NUM lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_NUM") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_END lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LOG_END") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LR lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_STICK_LR") #define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_NONE lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_NONE") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_INERTIA_STATUS lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_INERTIA_STATUS") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_PENDULUM_FRAME lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_INT_PENDULUM_FRAME") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_PENDULUM_REACH_ANGLE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_WORK_FLOAT_PENDULUM_REACH_ANGLE") #define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_REACH_FORCE lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_REACH_FORCE") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_FLAG_FORCE_REATCH_TO_LEFT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_FLAG_FORCE_REATCH_TO_LEFT") #define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER") #define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_REACH lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_REACH") #define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER_LAST lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER_LAST") #define FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER_DIVE lua_const("FIGHTER_PACKUN_SPECIAL_HI_TILT_INERTIA_STATUS_TO_CENTER_DIVE") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_FLAG") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_INT") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_HI_END_FLOAT") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_DIVE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_DIVE") #define FIGHTER_PACKUN_STATUS_SPECIAL_HI_DIVE_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_HI_DIVE_DONE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BACK_TILT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BACK_TILT") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_DEGREE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_DEGREE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_TOP_DEGREE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_TOP_DEGREE") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_FLAG") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_INT") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_LW_FLOAT") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_CHARGE_COUNT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_CHARGE_COUNT") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT_START lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT_START") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT") #define FIGHTER_PACKUN_TILT_INIT_STATUS_START lua_const("FIGHTER_PACKUN_TILT_INIT_STATUS_START") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_TILT_INIT_STATUS lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_TILT_INIT_STATUS") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT_INIT_MODIFY_ROT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_TILT_INIT_MODIFY_ROT") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_SITUATION_AIR_TO_GROUND lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_SITUATION_AIR_TO_GROUND") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND_TILT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND_TILT") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND_SE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_GROUND_SE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_SPEED_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_SPEED_Y") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_CHANGE_MOTION lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_CHANGE_MOTION") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_THROW_X lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_THROW_X") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_THROW_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_THROW_Y") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_ADD_DEGREE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_ADD_DEGREE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_GROUND_HIT_COUNT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_GROUND_HIT_COUNT") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CENTER_X lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CENTER_X") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CENTER_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CENTER_Y") #define FIGHTER_PACKUN_TILT_INIT_STATUS_NONE lua_const("FIGHTER_PACKUN_TILT_INIT_STATUS_NONE") #define FIGHTER_PACKUN_TILT_INIT_STATUS_SET lua_const("FIGHTER_PACKUN_TILT_INIT_STATUS_SET") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_ROT_X lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_ROT_X") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_ROT_Y lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_ROT_Y") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CHARGE_RATE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_CHARGE_RATE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_LENGTH lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_LENGTH") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_EXTEND_FRAME lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_EXTEND_FRAME") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_BITE_POSITION_FRAME lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_BITE_POSITION_FRAME") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_MOTION_RATE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_MOTION_RATE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_LENGTH_RATE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_STALK_LENGTH_RATE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_LOUPE_STATUS lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_LOUPE_STATUS") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_STALK_SHORTEN lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_STALK_SHORTEN") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_STALK_SHORTEN_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_STALK_SHORTEN_DONE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_BATTLE_OBJECT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_HIT_BATTLE_OBJECT") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_RESET_SHORTEN_EXPAND_FRAME_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_RESET_SHORTEN_EXPAND_FRAME_DONE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_NECK_TRANS lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_FLOAT_JOINT_NECK_TRANS") #define FIGHTER_PACKUN_JOINT_NECK_NUM lua_const("FIGHTER_PACKUN_JOINT_NECK_NUM") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK_DONE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK_CLEAR_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK_CLEAR_DONE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_ATTACK_LERP lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_ATTACK_LERP") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_SHORTEN_COUNT lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_WORK_INT_SHORTEN_COUNT") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_END_CHANGE_KINETIC_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_END_CHANGE_KINETIC_DONE") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_END_CHANGE_KINETIC lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_END_CHANGE_KINETIC") #define FIGHTER_PACKUN_GENERATE_ARTICLE_POISONBREATH lua_const("FIGHTER_PACKUN_GENERATE_ARTICLE_POISONBREATH") #define FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_FAILURE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_FAILURE") #define FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_COUNT lua_const("FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_COUNT") #define FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_CHARGE_MAX_EFFECT_HANDLE lua_const("FIGHTER_PACKUN_INSTANCE_WORK_ID_INT_SPECIAL_S_CHARGE_MAX_EFFECT_HANDLE") #define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE") #define FIGHTER_PACKUN_STATUS_SPECIAL_S_WORK_INT_CANCEL_TYPE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_S_WORK_INT_CANCEL_TYPE") #define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_NONE lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_NONE") #define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE_F lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE_F") #define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE_B lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_ESCAPE_B") #define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_JUMP lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_JUMP") #define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_GUARD lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_GROUND_GUARD") #define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_AIR_ESCAPE_AIR lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_AIR_ESCAPE_AIR") #define FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_AIR_JUMP_AERIAL lua_const("FIGHTER_PACKUN_SPECIAL_S_CANCEL_TYPE_AIR_JUMP_AERIAL") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_FLAG lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_FLAG") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_INT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_INT") #define FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_FLOAT lua_const("FIGHTER_PACKUN_STATUS_WORK_KEEP_FLAG_SPECIAL_S_SHOOT_FLOAT") #define FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_CHANGE_KINETIC lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_CHANGE_KINETIC") #define FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_CHANGE_KINETIC_DONE lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_S_FLAG_CHANGE_KINETIC_DONE") #define FIGHTER_PACKUN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_LANDING lua_const("FIGHTER_PACKUN_INSTANCE_WORK_ID_FLAG_SPECIAL_S_LANDING") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_NUM lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_NUM") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_START lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_START") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_FALL lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_FALL") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_LANDING lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_LANDING") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_HOP lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_HOP") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_HOP_LANDING lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_HOP_LANDING") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_TURN lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_TURN") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_FLAME lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_FLAME") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_END lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_KIND_END") #define WEAPON_PACKUN_BOSSPACKUN_INSTANCE_WORK_ID_FLAG_FIRST_LANDING lua_const("WEAPON_PACKUN_BOSSPACKUN_INSTANCE_WORK_ID_FLAG_FIRST_LANDING") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_HOP_SPEED_Y_ADD lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_HOP_SPEED_Y_ADD") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_HIGH lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_HIGH") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLOAT_NECK_ROTATE_DEGREE lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLOAT_NECK_ROTATE_DEGREE") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_START_TURN lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_START_TURN") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_TURN lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_HOP_LANDING_TURN") #define WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_FLAG lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_FLAG") #define WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_INT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_INT") #define WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_FLOAT lua_const("WEAPON_STATUS_WORK_KEEP_FLAG_PACKUN_BOSSPACKUN_FLAME_FLOAT") #define WEAPON_PACKUN_POISONBREATH_STATUS_KIND_NUM lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_KIND_NUM") #define WEAPON_PACKUN_POISONBREATH_STATUS_KIND_START lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_KIND_START") #define WEAPON_PACKUN_POISONBREATH_STATUS_KIND_SHOOT lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_KIND_SHOOT") #define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_FLOAT_START_SCALE lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_FLOAT_START_SCALE") #define WEAPON_PACKUN_POISONBREATH_INSTANCE_WORK_ID_FLOAT_CHARGE_RATIO lua_const("WEAPON_PACKUN_POISONBREATH_INSTANCE_WORK_ID_FLOAT_CHARGE_RATIO") #define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_FLOAT_SCALE lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_FLOAT_SCALE") #define WEAPON_PACKUN_POISONBREATH_KINETIC_ENERGY_ID_ENV_WIND lua_const("WEAPON_PACKUN_POISONBREATH_KINETIC_ENERGY_ID_ENV_WIND") #define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_FLAG lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_FLAG") #define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_INT lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_INT") #define WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_FLOAT lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_WORK_KEEP_FLAG_SHOOT_FLOAT") #define WEAPON_PACKUN_POISONBREATH_STATUS_SHOOT_WORK_FLAG_DONE_REMOVE_EFFECT lua_const("WEAPON_PACKUN_POISONBREATH_STATUS_SHOOT_WORK_FLAG_DONE_REMOVE_EFFECT") #define WEAPON_PACKUN_POISONBREATH_KINETIC_ENERGY_ID_NORMAL lua_const("WEAPON_PACKUN_POISONBREATH_KINETIC_ENERGY_ID_NORMAL") #define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_NUM lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_NUM") #define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_START lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_START") #define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_SHOOT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_SHOOT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_FALL lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_FALL") #define WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_HOP lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_KIND_HOP") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_FLAG lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_FLAG") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_INT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_INT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_FLOAT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_START_FLOAT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_START_WORK_FLAG_IS_GROUND lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_START_WORK_FLAG_IS_GROUND") #define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLAG_KIRBY lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLAG_KIRBY") #define WEAPON_PACKUN_SPIKEBALL_HOP_REASON_LEFT_HIT lua_const("WEAPON_PACKUN_SPIKEBALL_HOP_REASON_LEFT_HIT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_INT_HIT_REASON lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_INT_HIT_REASON") #define WEAPON_PACKUN_SPIKEBALL_HOP_REASON_RIGHT_HIT lua_const("WEAPON_PACKUN_SPIKEBALL_HOP_REASON_RIGHT_HIT") #define WEAPON_PACKUN_SPIKEBALL_HOP_REASON_DOWN_HIT lua_const("WEAPON_PACKUN_SPIKEBALL_HOP_REASON_DOWN_HIT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_LOOP_FLAG lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_LOOP_FLAG") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_LOOP_FLOAT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_LOOP_FLOAT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_MOTION_FRAME lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_MOTION_FRAME") #define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_INT_UPDOWN_STATUS lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_INT_UPDOWN_STATUS") #define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_X lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_X") #define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_POS_X_START lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_POS_X_START") #define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_DIFF_X_FROM_FOUNDER lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_DIFF_X_FROM_FOUNDER") #define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_UP_Y lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_UP_Y") #define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_POS_Y_START lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_POS_Y_START") #define WEAPON_PACKUN_SPIKEBALL_UD_UP lua_const("WEAPON_PACKUN_SPIKEBALL_UD_UP") #define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_DOWN_Y lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLAG_FOLLOW_DOWN_Y") #define WEAPON_PACKUN_SPIKEBALL_UD_NONE lua_const("WEAPON_PACKUN_SPIKEBALL_UD_NONE") #define WEAPON_PACKUN_SPIKEBALL_UD_DOWN lua_const("WEAPON_PACKUN_SPIKEBALL_UD_DOWN") #define WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_DOWN_LOWER_Y lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_LOOP_WORK_FLOAT_DOWN_LOWER_Y") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_FLAG lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_FLAG") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_INT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_INT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_FLOAT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_WAIT_FLOAT") #define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_SPEED_RATE lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLOAT_SPEED_RATE") #define WEAPON_PACKUN_SPIKEBALL_STATUS_SHOOT_WORK_FLAG_PASSABLE_END lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_SHOOT_WORK_FLAG_PASSABLE_END") #define WEAPON_PACKUN_SPIKEBALL_STATUS_SHOOT_WORK_FLOAT_ADD_ACCEL_X lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_SHOOT_WORK_FLOAT_ADD_ACCEL_X") #define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_INT_OWNER_ID lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_INT_OWNER_ID") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_FLAG lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_FLAG") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_INT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_INT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_FLOAT lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_WORK_KEEP_FLAG_HOP_FLOAT") #define WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_INT_HOP_NUM lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_INT_HOP_NUM") #define WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLAG_ATTACK_HIT_BOUND lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLAG_ATTACK_HIT_BOUND") #define WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLAG_CLEARED_ATTACK lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLAG_CLEARED_ATTACK") #define WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLOAT_DEGREE lua_const("WEAPON_PACKUN_SPIKEBALL_STATUS_HOP_WORK_FLOAT_DEGREE") #define FIGHTER_MOVIE_STATUS_KIND_PREPARE lua_const("FIGHTER_MOVIE_STATUS_KIND_PREPARE") #define FIGHTER_MOVIE_STATUS_KIND_PLAY lua_const("FIGHTER_MOVIE_STATUS_KIND_PLAY") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_INIT_PITCH lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_INIT_PITCH") #define LINK_ATTRIBUTE_REFERENCE_PARENT_LR lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_LR") #define WEAPON_LASSO_INSTANCE_WORK_ID_FLOAT_REACH_ANGLE lua_const("WEAPON_LASSO_INSTANCE_WORK_ID_FLOAT_REACH_ANGLE") #define PH2NDARY_CRAW_COLLIDE lua_const("PH2NDARY_CRAW_COLLIDE") #define ATTACK_SETOFF_KIND_THRU lua_const("ATTACK_SETOFF_KIND_THRU") #define ATTACK_LR_CHECK_F lua_const("ATTACK_LR_CHECK_F") #define COLLISION_CATEGORY_MASK_ALL lua_const("COLLISION_CATEGORY_MASK_ALL") #define ATTACK_SOUND_LEVEL_S lua_const("ATTACK_SOUND_LEVEL_S") #define COLLISION_SOUND_ATTR_CUTUP lua_const("COLLISION_SOUND_ATTR_CUTUP") #define ATTACK_REGION_ENERGY lua_const("ATTACK_REGION_ENERGY") #define ATTACK_SOUND_LEVEL_M lua_const("ATTACK_SOUND_LEVEL_M") #define ATTACK_SOUND_LEVEL_L lua_const("ATTACK_SOUND_LEVEL_L") #define ATTACK_SETOFF_KIND_ON lua_const("ATTACK_SETOFF_KIND_ON") #define ATTACK_LR_CHECK_POS lua_const("ATTACK_LR_CHECK_POS") #define COLLISION_SOUND_ATTR_BAT lua_const("COLLISION_SOUND_ATTR_BAT") #define ATTACK_REGION_OBJECT lua_const("ATTACK_REGION_OBJECT") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_BAT_REFLECT_MOTION_FRAME lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_BAT_REFLECT_MOTION_FRAME") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_BAT_REFLECT_MOTION_RATE lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_BAT_REFLECT_MOTION_RATE") #define MA_MSC_DAMAGE_DAMAGE_NO_REACTION lua_const("MA_MSC_DAMAGE_DAMAGE_NO_REACTION") #define MA_MSC_CMD_SHIELD_OFF lua_const("MA_MSC_CMD_SHIELD_OFF") #define FIGHTER_REFLECTOR_GROUP_HOMERUNBAT lua_const("FIGHTER_REFLECTOR_GROUP_HOMERUNBAT") #define COLLISION_SOUND_ATTR_MAGIC lua_const("COLLISION_SOUND_ATTR_MAGIC") #define ITEM_SWING_ACTION_BEGIN lua_const("ITEM_SWING_ACTION_BEGIN") #define COLLISION_SOUND_ATTR_KICK lua_const("COLLISION_SOUND_ATTR_KICK") #define COLLISION_SOUND_ATTR_PUNCH lua_const("COLLISION_SOUND_ATTR_PUNCH") #define ATTACK_REGION_SWORD lua_const("ATTACK_REGION_SWORD") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_DEATHSCYTHE_DAMAGE lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_DEATHSCYTHE_DAMAGE") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_DEATHSCYTHE_MAX_DAMAGE_SUB lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLOAT_DEATHSCYTHE_MAX_DAMAGE_SUB") #define ITEM_SWING_ACTION_BEGIN2 lua_const("ITEM_SWING_ACTION_BEGIN2") #define FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_DEATHSCYTHE_SMASH lua_const("FIGHTER_STATUS_ITEM_SWING_WORK_FLAG_DEATHSCYTHE_SMASH") #define ATTACK_REGION_BODY lua_const("ATTACK_REGION_BODY") #define ATTACK_REGION_NONE lua_const("ATTACK_REGION_NONE") #define FIGHTER_ATTACK_ABSOLUTE_KIND_CATCH lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_CATCH") #define MA_MSC_CMD_ATTACK_FP_IND lua_const("MA_MSC_CMD_ATTACK_FP_IND") #define COLLISION_SOUND_ATTR_NONE lua_const("COLLISION_SOUND_ATTR_NONE") #define COLLISION_SOUND_ATTR_FIRE lua_const("COLLISION_SOUND_ATTR_FIRE") #define COLLISION_SOUND_ATTR_BOMB lua_const("COLLISION_SOUND_ATTR_BOMB") #define FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP lua_const("FIGHTER_STATUS_RUN_BRAKE_FLAG_STOP") #define FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE_ENABLE_CONTROL lua_const("FIGHTER_STATUS_ESCAPE_AIR_FLAG_SLIDE_ENABLE_CONTROL") #define ATTACK_REGION_PUNCH lua_const("ATTACK_REGION_PUNCH") #define ATTACK_REGION_KICK lua_const("ATTACK_REGION_KICK") #define ATTACK_HEIGHT_LOW lua_const("ATTACK_HEIGHT_LOW") #define ATTACK_REGION_HEAD lua_const("ATTACK_REGION_HEAD") #define ATTACK_LR_CHECK_B lua_const("ATTACK_LR_CHECK_B") #define COLLISION_SITUATION_MASK_G lua_const("COLLISION_SITUATION_MASK_G") #define COLLISION_SITUATION_MASK_A lua_const("COLLISION_SITUATION_MASK_A") #define MA_MSC_CMD_GRAB_CLEAR_ALL lua_const("MA_MSC_CMD_GRAB_CLEAR_ALL") #define FIGHTER_STATUS_CATCH_FLAG_CATCH_WAIT lua_const("FIGHTER_STATUS_CATCH_FLAG_CATCH_WAIT") #define ATTACK_REGION_THROW lua_const("ATTACK_REGION_THROW") #define FIGHTER_HAVE_ITEM_WORK_TEMPORARY lua_const("FIGHTER_HAVE_ITEM_WORK_TEMPORARY") #define FIGHTER_KINETIC_TYPE_PASSIVE_CEIL lua_const("FIGHTER_KINETIC_TYPE_PASSIVE_CEIL") #define ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_ANGLE lua_const("ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_ANGLE") #define ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_SPEED lua_const("ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_SPEED") #define ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_POWER lua_const("ITEM_FIGHTER_VAR_FLOAT_ITEM_THROW_POWER") #define MA_MSC_CMD_REFLECTOR lua_const("MA_MSC_CMD_REFLECTOR") #define MA_MSC_CMD_ATTACK_NODE lua_const("MA_MSC_CMD_ATTACK_NODE") #define ITEM_FIREFLOWER_ACTION_OPEN lua_const("ITEM_FIREFLOWER_ACTION_OPEN") #define COLLISION_CATEGORY_MASK_NO_STAGE_GIMMICK lua_const("COLLISION_CATEGORY_MASK_NO_STAGE_GIMMICK") #define ATTACK_REGION_MAGIC lua_const("ATTACK_REGION_MAGIC") #define FIGHTER_MARIO_GENERATE_ARTICLE_FIREBALL lua_const("FIGHTER_MARIO_GENERATE_ARTICLE_FIREBALL") #define FIGHTER_MARIO_STATUS_SPECIAL_S_WORK_ID_FLOAT_REFLECT_MOTION_FRAME lua_const("FIGHTER_MARIO_STATUS_SPECIAL_S_WORK_ID_FLOAT_REFLECT_MOTION_FRAME") #define MA_MSC_CMD_SHIELD_ON lua_const("MA_MSC_CMD_SHIELD_ON") #define FIGHTER_MARIO_REFLECTOR_KIND_MANTLE lua_const("FIGHTER_MARIO_REFLECTOR_KIND_MANTLE") #define COLLISION_SOUND_ATTR_MARIO_MANT lua_const("COLLISION_SOUND_ATTR_MARIO_MANT") #define COLLISION_SOUND_ATTR_MARIO_LOCAL_COIN lua_const("COLLISION_SOUND_ATTR_MARIO_LOCAL_COIN") #define COLLISION_SOUND_ATTR_MARIO_LOCAL_COIN_LAST lua_const("COLLISION_SOUND_ATTR_MARIO_LOCAL_COIN_LAST") #define COLLISION_SOUND_ATTR_COIN lua_const("COLLISION_SOUND_ATTR_COIN") #define COLLISION_SOUND_ATTR_MARIO_COIN_LAST lua_const("COLLISION_SOUND_ATTR_MARIO_COIN_LAST") #define FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_FINAL_START_CAMERA lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_DISABLE_FINAL_START_CAMERA") #define SO_VAR_FLOAT_LR lua_const("SO_VAR_FLOAT_LR") #define MA_MSC_CMD_CAMERA_CAM_OFFSET lua_const("MA_MSC_CMD_CAMERA_CAM_OFFSET") #define ATTACK_LR_CHECK_SPEED lua_const("ATTACK_LR_CHECK_SPEED") #define COLLISION_SOUND_ATTR_MARIO_FIREBALL lua_const("COLLISION_SOUND_ATTR_MARIO_FIREBALL") #define COLLISION_SOUND_ATTR_MARIO_WATER_PUMP lua_const("COLLISION_SOUND_ATTR_MARIO_WATER_PUMP") #define ATTACK_HEIGHT_HIGH lua_const("ATTACK_HEIGHT_HIGH") #define FIGHTER_INSTANCE_WORK_ID_FLAG_REVERSE_LR_FINISH_CAMERA_THROW_ORBIT lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_REVERSE_LR_FINISH_CAMERA_THROW_ORBIT") #define FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_IGNORE_CRITICAL_ATTACK_ID lua_const("FIGHTER_DONKEY_STATUS_SPECIAL_N_WORK_INT_IGNORE_CRITICAL_ATTACK_ID") #define COLLISION_CATEGORY_MASK_NO_FLOOR lua_const("COLLISION_CATEGORY_MASK_NO_FLOOR") #define FIGHTER_DONKEY_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_DONKEY_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_WAIT_SHIELD lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_WAIT_SHIELD") #define FIGHTER_LINK_GENERATE_ARTICLE_SWORD_BEAM lua_const("FIGHTER_LINK_GENERATE_ARTICLE_SWORD_BEAM") #define ATTACK_REGION_ELBOW lua_const("ATTACK_REGION_ELBOW") #define FIGHTER_LINK_GENERATE_ARTICLE_PARASAIL lua_const("FIGHTER_LINK_GENERATE_ARTICLE_PARASAIL") #define ATTACK_REGION_BOMB lua_const("ATTACK_REGION_BOMB") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_ARTICLE_MOTION_RATE_SYNC lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_ARTICLE_MOTION_RATE_SYNC") #define COLLISION_SOUND_ATTR_ELEC lua_const("COLLISION_SOUND_ATTR_ELEC") #define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_BULLET_DISP lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_BULLET_DISP") #define FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_CHARGE lua_const("FIGHTER_SAMUS_STATUS_SPECIAL_N_FLAG_CHARGE") #define COLLISION_SOUND_ATTR_SAMUS_SCREW lua_const("COLLISION_SOUND_ATTR_SAMUS_SCREW") #define COLLISION_SOUND_ATTR_SAMUS_SCREW_FINISH lua_const("COLLISION_SOUND_ATTR_SAMUS_SCREW_FINISH") #define FIGHTER_SAMUS_STATUS_FINAL_WORK_FLOAT_OY lua_const("FIGHTER_SAMUS_STATUS_FINAL_WORK_FLOAT_OY") #define MA_MSC_CMD_ATTACK_SET_LERP lua_const("MA_MSC_CMD_ATTACK_SET_LERP") #define FIGHTER_SAMUSD_GENERATE_ARTICLE_CSHOT lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_CSHOT") #define COLLISION_SOUND_ATTR_SAMUSD_SCREW lua_const("COLLISION_SOUND_ATTR_SAMUSD_SCREW") #define COLLISION_SOUND_ATTR_SAMUSD_SCREW_FINISH lua_const("COLLISION_SOUND_ATTR_SAMUSD_SCREW_FINISH") #define FIGHTER_SAMUSD_GENERATE_ARTICLE_LASER lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_LASER") #define FIGHTER_SAMUSD_GENERATE_ARTICLE_LASER2 lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_LASER2") #define COLLISION_SOUND_ATTR_SLAP lua_const("COLLISION_SOUND_ATTR_SLAP") #define ATTACK_REGION_TAIL lua_const("ATTACK_REGION_TAIL") #define COLLISION_SOUND_ATTR_YOSHI_BITE_HIT lua_const("COLLISION_SOUND_ATTR_YOSHI_BITE_HIT") #define ATTACK_REGION_BITE lua_const("ATTACK_REGION_BITE") #define ATTACK_REGION_HIP lua_const("ATTACK_REGION_HIP") #define FIGHTER_ATTACK_KIND_VISUAL_SCENE lua_const("FIGHTER_ATTACK_KIND_VISUAL_SCENE") #define FIGHTER_ATTACK_ABSOLUTE_KIND_VISUAL_SCENE lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_VISUAL_SCENE") #define FIGHTER_STATUS_VISUAL_SCENE_FLAG_ABS_SET lua_const("FIGHTER_STATUS_VISUAL_SCENE_FLAG_ABS_SET") #define FIGHTER_STATUS_VISUAL_SCENE_FLAG_END_EXIT lua_const("FIGHTER_STATUS_VISUAL_SCENE_FLAG_END_EXIT") #define COLLISION_SOUND_ATTR_YOSHI_EGG_HIT lua_const("COLLISION_SOUND_ATTR_YOSHI_EGG_HIT") #define FIGHTER_STATUS_JUMP_FLY_NEXT lua_const("FIGHTER_STATUS_JUMP_FLY_NEXT") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_FINISH_CAMERA_THROW_RAY_LENGTH lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_FINISH_CAMERA_THROW_RAY_LENGTH") #define FIGHTER_INSTANCE_WORK_ID_FLAG_RAY_CHECK_FINISH_CAMERA_THROW lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_RAY_CHECK_FINISH_CAMERA_THROW") #define FIGHTER_STATUS_ITEM_LIFT_WORK_FLAG_STOP lua_const("FIGHTER_STATUS_ITEM_LIFT_WORK_FLAG_STOP") #define COLLISION_SITUATION_MASK_G_d lua_const("COLLISION_SITUATION_MASK_G_d") #define COLLISION_SITUATION_MASK_GA_d lua_const("COLLISION_SITUATION_MASK_GA_d") #define ATTACK_REGION_HAMMER lua_const("ATTACK_REGION_HAMMER") #define FIGHTER_KIRBY_GENERATE_ARTICLE_FINALCUTTERSHOT lua_const("FIGHTER_KIRBY_GENERATE_ARTICLE_FINALCUTTERSHOT") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_SWING_HOLD lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_SWING_HOLD") #define FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_RELEASE lua_const("FIGHTER_KIRBY_STATUS_WORK_ID_FLAG_FINAL_RELEASE") #define WEAPON_FOX_ARWING_STATUS_WORK_FLAG_SET_DEPTH_OFFSET lua_const("WEAPON_FOX_ARWING_STATUS_WORK_FLAG_SET_DEPTH_OFFSET") #define COLLISION_SOUND_ATTR_FOX_BLASTER lua_const("COLLISION_SOUND_ATTR_FOX_BLASTER") #define COLLISION_SOUND_ATTR_FOX_TAIL lua_const("COLLISION_SOUND_ATTR_FOX_TAIL") #define FIGHTER_FOX_STATUS_ATTACK_AIR_FLAG_LANDING_DISABLE_ATTACK lua_const("FIGHTER_FOX_STATUS_ATTACK_AIR_FLAG_LANDING_DISABLE_ATTACK") #define ATTACK_REGION_KNEE lua_const("ATTACK_REGION_KNEE") #define FIGHTER_FOX_GENERATE_ARTICLE_BLASTER_BULLET lua_const("FIGHTER_FOX_GENERATE_ARTICLE_BLASTER_BULLET") #define FIGHTER_FOX_GENERATE_ARTICLE_ILLUSION lua_const("FIGHTER_FOX_GENERATE_ARTICLE_ILLUSION") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK") #define FIGHTER_ATTACK_ABSOLUTE_KIND_FOX_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_FOX_FINAL") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_START_CAPTION lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_START_CAPTION") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_1 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_1") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_1 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_1") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_1 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_1") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_1 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_1") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_2 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_2") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_2 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_2") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_2 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_2") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_2 lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_2") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_CAPTION lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_END_CAPTION") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT") #define FIGHTER_PIKACHU_GENERATE_ARTICLE_DENGEKIDAMA lua_const("FIGHTER_PIKACHU_GENERATE_ARTICLE_DENGEKIDAMA") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_ATTACK_TRIGGER lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_SKULL_BASH_ATTACK_TRIGGER") #define COLLISION_SOUND_ATTR_LUIGI_ATTACKDASH lua_const("COLLISION_SOUND_ATTR_LUIGI_ATTACKDASH") #define COLLISION_SOUND_ATTR_LUIGI_SMASH lua_const("COLLISION_SOUND_ATTR_LUIGI_SMASH") #define COLLISION_PART_MASK_BODY_HEAD lua_const("COLLISION_PART_MASK_BODY_HEAD") #define FIGHTER_LUIGI_STATUS_AIR_LASSO_FLAG_SHOOT_PLUNGER lua_const("FIGHTER_LUIGI_STATUS_AIR_LASSO_FLAG_SHOOT_PLUNGER") #define FIGHTER_LUIGI_GENERATE_ARTICLE_FIREBALL lua_const("FIGHTER_LUIGI_GENERATE_ARTICLE_FIREBALL") #define FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S_RAM lua_const("FIGHTER_KINETIC_TYPE_LUIGI_SPECIAL_S_RAM") #define FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_BRAKE lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_S_RAM_FLAG_BRAKE") #define FIGHTER_LUIGI_STATUS_SPECIAL_HI_FLAG_CRITICAL_HIT lua_const("FIGHTER_LUIGI_STATUS_SPECIAL_HI_FLAG_CRITICAL_HIT") #define ATTACK_REGION_PSI lua_const("ATTACK_REGION_PSI") #define COLLISION_SOUND_ATTR_NESS_BAT lua_const("COLLISION_SOUND_ATTR_NESS_BAT") #define ATTACK_REGION_BAT lua_const("ATTACK_REGION_BAT") #define FIGHTER_NESS_GENERATE_ARTICLE_PK_FIRE lua_const("FIGHTER_NESS_GENERATE_ARTICLE_PK_FIRE") #define FIGHTER_NESS_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_NESS_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_CRITICAL lua_const("FIGHTER_NESS_STATUS_SPECIAL_HI_FLAG_CRITICAL") #define FIGHTER_NESS_CLIFF_HANG_DATA_DEFAULT lua_const("FIGHTER_NESS_CLIFF_HANG_DATA_DEFAULT") #define MA_MSC_CMD_ARTICLE_SET_OFFSET_ARTICLE lua_const("MA_MSC_CMD_ARTICLE_SET_OFFSET_ARTICLE") #define MA_MSC_CMD_CANCEL_ENABLE_CANCEL lua_const("MA_MSC_CMD_CANCEL_ENABLE_CANCEL") #define FIGHTER_CAPTAIN_STATUS_ATTACK_AIR_WORK_INT_CRITICAL_ATTACK_ID lua_const("FIGHTER_CAPTAIN_STATUS_ATTACK_AIR_WORK_INT_CRITICAL_ATTACK_ID") #define FIGHTER_CAPTAIN_STATUS_ATTACK_AIR_WORK_FLAG_CRITICAL lua_const("FIGHTER_CAPTAIN_STATUS_ATTACK_AIR_WORK_FLAG_CRITICAL") #define GROUND_CLIFF_CHECK_KIND_ALWAYS_BACK lua_const("GROUND_CLIFF_CHECK_KIND_ALWAYS_BACK") #define MA_MSC_CMD_CAMERA_CAM_RESET lua_const("MA_MSC_CMD_CAMERA_CAM_RESET") #define FIGHTER_ATTACK_ABSOLUTE_KIND_CAPTAIN_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_CAPTAIN_FINAL") #define FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_CAPTAIN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define COLLISION_SOUND_ATTR_HARISEN lua_const("COLLISION_SOUND_ATTR_HARISEN") #define COLLISION_SOUND_ATTR_PEACH_BINTA lua_const("COLLISION_SOUND_ATTR_PEACH_BINTA") #define COLLISION_SOUND_ATTR_PEACH_FRYINGPAN lua_const("COLLISION_SOUND_ATTR_PEACH_FRYINGPAN") #define COLLISION_SOUND_ATTR_PEACH_GOLF lua_const("COLLISION_SOUND_ATTR_PEACH_GOLF") #define COLLISION_SOUND_ATTR_PEACH_TENNIS lua_const("COLLISION_SOUND_ATTR_PEACH_TENNIS") #define FIGHTER_PEACH_SHIELD_KIND_KINOPIO_GUARD lua_const("FIGHTER_PEACH_SHIELD_KIND_KINOPIO_GUARD") #define FIGHTER_PEACH_SHIELD_GROUP_KIND_KINOPIO_GUARD lua_const("FIGHTER_PEACH_SHIELD_GROUP_KIND_KINOPIO_GUARD") #define FIGHTER_PEACH_GENERATE_ARTICLE_KINOPIOSPORE lua_const("FIGHTER_PEACH_GENERATE_ARTICLE_KINOPIOSPORE") #define FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_SPECIAL_N_RAISE lua_const("FIGHTER_PEACH_INSTANCE_WORK_ID_FLAG_SPECIAL_N_RAISE") #define FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_N_RAISE lua_const("FIGHTER_KINETIC_TYPE_PEACH_SPECIAL_AIR_N_RAISE") #define ATTACK_DIRECTION_Y lua_const("ATTACK_DIRECTION_Y") #define ATTACK_REGION_PARASOL lua_const("ATTACK_REGION_PARASOL") #define COLLISION_SOUND_ATTR_PEACH_PARASOL lua_const("COLLISION_SOUND_ATTR_PEACH_PARASOL") #define FIGHTER_PEACH_STATUS_SPECIAL_LW_WORK_INT_IS_DAIKON_GENERATABLE lua_const("FIGHTER_PEACH_STATUS_SPECIAL_LW_WORK_INT_IS_DAIKON_GENERATABLE") #define FIGHTER_PEACH_GENERATE_ARTICLE_DAIKON lua_const("FIGHTER_PEACH_GENERATE_ARTICLE_DAIKON") #define FIGHTER_PEACH_STATUS_FINAL_FLAG_AFFECT_ENABLE lua_const("FIGHTER_PEACH_STATUS_FINAL_FLAG_AFFECT_ENABLE") #define COLLISION_SOUND_ATTR_DAISY_BINTA lua_const("COLLISION_SOUND_ATTR_DAISY_BINTA") #define COLLISION_SOUND_ATTR_DAISY_FRYINGPAN lua_const("COLLISION_SOUND_ATTR_DAISY_FRYINGPAN") #define COLLISION_SOUND_ATTR_DAISY_GOLF lua_const("COLLISION_SOUND_ATTR_DAISY_GOLF") #define COLLISION_SOUND_ATTR_DAISY_TENNIS lua_const("COLLISION_SOUND_ATTR_DAISY_TENNIS") #define FIGHTER_DAISY_GENERATE_ARTICLE_KINOPIOSPORE lua_const("FIGHTER_DAISY_GENERATE_ARTICLE_KINOPIOSPORE") #define COLLISION_SOUND_ATTR_DAISY_PARASOL lua_const("COLLISION_SOUND_ATTR_DAISY_PARASOL") #define FIGHTER_DAISY_GENERATE_ARTICLE_DAIKON lua_const("FIGHTER_DAISY_GENERATE_ARTICLE_DAIKON") #define COLLISION_SOUND_ATTR_HEAVY lua_const("COLLISION_SOUND_ATTR_HEAVY") #define FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_GRAVITY_STABLE_UNABLE lua_const("FIGHTER_STATUS_WORK_ID_FLAG_RESERVE_GRAVITY_STABLE_UNABLE") #define FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_ACCEL lua_const("FIGHTER_SHEIK_STATUS_SPECIAL_LW_FLAG_ACCEL") #define FIGHTER_SHEIK_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_SHEIK_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT") #define COLLISION_SOUND_ATTR_SHEIK_FINAL_KICK lua_const("COLLISION_SOUND_ATTR_SHEIK_FINAL_KICK") #define COLLISION_SOUND_ATTR_SHEIK_FINAL_PUNCH lua_const("COLLISION_SOUND_ATTR_SHEIK_FINAL_PUNCH") #define EFFECT_SCREEN_PRIO_FINAL lua_const("EFFECT_SCREEN_PRIO_FINAL") #define FIGHTER_STATUS_ESCAPE_FLAG_MOTION_RATE_PENALTY lua_const("FIGHTER_STATUS_ESCAPE_FLAG_MOTION_RATE_PENALTY") #define ATTACK_SOUND_LEVEL_LL lua_const("ATTACK_SOUND_LEVEL_LL") #define FIGHTER_MARIOD_GENERATE_ARTICLE_DRCAPSULE lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_DRCAPSULE") #define FIGHTER_MARIOD_GENERATE_ARTICLE_STETHOSCOPE lua_const("FIGHTER_MARIOD_GENERATE_ARTICLE_STETHOSCOPE") #define FIGHTER_MARIOD_STATUS_SPECIAL_S_WORK_ID_FLOAT_REFLECT_MOTION_FRAME lua_const("FIGHTER_MARIOD_STATUS_SPECIAL_S_WORK_ID_FLOAT_REFLECT_MOTION_FRAME") #define FIGHTER_MARIOD_REFLECTOR_KIND_DRMANTLE lua_const("FIGHTER_MARIOD_REFLECTOR_KIND_DRMANTLE") #define COLLISION_SOUND_ATTR_MARIOD_MANT lua_const("COLLISION_SOUND_ATTR_MARIOD_MANT") #define COLLISION_SOUND_ATTR_MARIOD_CAPSULE lua_const("COLLISION_SOUND_ATTR_MARIOD_CAPSULE") #define WEAPON_MARIOD_HUGECAPSULE_GENERATE_ARTICLE_DRCAPSULE lua_const("WEAPON_MARIOD_HUGECAPSULE_GENERATE_ARTICLE_DRCAPSULE") #define FIGHTER_PICHU_GENERATE_ARTICLE_DENGEKIDAMA lua_const("FIGHTER_PICHU_GENERATE_ARTICLE_DENGEKIDAMA") #define WEAPON_FALCO_ARWING_STATUS_WORK_FLAG_SET_DEPTH_OFFSET lua_const("WEAPON_FALCO_ARWING_STATUS_WORK_FLAG_SET_DEPTH_OFFSET") #define COLLISION_SOUND_ATTR_FALCO_BLASTER lua_const("COLLISION_SOUND_ATTR_FALCO_BLASTER") #define FIGHTER_FALCO_GENERATE_ARTICLE_BLASTER_BULLET lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_BLASTER_BULLET") #define FIGHTER_FALCO_GENERATE_ARTICLE_ILLUSION lua_const("FIGHTER_FALCO_GENERATE_ARTICLE_ILLUSION") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_START_CAPTION lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_START_CAPTION") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_1 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_1") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_2 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_SELF_2") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_1 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_1") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_2 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_1_2") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_1 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_1") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_2 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_2_2") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_1 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_1") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_2 lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ARIGNWSHOT_CONSORT_3_2") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_CAPTION lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_END_CAPTION") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT") #define COLLISION_SOUND_ATTR_MARTH_SWORD lua_const("COLLISION_SOUND_ATTR_MARTH_SWORD") #define ATTACK_DIRECTION_NONE lua_const("ATTACK_DIRECTION_NONE") #define COLLISION_PART_MASK_HEAD lua_const("COLLISION_PART_MASK_HEAD") #define ATTACK_DIRECTION_Z lua_const("ATTACK_DIRECTION_Z") #define FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_SPECIAL_HI_SET_LR lua_const("FIGHTER_MARTH_STATUS_SPECIAL_HI_FLAG_SPECIAL_HI_SET_LR") #define FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_MARTH_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT") #define WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_SHOOT lua_const("WEAPON_TOONLINK_HOOKSHOT_STATUS_KIND_SHOOT") #define FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_OFF_MAP_COLL_OFFSET lua_const("FIGHTER_LINK_INSTANCE_WORK_ID_FLAG_OFF_MAP_COLL_OFFSET") #define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_NAVY lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_NAVY") #define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOW lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOW") #define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOWARROW") #define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOOMERANG lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_BOOMERANG") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_SET_DAMAGE_FLY_N lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_SET_DAMAGE_FLY_N") #define FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_READY_FINISH lua_const("FIGHTER_LINK_STATUS_WORK_ID_FLAG_FINAL_READY_FINISH") #define FIGHTER_GANON_STATUS_ATTACK_WORK_FLAG_CRITICAL lua_const("FIGHTER_GANON_STATUS_ATTACK_WORK_FLAG_CRITICAL") #define FIGHTER_GANON_STATUS_ATTACK_WORK_INT_IGNORE_CRITICAL_ATTACK_ID lua_const("FIGHTER_GANON_STATUS_ATTACK_WORK_INT_IGNORE_CRITICAL_ATTACK_ID") #define FIGHTER_GANON_GENERATE_ARTICLE_SWORD lua_const("FIGHTER_GANON_GENERATE_ARTICLE_SWORD") #define WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_HIT_RUMBLE_CHECK lua_const("WEAPON_GANON_GANOND_INSTANCE_WORK_ID_FLAG_HIT_RUMBLE_CHECK") #define COLLISION_CATEGORY_MASK_FEB lua_const("COLLISION_CATEGORY_MASK_FEB") #define FIGHTER_MEWTWO_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_MEWTWO_REFLECTOR_KIND_REFLECTOR") #define FIGHTER_MEWTWO_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_MEWTWO_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_MEWTWO_GENERATE_ARTICLE_BINDBALL lua_const("FIGHTER_MEWTWO_GENERATE_ARTICLE_BINDBALL") #define COLLISION_CATEGORY_MASK_NO_STAGE lua_const("COLLISION_CATEGORY_MASK_NO_STAGE") #define COLLISION_SOUND_ATTR_ROY_HIT lua_const("COLLISION_SOUND_ATTR_ROY_HIT") #define FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_ROY_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT") #define COLLISION_SOUND_ATTR_CHROM_HIT lua_const("COLLISION_SOUND_ATTR_CHROM_HIT") #define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME_INIT lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME_INIT") #define FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME lua_const("FIGHTER_ROY_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME") #define FIGHTER_ROY_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_ROY_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT") #define FIGHTER_ROY_ATTACK_GROUP_KIND_FINAL_CHROM lua_const("FIGHTER_ROY_ATTACK_GROUP_KIND_FINAL_CHROM") #define FIGHTER_ATTACK_ABSOLUTE_KIND_CHROM_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_CHROM_FINAL") #define FIGHTER_ROY_ATTACK_GROUP_KIND_FINAL_FINISH_CHROM lua_const("FIGHTER_ROY_ATTACK_GROUP_KIND_FINAL_FINISH_CHROM") #define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_SPRAY lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_SPRAY") #define FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_NORMAL_WEAPON_KIND lua_const("FIGHTER_GAMEWATCH_INSTANCE_WORK_ID_INT_NORMAL_WEAPON_KIND") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_NORMAL_WEAPON lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_NORMAL_WEAPON") #define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_CHAIR lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_CHAIR") #define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_MANHOLE lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_MANHOLE") #define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_TROPICALFISH lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_TROPICALFISH") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_BOMB lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_BOMB") #define WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_TURTLE lua_const("WEAPON_GAMEWATCH_NORMAL_WEAPON_KIND_TURTLE") #define FIGHTER_GAMEWATCH_GENERATE_ARTICLE_BREATH lua_const("FIGHTER_GAMEWATCH_GENERATE_ARTICLE_BREATH") #define SO_VAR_FLOAT_MOTION_RATE_TOTAL lua_const("SO_VAR_FLOAT_MOTION_RATE_TOTAL") #define FIGHTER_GAMEWATCH_STATUS_THROW_FLAG_SET_STOCK_ICON lua_const("FIGHTER_GAMEWATCH_STATUS_THROW_FLAG_SET_STOCK_ICON") #define FIGHTER_GAMEWATCH_STATUS_THROW_WORK_FLOAT_STOCK_ICON_ROTATE lua_const("FIGHTER_GAMEWATCH_STATUS_THROW_WORK_FLOAT_STOCK_ICON_ROTATE") #define COLLISION_SOUND_ATTR_KAMEHIT lua_const("COLLISION_SOUND_ATTR_KAMEHIT") #define SPECIAL_PAINT_OIL lua_const("SPECIAL_PAINT_OIL") #define ATTACK_LR_CHECK_LEFT lua_const("ATTACK_LR_CHECK_LEFT") #define WEAPON_GAMEWATCH_OCTOPUS_LEG_A_PATTERN_1 lua_const("WEAPON_GAMEWATCH_OCTOPUS_LEG_A_PATTERN_1") #define WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_INT_CATCH_PATTERN_LEG_A lua_const("WEAPON_GAMEWATCH_OCTOPUS_STATUS_WORK_INT_CATCH_PATTERN_LEG_A") #define WEAPON_GAMEWATCH_OCTOPUS_LEG_A_PATTERN_2 lua_const("WEAPON_GAMEWATCH_OCTOPUS_LEG_A_PATTERN_2") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_SITUATION_CHANGE lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_SITUATION_CHANGE") #define FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_NO_HOP lua_const("FIGHTER_METAKNIGHT_STATUS_SPECIAL_LW_ATTACK_FLAG_NO_HOP") #define FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_END lua_const("FIGHTER_KINETIC_TYPE_METAKNIGHT_SPECIAL_LW_END") #define FIGHTER_METAKNIGHT_GENERATE_ARTICLE_BUNSHIN lua_const("FIGHTER_METAKNIGHT_GENERATE_ARTICLE_BUNSHIN") #define FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_METAKNIGHT_STATUS_FINAL_FLAG_ATTACK_END") #define COLLISION_SOUND_ATTR_METAKNIGHT_FINAL_HIT lua_const("COLLISION_SOUND_ATTR_METAKNIGHT_FINAL_HIT") #define ATTACK_REGION_PALUTENA lua_const("ATTACK_REGION_PALUTENA") #define FIGHTER_PIT_REFLECTOR_KIND_SPECIAL_S lua_const("FIGHTER_PIT_REFLECTOR_KIND_SPECIAL_S") #define FIGHTER_PIT_REFLECTOR_GROUP_SPECIAL_S lua_const("FIGHTER_PIT_REFLECTOR_GROUP_SPECIAL_S") #define FIGHTER_PIT_SHIELD_GROUP_KIND_SPECIAL_LW lua_const("FIGHTER_PIT_SHIELD_GROUP_KIND_SPECIAL_LW") #define FIGHTER_PIT_REFLECTOR_GROUP_SPECIAL_LW lua_const("FIGHTER_PIT_REFLECTOR_GROUP_SPECIAL_LW") #define FIGHTER_PITB_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_PITB_GENERATE_ARTICLE_BOWARROW") #define ATTACK_REGION_WHIP lua_const("ATTACK_REGION_WHIP") #define WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_SHOOT lua_const("WEAPON_SZEROSUIT_WHIP2_STATUS_KIND_SHOOT") #define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_PARALYZER_BULLET lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_PARALYZER_BULLET") #define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_RETICLE lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_RETICLE") #define FIGHTER_SZEROSUIT_GENERATE_ARTICLE_SAMUSP lua_const("FIGHTER_SZEROSUIT_GENERATE_ARTICLE_SAMUSP") #define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_EAT_CHECK lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_EAT_CHECK") #define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE") #define FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_ITEM_USE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_N_FLAG_ITEM_USE") #define FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_ESCAPE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_S_FLAG_ESCAPE") #define FIGHTER_WARIO_STATUS_SPECIAL_HI_FLAG_DISABLE_MOTION_ANGLE lua_const("FIGHTER_WARIO_STATUS_SPECIAL_HI_FLAG_DISABLE_MOTION_ANGLE") #define FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_CRITICAL_HIT lua_const("FIGHTER_WARIO_STATUS_SPECIAL_LW_FLAG_CRITICAL_HIT") #define FIGHTER_WARIO_GENERATE_ARTICLE_GARLIC lua_const("FIGHTER_WARIO_GENERATE_ARTICLE_GARLIC") #define FIGHTER_ATTACK_ABSOLUTE_KIND_DEDEDE_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_DEDEDE_FINAL") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_ABS_SET lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_ABS_SET") #define FIGHTER_ATTACK_ABSOLUTE_KIND_WARIO_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_WARIO_FINAL") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_ABS_HIT lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_ABS_HIT") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_1 lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_1") #define FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_TARGET_MOTION_RATE lua_const("FIGHTER_WARIO_STATUS_FINAL_WORK_FLOAT_TARGET_MOTION_RATE") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_MOTION_RATE_SET lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_MOTION_RATE_SET") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_2 lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_2") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_3 lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_3") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_ATTACK_ABS_RESET lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_ATTACK_ABS_RESET") #define FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_4 lua_const("FIGHTER_WARIO_STATUS_FINAL_FLAG_TARGET_PRESET_4") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_BUMP_WARIO_AWAY lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_FLAG_BUMP_WARIO_AWAY") #define WEAPON_WARIO_WARIOBIKE_INSTANCE_WORK_ID_FLAG_BROKEN_ATTACK lua_const("WEAPON_WARIO_WARIOBIKE_INSTANCE_WORK_ID_FLAG_BROKEN_ATTACK") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_OBJECT lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_OBJECT") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_HIT_GROUP lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_HIT_GROUP") #define WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_HIT_NO lua_const("WEAPON_WARIO_WARIOBIKE_STATUS_WORK_INT_TARGET_HIT_NO") #define WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_LIGHT_ON lua_const("WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_LIGHT_ON") #define WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_SHOOT lua_const("WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_SHOOT") #define WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_AWAY lua_const("WEAPON_SNAKE_NIKITA_INSTANCE_WORK_ID_FLAG_AWAY") #define FIGHTER_SNAKE_STATUS_SPECIAL_LW_EXPLODING_FLAG_C4_STARTUP lua_const("FIGHTER_SNAKE_STATUS_SPECIAL_LW_EXPLODING_FLAG_C4_STARTUP") #define WEAPON_SNAKE_NIKITA_GENERATE_ARTICLE_MISSILE lua_const("WEAPON_SNAKE_NIKITA_GENERATE_ARTICLE_MISSILE") #define WEAPON_SNAKE_TRENCHMORTAR_GENERATE_ARTICLE_BULLET lua_const("WEAPON_SNAKE_TRENCHMORTAR_GENERATE_ARTICLE_BULLET") #define WEAPON_SNAKE_TRENCHMORTAR_BULLET_KINETIC_ENERGY_ID_GRAVITY lua_const("WEAPON_SNAKE_TRENCHMORTAR_BULLET_KINETIC_ENERGY_ID_GRAVITY") #define COLLISION_SOUND_ATTR_IKE lua_const("COLLISION_SOUND_ATTR_IKE") #define FIGHTER_IKE_INSTANCE_WORK_ID_FLAG_SWORD_FINAL lua_const("FIGHTER_IKE_INSTANCE_WORK_ID_FLAG_SWORD_FINAL") #define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME_INIT lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME_INIT") #define FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME lua_const("FIGHTER_IKE_STATUS_SPECIAL_HI_WORK_FLOAT_SLIDEGAP_RECOVER_FRAME") #define FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_IKE_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT") #define FIGHTER_IKE_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION_VARIATION lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION_VARIATION") #define FIGHTER_IKE_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION") #define FIGHTER_IKE_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_IKE_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION") #define FIGHTER_IKE_STATUS_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_IKE_STATUS_FINAL_FLAG_ATTACK_END") #define ATTACK_LR_CHECK_PART lua_const("ATTACK_LR_CHECK_PART") #define ATTACK_REGION_WATER lua_const("ATTACK_REGION_WATER") #define COLLISION_SOUND_ATTR_WATER lua_const("COLLISION_SOUND_ATTR_WATER") #define FIGHTER_PZENIGAME_GENERATE_ARTICLE_WATER lua_const("FIGHTER_PZENIGAME_GENERATE_ARTICLE_WATER") #define COLLISION_SOUND_ATTR_ZENIGAME_SHELLHIT lua_const("COLLISION_SOUND_ATTR_ZENIGAME_SHELLHIT") #define FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_SEED lua_const("FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_SEED") #define FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_LEAFCUTTER lua_const("FIGHTER_PFUSHIGISOU_GENERATE_ARTICLE_LEAFCUTTER") #define FIGHTER_PLIZARDON_GENERATE_ARTICLE_DAIMONJI lua_const("FIGHTER_PLIZARDON_GENERATE_ARTICLE_DAIMONJI") #define FIGHTER_PLIZARDON_STATUS_FINAL_FLAG_LAST_DAIMONJI lua_const("FIGHTER_PLIZARDON_STATUS_FINAL_FLAG_LAST_DAIMONJI") #define COLLISION_SOUND_ATTR_LIZARDON_FIRE lua_const("COLLISION_SOUND_ATTR_LIZARDON_FIRE") #define WEAPON_PLIZARDON_DAIMONJI_INSTANCE_WORK_ID_FLAG_LAST lua_const("WEAPON_PLIZARDON_DAIMONJI_INSTANCE_WORK_ID_FLAG_LAST") #define WEAPON_PTRAINER_PLIZARDON_GENERATE_ARTICLE_DAIMONJI lua_const("WEAPON_PTRAINER_PLIZARDON_GENERATE_ARTICLE_DAIMONJI") #define WEAPON_PTRAINER_PLIZARDON_STATUS_FINAL_WORK_FLAG_LAST_DAIMONJI lua_const("WEAPON_PTRAINER_PLIZARDON_STATUS_FINAL_WORK_FLAG_LAST_DAIMONJI") #define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_ON lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_ON") #define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_1 lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_1") #define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_2 lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_2") #define WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_OFF lua_const("WEAPON_PTRAINER_PTRAINER_FINAL_WINDOW_KIND_MSG_OFF") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_GUN_LEFT lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_GUN_LEFT") #define FIGHTER_DIDDY_STATUS_FINAL_FLAG_GUN_RIGHT lua_const("FIGHTER_DIDDY_STATUS_FINAL_FLAG_GUN_RIGHT") #define FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_WIN_PEANUTS_TYPE lua_const("FIGHTER_DIDDY_STATUS_FINAL_WORK_INT_WIN_PEANUTS_TYPE") #define FIGHTER_DIDDY_GENERATE_ARTICLE_PEANUTS lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_PEANUTS") #define FIGHTER_DIDDY_GENERATE_ARTICLE_ITEM_PEANUTS lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_ITEM_PEANUTS") #define COLLISION_SOUND_ATTR_DIDDY_SCRATCH lua_const("COLLISION_SOUND_ATTR_DIDDY_SCRATCH") #define FIGHTER_DIDDY_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_DIDDY_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_DIDDY_GENERATE_ARTICLE_ITEM_BANANA lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_ITEM_BANANA") #define FIGHTER_DIDDY_GENERATE_ARTICLE_EXPLOSION lua_const("FIGHTER_DIDDY_GENERATE_ARTICLE_EXPLOSION") #define COLLISION_SOUND_ATTR_LUCAS_BAT lua_const("COLLISION_SOUND_ATTR_LUCAS_BAT") #define COLLISION_CATEGORY_MASK_NO_IF lua_const("COLLISION_CATEGORY_MASK_NO_IF") #define FIGHTER_LUCAS_GENERATE_ARTICLE_NEEDLE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_NEEDLE") #define FIGHTER_LUCAS_GENERATE_ARTICLE_PK_FIRE lua_const("FIGHTER_LUCAS_GENERATE_ARTICLE_PK_FIRE") #define FIGHTER_LUCAS_CLIFF_HANG_DATA_SPECIAL_HI lua_const("FIGHTER_LUCAS_CLIFF_HANG_DATA_SPECIAL_HI") #define FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_CRITICAL lua_const("FIGHTER_LUCAS_STATUS_SPECIAL_HI_FLAG_CRITICAL") #define FIGHTER_LUCAS_CLIFF_HANG_DATA_START lua_const("FIGHTER_LUCAS_CLIFF_HANG_DATA_START") #define FIGHTER_SONIC_STATUS_DASH_FLAG_BRAKE_INCREASE lua_const("FIGHTER_SONIC_STATUS_DASH_FLAG_BRAKE_INCREASE") #define ATTACK_HEIGHT_MIDDLE lua_const("ATTACK_HEIGHT_MIDDLE") #define FIGHTER_SONIC_GENERATE_ARTICLE_CHAOSEMERALD lua_const("FIGHTER_SONIC_GENERATE_ARTICLE_CHAOSEMERALD") #define COLLISION_CATEGORY_MASK_FIEB lua_const("COLLISION_CATEGORY_MASK_FIEB") #define FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_IS_KIRBY lua_const("FIGHTER_SONIC_STATUS_SPECIAL_N_HOMING_FLAG_IS_KIRBY") #define FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_ATTACK_ID_DEFAULT lua_const("FIGHTER_SONIC_STATUS_SPECIAL_S_DASH_ATTACK_ID_DEFAULT") #define COLLISION_SOUND_ATTR_DEDEDE lua_const("COLLISION_SOUND_ATTR_DEDEDE") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_WADDLEDEE lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_WADDLEDEE") #define COLLISION_KIND_MASK_AH lua_const("COLLISION_KIND_MASK_AH") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_INHALE lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_INHALE") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SWALLOW_COMP") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_ITEM_REMOVE") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_ITEM_USE lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_ITEM_USE") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SPIT lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_FLAG_SPIT") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_STAR_MISSILE lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_STAR_MISSILE") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_TASK lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_TASK") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_GROUP lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_GROUP") #define FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_NO lua_const("FIGHTER_DEDEDE_STATUS_SPECIAL_N_WORK_INT_TARGET_HIT_NO") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_PUTOUT") #define FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_MISS_SEARCH lua_const("FIGHTER_DEDEDE_STATUS_GORDO_THROW_FLAG_MISS_SEARCH") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_STAR_RIGHT lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_STAR_RIGHT") #define FIGHTER_DEDEDE_GENERATE_ARTICLE_STAR lua_const("FIGHTER_DEDEDE_GENERATE_ARTICLE_STAR") #define FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_STAR_LEFT lua_const("FIGHTER_DEDEDE_STATUS_SUPER_JUMP_WORK_FLAG_STAR_LEFT") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT") #define FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_DEDEDE_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define FIGHTER_PIKMIN_INSTANCE_WORK_INT_THROW_PIKMIN_VARIATION lua_const("FIGHTER_PIKMIN_INSTANCE_WORK_INT_THROW_PIKMIN_VARIATION") #define WEAPON_PIKMIN_PIKMIN_VARIATION_RED lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_RED") #define WEAPON_PIKMIN_PIKMIN_VARIATION_YELLOW lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_YELLOW") #define WEAPON_PIKMIN_PIKMIN_VARIATION_WHITE lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_WHITE") #define WEAPON_PIKMIN_PIKMIN_VARIATION_VIOLET lua_const("WEAPON_PIKMIN_PIKMIN_VARIATION_VIOLET") #define FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN1 lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN1") #define FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN2 lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN2") #define FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN3 lua_const("FIGHTER_PIKMIN_GENERATE_ARTICLE_WIN3") #define FIGHTER_PIKMIN_WIN_WPN_DATA_WIN3 lua_const("FIGHTER_PIKMIN_WIN_WPN_DATA_WIN3") #define FIGHTER_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_MOT_RATE lua_const("FIGHTER_PIKMIN_STATUS_PULL_OUT_WORK_FLOAT_MOT_RATE") #define FIGHTER_PIKMIN_STATUS_SPECIAL_LW_FLAG_SORT lua_const("FIGHTER_PIKMIN_STATUS_SPECIAL_LW_FLAG_SORT") #define WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_FLAG_FINAL_STATUS_ON lua_const("WEAPON_PIKMIN_DOLFIN_STATUS_FINAL_FLY_WORK_FLAG_FINAL_STATUS_ON") #define WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_START_WORK_FLOAT_MOT_RATE lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_PULL_OUT_START_WORK_FLOAT_MOT_RATE") #define ATTACK_REGION_PIKMIN lua_const("ATTACK_REGION_PIKMIN") #define COLLISION_KIND_MASK_HSR lua_const("COLLISION_KIND_MASK_HSR") #define COLLISION_CATEGORY_MASK_FI lua_const("COLLISION_CATEGORY_MASK_FI") #define WEAPON_PIKMIN_PIKMIN_ATTACK_ABSOLUTE_KIND_CATCH lua_const("WEAPON_PIKMIN_PIKMIN_ATTACK_ABSOLUTE_KIND_CATCH") #define WEAPON_PIKMIN_PIKMIN_ATTACK_ABSOLUTE_KIND_THROW lua_const("WEAPON_PIKMIN_PIKMIN_ATTACK_ABSOLUTE_KIND_THROW") #define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_TASK lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_TASK") #define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_HIT_GROUP") #define WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_HIT_NO lua_const("WEAPON_PIKMIN_PIKMIN_STATUS_THROW_WORK_INT_TARGET_HIT_NO") #define COLLISION_SOUND_ATTR_LUCARIO lua_const("COLLISION_SOUND_ATTR_LUCARIO") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_FORCE_AURAPOWER_ATTACK_POWER_MUL lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLAG_FORCE_AURAPOWER_ATTACK_POWER_MUL") #define FIGHTER_LUCARIO_SHIELD_KIND_SPLIT lua_const("FIGHTER_LUCARIO_SHIELD_KIND_SPLIT") #define FIGHTER_LUCARIO_SHIELD_GROUP_KIND_SPLIT lua_const("FIGHTER_LUCARIO_SHIELD_GROUP_KIND_SPLIT") #define FIGHTER_ROBOT_REFLECTOR_KIND_ARMSPIN lua_const("FIGHTER_ROBOT_REFLECTOR_KIND_ARMSPIN") #define FIHGTER_ROBOT_AREA_KIND_FINAL_ROCK_ON lua_const("FIHGTER_ROBOT_AREA_KIND_FINAL_ROCK_ON") #define COLLISION_SOUND_ATTR_ROBOT_FINAL_HIT lua_const("COLLISION_SOUND_ATTR_ROBOT_FINAL_HIT") #define COLLISION_SOUND_ATTR_TOONLINK_HIT lua_const("COLLISION_SOUND_ATTR_TOONLINK_HIT") #define SO_VAR_INT_PREV_STATUS lua_const("SO_VAR_INT_PREV_STATUS") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_TAKT lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_TAKT") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_FAIRY lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_FAIRY") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_PIG lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_PIG") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_BOW lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_BOW") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_BOWARROW lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_BOWARROW") #define FIGHTER_TOONLINK_GENERATE_ARTICLE_BOOMERANG lua_const("FIGHTER_TOONLINK_GENERATE_ARTICLE_BOOMERANG") #define FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER lua_const("FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER") #define FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER_BULLET lua_const("FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER_BULLET") #define FIGHTER_WOLF_GENERATE_ARTICLE_ILLUSION lua_const("FIGHTER_WOLF_GENERATE_ARTICLE_ILLUSION") #define FIGHTER_MURABITO_GENERATE_ARTICLE_SLINGSHOT lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_SLINGSHOT") #define FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH lua_const("FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH") #define FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH_DASH lua_const("FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH_DASH") #define FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH_TURN lua_const("FIGHTER_MURABITO_AREA_KIND_SEARCH_ITEM_CATCH_TURN") #define MA_MSC_CMD_ITEM_THROW_ITEM_OFFSET_MOTION lua_const("MA_MSC_CMD_ITEM_THROW_ITEM_OFFSET_MOTION") #define ATTACK_LR_CHECK_LR lua_const("ATTACK_LR_CHECK_LR") #define WEAPON_MURABITO_TOMNOOK_ATTACK_ABSOLUTE_KIND_BOMB lua_const("WEAPON_MURABITO_TOMNOOK_ATTACK_ABSOLUTE_KIND_BOMB") #define WEAPON_ROCKMAN_AIRSHOOTER_INSTANCE_WORK_ID_FLAG_ATTACK_VECTOR_REVERSE_UD_CHECK lua_const("WEAPON_ROCKMAN_AIRSHOOTER_INSTANCE_WORK_ID_FLAG_ATTACK_VECTOR_REVERSE_UD_CHECK") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_PULL lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_PULL") #define WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_SEND_ATTACK_END lua_const("WEAPON_ROCKMAN_BLACKHOLE_STATUS_WORK_FLAG_SEND_ATTACK_END") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKBUSTER lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_ROCKBUSTER") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_CHARGESHOT lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_CHARGESHOT") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_AIRSHOOTER lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_AIRSHOOTER") #define FIGHTER_ROCKMAN_GENERATE_ARTICLE_HARDKNUCKLE lua_const("FIGHTER_ROCKMAN_GENERATE_ARTICLE_HARDKNUCKLE") #define FIGHTER_ATTACK_ABSOLUTE_KIND_ROCKMAN_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_ROCKMAN_FINAL") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT") #define FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_ROCKMAN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define WEAPON_ROCKMAN_HARDKNUCKLE_INSTANCE_WORK_ID_FLAG_ATTACK_VECTOR_REVERSE_UD_CHECK lua_const("WEAPON_ROCKMAN_HARDKNUCKLE_INSTANCE_WORK_ID_FLAG_ATTACK_VECTOR_REVERSE_UD_CHECK") #define WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_EXIT lua_const("WEAPON_ROCKMAN_RUSHCOIL_INSTANCE_WORK_ID_FLAG_EXIT") #define FIGHTER_WIIFIT_GENERATE_ARTICLE_TOWEL lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_TOWEL") #define COLLISION_CATEGORY_MASK_NO_FIGHTER lua_const("COLLISION_CATEGORY_MASK_NO_FIGHTER") #define FIGHTER_WIIFIT_GENERATE_ARTICLE_HULAHOOP lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_HULAHOOP") #define FIGHTER_WIIFIT_GENERATE_ARTICLE_SILHOUETTE lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_SILHOUETTE") #define FIGHTER_WIIFIT_GENERATE_ARTICLE_SILHOUETTEL lua_const("FIGHTER_WIIFIT_GENERATE_ARTICLE_SILHOUETTEL") #define WEAPON_ROSETTA_TICO_SEARCH_KIND_FREE_ATTACK_LR lua_const("WEAPON_ROSETTA_TICO_SEARCH_KIND_FREE_ATTACK_LR") #define JOSTLE_PRI_HIGH lua_const("JOSTLE_PRI_HIGH") #define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_CHAMPIONBELT lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_CHAMPIONBELT") #define FIGHTER_LITTLEMAC_GENERATE_ARTICLE_DOCLOUIS lua_const("FIGHTER_LITTLEMAC_GENERATE_ARTICLE_DOCLOUIS") #define WEAPON_LITTLEMAC_DOCLOUIS_MOTION_PART_SET_KIND_FACE lua_const("WEAPON_LITTLEMAC_DOCLOUIS_MOTION_PART_SET_KIND_FACE") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_RESET_KO_GAUGE lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_N_FLAG_RESET_KO_GAUGE") #define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT") #define FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_FLAG_ATTACK_REQUEST_LOOP_DAMAGE_MOTION") #define FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_LITTLEMAC_STATUS_FINAL_WORK_INT_ATTACK_REQUEST_LOOP_DAMAGE_MOTION") #define FIGHTER_GEKKOUGA_GENERATE_ARTICLE_WATER lua_const("FIGHTER_GEKKOUGA_GENERATE_ARTICLE_WATER") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_REQUEST_LOOP_DAMAGE_MOTION lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_REQUEST_LOOP_DAMAGE_MOTION") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_ATTACK_END lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_FLAG_ATTACK_END") #define WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_INT_REQUEST_LOOP_DAMAGE_MOTION lua_const("WEAPON_GEKKOUGA_GEKKOUGAS_INSTANCE_WORK_ID_INT_REQUEST_LOOP_DAMAGE_MOTION") #define FIGHTER_PALUTENA_GENERATE_ARTICLE_GODWING lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_GODWING") #define FIGHTER_PALUTENA_GENERATE_ARTICLE_EXPLOSIVEFLAME lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_EXPLOSIVEFLAME") #define FIGHTER_PALUTENA_REFLECTOR_KIND_REFLECTOR lua_const("FIGHTER_PALUTENA_REFLECTOR_KIND_REFLECTOR") #define MA_MSC_CMD_SEARCH_SEARCH_SCH_CLR lua_const("MA_MSC_CMD_SEARCH_SEARCH_SCH_CLR") #define FIGHTER_PALUTENA_GENERATE_ARTICLE_REFLECTIONBOARD lua_const("FIGHTER_PALUTENA_GENERATE_ARTICLE_REFLECTIONBOARD") #define WEAPON_PACMAN_BIGPACMAN_ATTACK_ABSOLUTE_KIND_EAT lua_const("WEAPON_PACMAN_BIGPACMAN_ATTACK_ABSOLUTE_KIND_EAT") #define WEAPON_PACMAN_BIGPACMAN_ATTACK_ABSOLUTE_KIND_FINISH_EAT lua_const("WEAPON_PACMAN_BIGPACMAN_ATTACK_ABSOLUTE_KIND_FINISH_EAT") #define FIGHTER_PACMAN_GENERATE_ARTICLE_ARTISTICPOINT lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_ARTISTICPOINT") #define FIGHTER_PACMAN_GENERATE_ARTICLE_FAIRY lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_FAIRY") #define FIGHTER_PACMAN_GENERATE_ARTICLE_TRAMPOLINE lua_const("FIGHTER_PACMAN_GENERATE_ARTICLE_TRAMPOLINE") #define COLLISION_SOUND_ATTR_PACMAN_WATER lua_const("COLLISION_SOUND_ATTR_PACMAN_WATER") #define WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_ON_JUMP lua_const("WEAPON_PACMAN_TRAMPOLINE_INSTANCE_WORK_FLAG_ON_JUMP") #define WEAPON_REFLET_CHROM_MOTION_PART_SET_KIND_FACE lua_const("WEAPON_REFLET_CHROM_MOTION_PART_SET_KIND_FACE") #define FIGHTER_REFLET_GENERATE_ARTICLE_ELWIND lua_const("FIGHTER_REFLET_GENERATE_ARTICLE_ELWIND") #define FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_NONE lua_const("FIGHTER_REFLET_STATUS_SPECIAL_LW_CATCH_STATUS_NONE") #define COLLISION_SOUND_ATTR_REFLET_FINAL_SWORD lua_const("COLLISION_SOUND_ATTR_REFLET_FINAL_SWORD") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION") #define COLLISION_SOUND_ATTR_REFLET_FINAL_ELEC lua_const("COLLISION_SOUND_ATTR_REFLET_FINAL_ELEC") #define FIGHTER_REFLET_STATUS_FINAL_FLAG_ATTACK_END lua_const("FIGHTER_REFLET_STATUS_FINAL_FLAG_ATTACK_END") #define FIGHTER_REFLET_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_REFLET_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION") #define COLLISION_SOUND_ATTR_REFLET_FINAL_FIRE lua_const("COLLISION_SOUND_ATTR_REFLET_FINAL_FIRE") #define ATTACK_DIRECTION_X lua_const("ATTACK_DIRECTION_X") #define ATTACK_LR_CHECK_BACK_SLASH lua_const("ATTACK_LR_CHECK_BACK_SLASH") #define FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_NORMAL_GRAVITY_START lua_const("FIGHTER_SHULK_STATUS_SPECIAL_HI_FLAG_IS_NORMAL_GRAVITY_START") #define FIGHTER_ATTACK_ABSOLUTE_KIND_SHULK_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_SHULK_FINAL") #define COLLISION_SOUND_ATTR_SHULK_FINAL_RIKI lua_const("COLLISION_SOUND_ATTR_SHULK_FINAL_RIKI") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT") #define COLLISION_SOUND_ATTR_SHULK_FINAL_DANBAN lua_const("COLLISION_SOUND_ATTR_SHULK_FINAL_DANBAN") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_TARGET_FLY_START lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_TARGET_FLY_START") #define FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_SHULK_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define FIGHTER_KOOPAJR_GENERATE_ARTICLE_HAMMER lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_HAMMER") #define FIGHTER_KOOPAJR_GENERATE_ARTICLE_MAGICHAND lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_MAGICHAND") #define FIGHTER_KOOPAJR_GENERATE_ARTICLE_MECHAKOOPA lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_MECHAKOOPA") #define WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLAG_GENERATE_BATTEN lua_const("WEAPON_KOOPAJR_SHADOWMARIO_INSTANCE_WORK_ID_FLAG_GENERATE_BATTEN") #define FIGHTER_DUCKHUNT_STATUS_ATTACK_INT_SMASH_DELAY_FRAME lua_const("FIGHTER_DUCKHUNT_STATUS_ATTACK_INT_SMASH_DELAY_FRAME") #define FIGHTER_DUCKHUNT_STATUS_ATTACK_INT_SMASH_RETICLE_DISPLAY_FRAME lua_const("FIGHTER_DUCKHUNT_STATUS_ATTACK_INT_SMASH_RETICLE_DISPLAY_FRAME") #define FIGHTER_ATTACK_ABSOLUTE_KIND_DUCKHUNT_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_DUCKHUNT_FINAL") #define COLLISION_SOUND_ATTR_DUCKHUNT_FINAL lua_const("COLLISION_SOUND_ATTR_DUCKHUNT_FINAL") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT") #define FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_DUCKHUNT_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define WEAPON_DUCKHUNT_RETICLE_INSTANCE_WORK_ID_FLOAT_SIZE lua_const("WEAPON_DUCKHUNT_RETICLE_INSTANCE_WORK_ID_FLOAT_SIZE") #define COLLISION_SOUND_ATTR_RYU_KICK lua_const("COLLISION_SOUND_ATTR_RYU_KICK") #define COLLISION_SOUND_ATTR_RYU_PUNCH lua_const("COLLISION_SOUND_ATTR_RYU_PUNCH") #define FIGHTER_RYU_GENERATE_ARTICLE_SACK lua_const("FIGHTER_RYU_GENERATE_ARTICLE_SACK") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_DECIDE_STRENGTH lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_HI_FLAG_DECIDE_STRENGTH") #define FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_DISABLE_SUPER_ARMOR lua_const("FIGHTER_RYU_STATUS_WORK_ID_SPECIAL_LW_FLAG_DISABLE_SUPER_ARMOR") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_LOCK_ATTACK lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_LOCK_ATTACK") #define COLLISION_SOUND_ATTR_RYU_FINAL01 lua_const("COLLISION_SOUND_ATTR_RYU_FINAL01") #define COLLISION_SOUND_ATTR_RYU_FINAL02 lua_const("COLLISION_SOUND_ATTR_RYU_FINAL02") #define FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_REMOVE_FINAL_AURA lua_const("FIGHTER_RYU_STATUS_WORK_ID_FINAL_FLAG_REMOVE_FINAL_AURA") #define COLLISION_SOUND_ATTR_RYU_FINAL03 lua_const("COLLISION_SOUND_ATTR_RYU_FINAL03") #define FIGHTER_RYU_GENERATE_ARTICLE_SHINKUHADOKEN lua_const("FIGHTER_RYU_GENERATE_ARTICLE_SHINKUHADOKEN") #define COLLISION_SOUND_ATTR_KEN_KICK lua_const("COLLISION_SOUND_ATTR_KEN_KICK") #define COLLISION_SOUND_ATTR_KEN_PUNCH lua_const("COLLISION_SOUND_ATTR_KEN_PUNCH") #define COLLISION_SOUND_ATTR_KEN_SHORYU lua_const("COLLISION_SOUND_ATTR_KEN_SHORYU") #define COLLISION_SOUND_ATTR_KEN_FINAL01 lua_const("COLLISION_SOUND_ATTR_KEN_FINAL01") #define COLLISION_SOUND_ATTR_KEN_FINAL02 lua_const("COLLISION_SOUND_ATTR_KEN_FINAL02") #define COLLISION_SOUND_ATTR_KEN_FINAL03 lua_const("COLLISION_SOUND_ATTR_KEN_FINAL03") #define COLLISION_SOUND_ATTR_CLOUD_HIT lua_const("COLLISION_SOUND_ATTR_CLOUD_HIT") #define COLLISION_SOUND_ATTR_CLOUD_SMASH_01 lua_const("COLLISION_SOUND_ATTR_CLOUD_SMASH_01") #define COLLISION_SOUND_ATTR_CLOUD_SMASH_02 lua_const("COLLISION_SOUND_ATTR_CLOUD_SMASH_02") #define COLLISION_SOUND_ATTR_CLOUD_SMASH_03 lua_const("COLLISION_SOUND_ATTR_CLOUD_SMASH_03") #define FIGHTER_CLOUD_GENERATE_ARTICLE_WAVE lua_const("FIGHTER_CLOUD_GENERATE_ARTICLE_WAVE") #define FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_LB_SCENE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_S_FLAG_LB_SCENE") #define FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_LB_SCENE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_HI_FLAG_LB_SCENE") #define FIGHTER_CLOUD_STATUS_SPECIAL_LW_FLAG_LB_SCENE lua_const("FIGHTER_CLOUD_STATUS_SPECIAL_LW_FLAG_LB_SCENE") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_HIT_ALL_OPPONENT") #define COLLISION_SOUND_ATTR_CLOUD_FINAL_01 lua_const("COLLISION_SOUND_ATTR_CLOUD_FINAL_01") #define COLLISION_SOUND_ATTR_CLOUD_FINAL_02 lua_const("COLLISION_SOUND_ATTR_CLOUD_FINAL_02") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_REQUEST_LOOP_DAMAGE_MOTION") #define FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_CLOUD_STATUS_FINAL_WORK_INT_ATTACK_REQUEST_LOOP_DAMAGE_MOTION") #define COLLISION_SOUND_ATTR_CLOUD_FINAL_03 lua_const("COLLISION_SOUND_ATTR_CLOUD_FINAL_03") #define FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_END_HIT lua_const("FIGHTER_CLOUD_STATUS_FINAL_FLAG_ATTACK_END_HIT") #define FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_SHIELD lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_SHIELD") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_CLEAR_ATTACK") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_OFF_EFFECT_SWORD_AURA lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_OFF_EFFECT_SWORD_AURA") #define FIGHTER_ATTACK_ABSOLUTE_KIND_KAMUI_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_KAMUI_FINAL") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT") #define FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_KAMUI_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define WEAPON_KAMUI_DRAGONHAND_INSTANCE_WORK_ID_FLAG_IS_KAMUI lua_const("WEAPON_KAMUI_DRAGONHAND_INSTANCE_WORK_ID_FLAG_IS_KAMUI") #define WEAPON_KAMUI_DRAGONHAND_INSTANCE_WORK_ID_FLOAT_HOLD_RATE lua_const("WEAPON_KAMUI_DRAGONHAND_INSTANCE_WORK_ID_FLOAT_HOLD_RATE") #define WEAPON_KAMUI_SPEARHAND_INSTANCE_WORK_ID_FLAG_PIERCE_GROUND lua_const("WEAPON_KAMUI_SPEARHAND_INSTANCE_WORK_ID_FLAG_PIERCE_GROUND") #define WEAPON_KAMUI_SPEARHAND_STATUS_WORK_FLAG_PIERCE_RELEASE lua_const("WEAPON_KAMUI_SPEARHAND_STATUS_WORK_FLAG_PIERCE_RELEASE") #define WEAPON_KAMUI_WATERDRAGON_INSTANCE_WORK_ID_FLAG_SET_CRITICAL_HIT_SE lua_const("WEAPON_KAMUI_WATERDRAGON_INSTANCE_WORK_ID_FLAG_SET_CRITICAL_HIT_SE") #define WEAPON_KAMUI_WATERDRAGON_INSTANCE_WORK_ID_FLAG_SYNC_SPYCLOAK lua_const("WEAPON_KAMUI_WATERDRAGON_INSTANCE_WORK_ID_FLAG_SYNC_SPYCLOAK") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_DISABLE_ROOT_ATTACK lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_DISABLE_ROOT_ATTACK") #define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_00 lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_00") #define COLLISION_SOUND_ATTR_BAYONETTA_HIT_01 lua_const("COLLISION_SOUND_ATTR_BAYONETTA_HIT_01") #define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_01 lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_01") #define FIGHTER_BAYONETTA_SHOOTING_SLOT_L_ARM lua_const("FIGHTER_BAYONETTA_SHOOTING_SLOT_L_ARM") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_MOTION_STOP lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_MOTION_STOP") #define FIGHTER_BAYONETTA_SHOOTING_SLOT_R_ARM lua_const("FIGHTER_BAYONETTA_SHOOTING_SLOT_R_ARM") #define FIGHTER_BAYONETTA_SHOOTING_SLOT_R_LEG lua_const("FIGHTER_BAYONETTA_SHOOTING_SLOT_R_LEG") #define FIGHTER_BAYONETTA_SHOOTING_SLOT_L_LEG lua_const("FIGHTER_BAYONETTA_SHOOTING_SLOT_L_LEG") #define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_02 lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_02") #define FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_03 lua_const("FIGHTER_BAYONETTA_SHOOTING_ATTACK_ID_03") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_CHECK_HOLD lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_CHECK_HOLD") #define FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_LANDING_DISABLE_ATTACK lua_const("FIGHTER_BAYONETTA_STATUS_ATTACK_AIR_FLAG_LANDING_DISABLE_ATTACK") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_LEFT_FIRE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_LEFT_FIRE") #define FIGHTER_BAYONETTA_GENERATE_ARTICLE_SPECIALN_BULLET lua_const("FIGHTER_BAYONETTA_GENERATE_ARTICLE_SPECIALN_BULLET") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HOLD_END_CHECK lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_HOLD_END_CHECK") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_WITCH_TIME lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_WITCH_TIME") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_WITCH_TIME_SUCCESS lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_LW_FLAG_WITCH_TIME_SUCCESS") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_CLIMAX_GAUGE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_CLIMAX_GAUGE") #define FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL_CLIMAX_GAUGE lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL_CLIMAX_GAUGE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_TARGET_ENTRY lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_TARGET_ENTRY") #define FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ABS_HIT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ABS_HIT") #define FIGHTER_BAYONETTA_FINAL_TARGET_SET_INVISIBLE lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_SET_INVISIBLE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_SET_TARGET_VISIBILITY lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_INT_SET_TARGET_VISIBILITY") #define FIGHTER_BAYONETTA_FINAL_TARGET_SET_VISIBLE lua_const("FIGHTER_BAYONETTA_FINAL_TARGET_SET_VISIBLE") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_CLIMAX_GAUGE lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_END_CLIMAX_GAUGE") #define FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL_FINISH lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_BAYONETTA_FINAL_FINISH") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ABS_SET lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_ABS_SET") #define COLLISION_SOUND_ATTR_BAYONETTA_HIT_02 lua_const("COLLISION_SOUND_ATTR_BAYONETTA_HIT_02") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_DISABLE_LINK_STOP lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_FLAG_DISABLE_LINK_STOP") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_DISABLE_LINK_STOP lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_FLAG_DISABLE_LINK_STOP") #define SO_VAR_FLOAT_MOTION_RATE lua_const("SO_VAR_FLOAT_MOTION_RATE") #define COLLISION_SOUND_ATTR_INKLING_HIT lua_const("COLLISION_SOUND_ATTR_INKLING_HIT") #define FIGHTER_INKLING_GENERATE_ARTICLE_SPLASH lua_const("FIGHTER_INKLING_GENERATE_ARTICLE_SPLASH") #define HIT_STATUS_MASK_NI lua_const("HIT_STATUS_MASK_NI") #define FIGHTER_ATTACK_KIND_RIDLEY_FINAL lua_const("FIGHTER_ATTACK_KIND_RIDLEY_FINAL") #define FIGHTER_RIDLEY_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_RIDLEY_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define FIGHTER_RIDLEY_STATUS_FINAL_FLAG_TARGET_CHANGE_MOTION_01 lua_const("FIGHTER_RIDLEY_STATUS_FINAL_FLAG_TARGET_CHANGE_MOTION_01") #define FIGHTER_RIDLEY_STATUS_FINAL_FLAG_TARGET_CHANGE_MOTION_02 lua_const("FIGHTER_RIDLEY_STATUS_FINAL_FLAG_TARGET_CHANGE_MOTION_02") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_SHIELD_OFF lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_SHIELD_OFF") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_SHIELD_ON lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_REQUEST_WAIST_SHIELD_ON") #define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_WAIST_DAMAGE_REQUEST lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_WAIST_DAMAGE_REQUEST") #define FIGHTER_ATTACK_ABSOLUTE_KIND_KROOL_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_KROOL_FINAL") #define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_VISUAL_SCENE_04_DAMAGE lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_VISUAL_SCENE_04_DAMAGE") #define FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_KROOL_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define COLLISION_SOUND_ATTR_SIMON_WHIP lua_const("COLLISION_SOUND_ATTR_SIMON_WHIP") #define COLLISION_CATEGORY_MASK_STAGE_GIMMICK lua_const("COLLISION_CATEGORY_MASK_STAGE_GIMMICK") #define FIGHTER_SIMON_GENERATE_ARTICLE_CRYSTAL lua_const("FIGHTER_SIMON_GENERATE_ARTICLE_CRYSTAL") #define FIGHTER_ATTACK_ABSOLUTE_KIND_SIMON_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_SIMON_FINAL") #define FIGHTER_SIMON_STATUS_FINAL_FLAG_ABS_SET lua_const("FIGHTER_SIMON_STATUS_FINAL_FLAG_ABS_SET") #define COLLISION_SOUND_ATTR_SIMON_CROSS lua_const("COLLISION_SOUND_ATTR_SIMON_CROSS") #define PH2NDARY_CRAW_MOVE lua_const("PH2NDARY_CRAW_MOVE") #define COLLISION_SOUND_ATTR_RICHTER_WHIP lua_const("COLLISION_SOUND_ATTR_RICHTER_WHIP") #define COLLISION_SOUND_ATTR_RICHTER_CROSS lua_const("COLLISION_SOUND_ATTR_RICHTER_CROSS") #define COLLISION_SOUND_ATTR_SHIZUE_HAMMER lua_const("COLLISION_SOUND_ATTR_SHIZUE_HAMMER") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_WEEDS lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_WEEDS") #define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_POMPON_LEFT lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_POMPON_LEFT") #define FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_POMPON_RIGHT lua_const("FIGHTER_SHIZUE_INSTANCE_WORK_ID_FLAG_POMPON_RIGHT") #define FIGHTER_SHIZUE_GENERATE_ARTICLE_SLINGSHOT lua_const("FIGHTER_SHIZUE_GENERATE_ARTICLE_SLINGSHOT") #define WEAPON_SHIZUE_SLINGSHOT_GENERATE_ARTICLE_BULLET lua_const("WEAPON_SHIZUE_SLINGSHOT_GENERATE_ARTICLE_BULLET") #define FIGHTER_GAOGAEN_GENERATE_ARTICLE_CHAMPIONBELT lua_const("FIGHTER_GAOGAEN_GENERATE_ARTICLE_CHAMPIONBELT") #define FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_DAMAGE_CUT lua_const("FIGHTER_GAOGAEN_STATUS_SPECIAL_S_FLAG_DAMAGE_CUT") #define FIGHTER_ATTACK_ABSOLUTE_KIND_GAOGAEN_FINAL lua_const("FIGHTER_ATTACK_ABSOLUTE_KIND_GAOGAEN_FINAL") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_ABS_HIT") #define FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET lua_const("FIGHTER_GAOGAEN_STATUS_WORK_ID_FLAG_FINAL_ABS_SET") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_FINISH_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_PULL_FINISH_ATTACK") #define FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_UPPER_FINISH_ATTACK lua_const("FIGHTER_MIIFIGHTER_STATUS_WORK_ID_MACH_PUNCH_FLAG_UPPER_FINISH_ATTACK") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_FLAG_REQUEST_LOOP_DAMAGE_MOTION") #define FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION lua_const("FIGHTER_MIIFIGHTER_STATUS_FINAL_WORK_INT_REQUEST_LOOP_DAMAGE_MOTION") #define FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_TORNADOSHOT lua_const("FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_TORNADOSHOT") #define FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_ATTACK_END lua_const("FIGHTER_MIISWORDSMAN_STATUS_SHIPPU_SLASH_FLAG_ATTACK_END") #define FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLOAT_REFLECT_MOTION_FRAME lua_const("FIGHTER_MIISWORDSMAN_STATUS_REVERSE_SLASH_FLOAT_REFLECT_MOTION_FRAME") #define FIGHTER_MIISWORDSMAN_REFLECTOR_KIND_REVERSE_SLASH lua_const("FIGHTER_MIISWORDSMAN_REFLECTOR_KIND_REVERSE_SLASH") #define FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLOAT_WAVE_ANGLE lua_const("FIGHTER_MIISWORDSMAN_STATUS_FINAL_WORK_ID_FLOAT_WAVE_ANGLE") #define FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_WAVE lua_const("FIGHTER_MIISWORDSMAN_GENERATE_ARTICLE_WAVE") #define WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_FLICK lua_const("WEAPON_MIISWORDSMAN_CHAKRAM_INSTANCE_WORK_ID_FLAG_FLICK") #define COLLISION_SOUND_ATTR_MIIGUNNER_BLASTER lua_const("COLLISION_SOUND_ATTR_MIIGUNNER_BLASTER") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_ATTACKAIRF_BULLET lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_ATTACKAIRF_BULLET") #define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_BULLET_DISP lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_BULLET_DISP") #define FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_CHARGE lua_const("FIGHTER_MIIGUNNER_STATUS_GUNNER_CHARGE_FLAG_CHARGE") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GRENADELAUNCHER lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_GRENADELAUNCHER") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_FLAMEPILLAR lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_FLAMEPILLAR") #define FIGHTER_MIIGUNNER_GENERATE_ARTICLE_BOTTOMSHOOT lua_const("FIGHTER_MIIGUNNER_GENERATE_ARTICLE_BOTTOMSHOOT") #define WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_FLAG_STOP_ROLL lua_const("WEAPON_MIIGUNNER_FULLTHROTTLE_INSTANCE_WORK_ID_FLAG_STOP_ROLL") #define ATTACK_SETOFF_KIND_NO_STOP lua_const("ATTACK_SETOFF_KIND_NO_STOP") #define COLLISION_SOUND_ATTR_FREEZE lua_const("COLLISION_SOUND_ATTR_FREEZE") #define FIGHTER_POPO_GENERATE_ARTICLE_CONDOR lua_const("FIGHTER_POPO_GENERATE_ARTICLE_CONDOR") #define FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_NORMAL_FALL lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_FLAG_NORMAL_FALL") #define FT_VAR_FLOAT_STICK_X_BACK lua_const("FT_VAR_FLOAT_STICK_X_BACK") #define FIGHTER_POPO_GENERATE_ARTICLE_BLIZZARD lua_const("FIGHTER_POPO_GENERATE_ARTICLE_BLIZZARD") #define FIGHTER_POPO_GENERATE_ARTICLE_ICEBERG lua_const("FIGHTER_POPO_GENERATE_ARTICLE_ICEBERG") #define FIGHTER_POPO_GENERATE_ARTICLE_ICEBERG_HIT lua_const("FIGHTER_POPO_GENERATE_ARTICLE_ICEBERG_HIT") #define FIGHTER_POPO_GENERATE_ARTICLE_WHITEBEAR lua_const("FIGHTER_POPO_GENERATE_ARTICLE_WHITEBEAR") #define FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_ENABLE_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_N_FLAG_ENABLE_COUPLE") #define FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_ENABLE_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_S_PARTNER_FLAG_ENABLE_COUPLE") #define FIGHTER_POPO_STATUS_SPECIAL_LW_FLAG_ENABLE_COUPLE lua_const("FIGHTER_POPO_STATUS_SPECIAL_LW_FLAG_ENABLE_COUPLE") #define WEAPON_POPO_ICEBERG_INSTANCE_WORK_ID_FLAG_CHANGE_ATTACK_UPDATE_BASE lua_const("WEAPON_POPO_ICEBERG_INSTANCE_WORK_ID_FLAG_CHANGE_ATTACK_UPDATE_BASE") #define WEAPON_POPO_ICE_SHOT_ATTACK_ID_MAIN lua_const("WEAPON_POPO_ICE_SHOT_ATTACK_ID_MAIN") #define COLLISION_SOUND_ATTR_MIIENEMYG_BLASTER lua_const("COLLISION_SOUND_ATTR_MIIENEMYG_BLASTER") #define FIGHTER_MIIENEMYG_GENERATE_ARTICLE_ATTACKAIRF_BULLET lua_const("FIGHTER_MIIENEMYG_GENERATE_ARTICLE_ATTACKAIRF_BULLET") #define FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_BLOW_SPIKEBALL lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_N_FLAG_SHOOT_BLOW_SPIKEBALL") #define FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK lua_const("FIGHTER_PACKUN_STATUS_SPECIAL_LW_FLAG_BITE_ATTACK") #define FIGHTER_PACKUN_GENERATE_ARTICLE_BOSSPACKUN lua_const("FIGHTER_PACKUN_GENERATE_ARTICLE_BOSSPACKUN") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_DAMAGE_LEFT lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_DAMAGE_LEFT") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_DAMAGE_RIGHT lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_DAMAGE_RIGHT") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_END_CAPTURE lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_END_CAPTURE") #define WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLAG_REACTIVE lua_const("WEAPON_PACKUN_SPIKEBALL_INSTANCE_WORK_ID_FLAG_REACTIVE") #define FIGHTER_STATUS_STOP_CEIL_FLAG_FALL lua_const("FIGHTER_STATUS_STOP_CEIL_FLAG_FALL") #define COLLISION_PART_MASK_BODY lua_const("COLLISION_PART_MASK_BODY") #define MA_MSC_CMD_SLOPE_SLOPE_INTP lua_const("MA_MSC_CMD_SLOPE_SLOPE_INTP") #define SLOPE_STATUS_LR lua_const("SLOPE_STATUS_LR") #define SLOPE_STATUS_NONE lua_const("SLOPE_STATUS_NONE") #define SLOPE_STATUS_TOP lua_const("SLOPE_STATUS_TOP") #define SLOPE_STATUS_L lua_const("SLOPE_STATUS_L") #define MA_MSC_CMD_PHYSICS_START_CHARGE lua_const("MA_MSC_CMD_PHYSICS_START_CHARGE") #define SLOPE_STATUS_R lua_const("SLOPE_STATUS_R") #define ATTACH_ITEM_GROUP_HAT lua_const("ATTACH_ITEM_GROUP_HAT") #define ATTACH_ITEM_GROUP_BACK lua_const("ATTACH_ITEM_GROUP_BACK") #define MA_MSC_CMD_PHYSICS_PH_SWING_STOP lua_const("MA_MSC_CMD_PHYSICS_PH_SWING_STOP") #define FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_FACIAL_ON_FINAL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_ENABLE_FACIAL_ON_FINAL") #define ATTACK_DIRECTION_Y_MINUS lua_const("ATTACK_DIRECTION_Y_MINUS") #define ATTACK_DIRECTION_Z_MINUS lua_const("ATTACK_DIRECTION_Z_MINUS") #define ATTACK_DIRECTION_X_MINUS lua_const("ATTACK_DIRECTION_X_MINUS") #define CAMERA_QUAKE_KIND_NONE lua_const("CAMERA_QUAKE_KIND_NONE") #define WEAPON_SAMUS_GBEAM_STATUS_KIND_SHOOT lua_const("WEAPON_SAMUS_GBEAM_STATUS_KIND_SHOOT") #define FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_OFF_MAP_COLL_OFFSET lua_const("FIGHTER_SAMUS_INSTANCE_WORK_ID_FLAG_OFF_MAP_COLL_OFFSET") #define FIGHTER_SAMUSD_GENERATE_ARTICLE_BUNSHIN lua_const("FIGHTER_SAMUSD_GENERATE_ARTICLE_BUNSHIN") #define MA_MSC_CMD_CAMERA_SET_UPDATE_POS lua_const("MA_MSC_CMD_CAMERA_SET_UPDATE_POS") #define FIGHTER_PITB_GENERATE_ARTICLE_BOW lua_const("FIGHTER_PITB_GENERATE_ARTICLE_BOW") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_KIBY_HIDE_GUN lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_N_FLAG_KIBY_HIDE_GUN") #define FIGHTER_ZELDA_INSTANCE_WORK_ID_INT_RUMBLE_HIT_KIND_1 lua_const("FIGHTER_ZELDA_INSTANCE_WORK_ID_INT_RUMBLE_HIT_KIND_1") #define FIGHTER_ZELDA_INSTANCE_WORK_ID_INT_RUMBLE_HIT_KIND_2 lua_const("FIGHTER_ZELDA_INSTANCE_WORK_ID_INT_RUMBLE_HIT_KIND_2") #define FIGHTER_MARTH_STATUS_RESULT_FLAG_TWIST_SWORD lua_const("FIGHTER_MARTH_STATUS_RESULT_FLAG_TWIST_SWORD") #define FIGHTER_YOUNGLINK_GENERATE_ARTICLE_MILK lua_const("FIGHTER_YOUNGLINK_GENERATE_ARTICLE_MILK") #define SO_VAR_INT_CURRENT_STATUS lua_const("SO_VAR_INT_CURRENT_STATUS") #define ITEM_SNAKECBOX_ACTION_ENABLE_PICKUP lua_const("ITEM_SNAKECBOX_ACTION_ENABLE_PICKUP") #define FIGHTER_SNAKE_STATUS_ENTRY_FLAG_SPYCLOAK lua_const("FIGHTER_SNAKE_STATUS_ENTRY_FLAG_SPYCLOAK") #define SLOPE_STATUS_TPART lua_const("SLOPE_STATUS_TPART") #define FIGHTER_MURABITO_GENERATE_ARTICLE_BEETLE lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_BEETLE") #define FIGHTER_MURABITO_GENERATE_ARTICLE_FURNITURE lua_const("FIGHTER_MURABITO_GENERATE_ARTICLE_FURNITURE") #define FIGHTER_ROCKMAN_ARMFORM_WASTEHEAT lua_const("FIGHTER_ROCKMAN_ARMFORM_WASTEHEAT") #define FIGHTER_ROCKMAN_ARMFORM_NONE lua_const("FIGHTER_ROCKMAN_ARMFORM_NONE") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_ATTACK_HIT lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_ATTACK_HIT") #define FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_IS_SWEAT_MODEL lua_const("FIGHTER_LITTLEMAC_INSTANCE_WORK_ID_FLAG_IS_SWEAT_MODEL") #define FIGHTER_PACMAN_APPEAL_HI_A lua_const("FIGHTER_PACMAN_APPEAL_HI_A") #define FIGHTER_PACMAN_APPEAL_HI_B lua_const("FIGHTER_PACMAN_APPEAL_HI_B") #define FIGHTER_PACMAN_APPEAL_HI_C lua_const("FIGHTER_PACMAN_APPEAL_HI_C") #define FIGHTER_PACMAN_APPEAL_HI_D lua_const("FIGHTER_PACMAN_APPEAL_HI_D") #define FIGHTER_PACMAN_APPEAL_HI_E lua_const("FIGHTER_PACMAN_APPEAL_HI_E") #define FIGHTER_PACMAN_APPEAL_HI_F lua_const("FIGHTER_PACMAN_APPEAL_HI_F") #define FIGHTER_PACMAN_APPEAL_HI_G lua_const("FIGHTER_PACMAN_APPEAL_HI_G") #define FIGHTER_PACMAN_APPEAL_HI_H lua_const("FIGHTER_PACMAN_APPEAL_HI_H") #define FIGHTER_PACMAN_APPEAL_HI_I lua_const("FIGHTER_PACMAN_APPEAL_HI_I") #define FIGHTER_PACMAN_APPEAL_HI_J lua_const("FIGHTER_PACMAN_APPEAL_HI_J") #define FIGHTER_PACMAN_APPEAL_HI_K lua_const("FIGHTER_PACMAN_APPEAL_HI_K") #define FIGHTER_PACMAN_APPEAL_HI_L lua_const("FIGHTER_PACMAN_APPEAL_HI_L") #define FIGHTER_PACMAN_APPEAL_HI_M lua_const("FIGHTER_PACMAN_APPEAL_HI_M") #define FIGHTER_PACMAN_APPEAL_HI_N lua_const("FIGHTER_PACMAN_APPEAL_HI_N") #define FIGHTER_PACMAN_APPEAL_HI_O lua_const("FIGHTER_PACMAN_APPEAL_HI_O") #define FIGHTER_PACMAN_APPEAL_HI_P lua_const("FIGHTER_PACMAN_APPEAL_HI_P") #define FIGHTER_PACMAN_APPEAL_HI_Q lua_const("FIGHTER_PACMAN_APPEAL_HI_Q") #define FIGHTER_PACMAN_APPEAL_HI_R lua_const("FIGHTER_PACMAN_APPEAL_HI_R") #define FIGHTER_PACMAN_APPEAL_HI_S lua_const("FIGHTER_PACMAN_APPEAL_HI_S") #define FIGHTER_PACMAN_APPEAL_HI_T lua_const("FIGHTER_PACMAN_APPEAL_HI_T") #define FIGHTER_PACMAN_APPEAL_HI_U lua_const("FIGHTER_PACMAN_APPEAL_HI_U") #define FIGHTER_KOOPAJR_GENERATE_ARTICLE_PICOPICOHAMMER lua_const("FIGHTER_KOOPAJR_GENERATE_ARTICLE_PICOPICOHAMMER") #define MA_MSC_CMD_ARTICLE_SET_ROT_ARTICLE lua_const("MA_MSC_CMD_ARTICLE_SET_ROT_ARTICLE") #define FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_INT_GUNMAN_INIT_STATUS lua_const("FIGHTER_DUCKHUNT_STATUS_SPECIAL_LW_INT_GUNMAN_INIT_STATUS") #define SPECIAL_PAINT_SQUID_TO_HUMAN lua_const("SPECIAL_PAINT_SQUID_TO_HUMAN") #define FIGHTER_PACKUN_GENERATE_ARTICLE_MARIO lua_const("FIGHTER_PACKUN_GENERATE_ARTICLE_MARIO") #define SO_VAR_INT_HAVE_ITEM_KIND lua_const("SO_VAR_INT_HAVE_ITEM_KIND") #define MA_MSC_CMD_SOUND_STOP_SE_STATUS lua_const("MA_MSC_CMD_SOUND_STOP_SE_STATUS") #define MA_MSC_CMD_SOUND_IS_PLAYING_STATUS lua_const("MA_MSC_CMD_SOUND_IS_PLAYING_STATUS") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_SE_MIDDLE_AURAPOWER lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_SE_MIDDLE_AURAPOWER") #define FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_SE_HIGH_AURAPOWER lua_const("FIGHTER_LUCARIO_INSTANCE_WORK_ID_FLOAT_SE_HIGH_AURAPOWER") #define FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_FLOAT_CHARGE_RATE lua_const("FIGHTER_LUCARIO_SPECIAL_N_STATUS_WORK_ID_FLOAT_CHARGE_RATE") #define FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_INT_OPPONENT_REACTION_FRAME lua_const("FIGHTER_KROOL_STATUS_SPECIAL_N_WORK_INT_OPPONENT_REACTION_FRAME") #define VOICE_DEFAULT lua_const("VOICE_DEFAULT") #define VOICE_US_EN lua_const("VOICE_US_EN") #define VOICE_US_FR lua_const("VOICE_US_FR") #define VOICE_EU_EN lua_const("VOICE_EU_EN") #define VOICE_EU_FR lua_const("VOICE_EU_FR") #define VOICE_EU_IT lua_const("VOICE_EU_IT") #define FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_SPECIAL_CAPTION lua_const("FIGHTER_FOX_STATUS_WORK_ID_FLAG_FINAL_SPECIAL_CAPTION") #define WEAPON_ZELDA_DEIN_S_INSTANCE_WORK_ID_FLOAT_RATE lua_const("WEAPON_ZELDA_DEIN_S_INSTANCE_WORK_ID_FLOAT_RATE") #define FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_SPECIAL_CAPTION lua_const("FIGHTER_FALCO_STATUS_WORK_ID_FLAG_FINAL_SPECIAL_CAPTION") #define WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_MEWTWO_SHADOWBALL_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE") #define FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_SE_PLAYED lua_const("FIGHTER_GAMEWATCH_STATUS_SPECIAL_LW_FLAG_SE_PLAYED") #define WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_C3 lua_const("WEAPON_SNAKE_C4_INSTANCE_WORK_ID_FLAG_C3") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_CHARGE_RATE") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SE_AURAPOWER_MIDDLE lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SE_AURAPOWER_MIDDLE") #define WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SE_AURAPOWER_HIGH lua_const("WEAPON_LUCARIO_AURABALL_INSTANCE_WORK_ID_FLOAT_SE_AURAPOWER_HIGH") #define WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL_RATIO lua_const("WEAPON_GEKKOUGA_SHURIKEN_INSTANCE_WORK_ID_FLOAT_CHARGE_LEVEL_RATIO") #define FIGHTER_SHULK_STATUS_WORK_ID_INT_FINAL_VOICE_TYPE lua_const("FIGHTER_SHULK_STATUS_WORK_ID_INT_FINAL_VOICE_TYPE") #define WEAPON_KAMUI_SPEARHAND_STATUS_WORK_FLAG_PIERCE_PLAY_MISSED_SE lua_const("WEAPON_KAMUI_SPEARHAND_STATUS_WORK_FLAG_PIERCE_PLAY_MISSED_SE") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_COSTUME_KIND") #define FIGHTER_BAYONETTA_COSTUME_KIND_BAYONETTA_1 lua_const("FIGHTER_BAYONETTA_COSTUME_KIND_BAYONETTA_1") #define FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_NENSYO_KICK_CHARGE_RATE lua_const("FIGHTER_MIIFIGHTER_INSTANCE_WORK_ID_FLOAT_NENSYO_KICK_CHARGE_RATE") #define WEAPON_MIIGUNNER_STEALTHBOMB_S_INSTANCE_WORK_ID_FLOAT_RATE lua_const("WEAPON_MIIGUNNER_STEALTHBOMB_S_INSTANCE_WORK_ID_FLOAT_RATE") #define FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_MAIN_FIGHTER_NANA lua_const("FIGHTER_POPO_INSTANCE_WORK_ID_FLAG_MAIN_FIGHTER_NANA") #define FT_VAR_INT_TEAM_COLOR lua_const("FT_VAR_INT_TEAM_COLOR") #define FIGHTER_STATUS_TELEPORT_FLAG_END_EFFECT lua_const("FIGHTER_STATUS_TELEPORT_FLAG_END_EFFECT") #define ITEM_SWING_ACTION_EFFECT lua_const("ITEM_SWING_ACTION_EFFECT") #define GF_SCENE_ROOT_LAYER_GROUND lua_const("GF_SCENE_ROOT_LAYER_GROUND") #define EFFECT_SCREEN_PRIO_LOW lua_const("EFFECT_SCREEN_PRIO_LOW") #define EFFECT_SCREEN_PRIO_NORMAL lua_const("EFFECT_SCREEN_PRIO_NORMAL") #define EFFECT_SCREEN_PRIO_ITEM lua_const("EFFECT_SCREEN_PRIO_ITEM") #define EF_FLIP_YZ lua_const("EF_FLIP_YZ") #define EF_FLIP_NONE lua_const("EF_FLIP_NONE") #define EF_FLIP_1 lua_const("EF_FLIP_1") #define EF_FLIP_XY lua_const("EF_FLIP_XY") #define EF_FLIP_ZX lua_const("EF_FLIP_ZX") #define EFFECT_AXIS_X lua_const("EFFECT_AXIS_X") #define TRAIL_BLEND_ALPHA lua_const("TRAIL_BLEND_ALPHA") #define TRAIL_CULL_NONE lua_const("TRAIL_CULL_NONE") #define WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_INT_EFFECT_HANDLE lua_const("WEAPON_LINK_SWORDBEAM_INSTANCE_WORK_ID_INT_EFFECT_HANDLE") #define MA_MSC_COLOR_BLEND_LIGHT_AXIS lua_const("MA_MSC_COLOR_BLEND_LIGHT_AXIS") #define MA_MSC_COLOR_BLEND_LIGHT_AXIS_FRM lua_const("MA_MSC_COLOR_BLEND_LIGHT_AXIS_FRM") #define FIGHTER_INSTANCE_WORK_ID_FLAG_METAL lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_METAL") #define FIGHTER_INSTANCE_WORK_ID_FLAG_GOLD lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_GOLD") #define FIGHTER_INSTANCE_WORK_ID_FLAG_SPYCLOAK lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_SPYCLOAK") #define WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_COLOR lua_const("WEAPON_YOSHI_TAMAGO_INSTANCE_WORK_ID_INT_COLOR") #define MA_MSC_CMD_EFFECT_AFTER_IMAGE3_ON lua_const("MA_MSC_CMD_EFFECT_AFTER_IMAGE3_ON") #define TRAIL_BLEND_BLEND_SRC_ONE lua_const("TRAIL_BLEND_BLEND_SRC_ONE") #define EFFECT_SUB_ATTRIBUTE_NO_JOINT_SCALE lua_const("EFFECT_SUB_ATTRIBUTE_NO_JOINT_SCALE") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_R lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_R") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_G lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_G") #define FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_B lua_const("FIGHTER_KIRBY_INSTANCE_WORK_ID_FLOAT_INKLING_SPECIAL_N_INK_B") #define FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_SET_EFFECT lua_const("FIGHTER_FOX_REFLECTOR_STATUS_WORK_ID_FLAG_SET_EFFECT") #define FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_ATTACK_HIT lua_const("FIGHTER_PIKACHU_STATUS_WORK_ID_FLAG_KAMINARI_ATTACK_HIT") #define WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLAG_DASH lua_const("WEAPON_GANON_BEAST_INSTANCE_WORK_ID_FLAG_DASH") #define FIGHTER_ROY_STATUS_FINAL_FLAG_REMOVE_FINAL_AURA lua_const("FIGHTER_ROY_STATUS_FINAL_FLAG_REMOVE_FINAL_AURA") #define FIGHTER_SONIC_INSTANCE_WORK_FLAG_DISABLE_RUN_TRACE lua_const("FIGHTER_SONIC_INSTANCE_WORK_FLAG_DISABLE_RUN_TRACE") #define FIGHTER_STATUS_WIN_WORK_INT_EFFECT_HANDLE lua_const("FIGHTER_STATUS_WIN_WORK_INT_EFFECT_HANDLE") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_R lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_R") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_G lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_G") #define WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_B lua_const("WEAPON_MURABITO_BALLOON_INSTANCE_WORK_ID_FLOAT_TEAM_COLOR_B") #define WEAPON_MURABITO_SPRINKLING_WATER_INSTANCE_WORK_ID_FLAG_EFFECT_REQUEST lua_const("WEAPON_MURABITO_SPRINKLING_WATER_INSTANCE_WORK_ID_FLAG_EFFECT_REQUEST") #define WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_VIS_WHOLE lua_const("WEAPON_MURABITO_TOMNOOK_INSTANCE_WORK_ID_FLAG_VIS_WHOLE") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_X lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_X") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_Y lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_Y") #define WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_Z lua_const("WEAPON_MURABITO_TREE_INSTANCE_WORK_ID_FLOAT_SMOKE_ROT_Z") #define FIGHTER_WIIFIT_STATUS_SPECIAL_S_FLAG_HEADING_BALL_SELF lua_const("FIGHTER_WIIFIT_STATUS_SPECIAL_S_FLAG_HEADING_BALL_SELF") #define WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TOGGLE_TWINKLE_EFFECT lua_const("WEAPON_ROSETTA_TICO_INSTANCE_WORK_ID_FLAG_TOGGLE_TWINKLE_EFFECT") #define FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_LITTLEMAC_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT") #define FIGHTER_PALUTENA_INSTANCE_WORK_ID_FLAG_MENU_MOTION lua_const("FIGHTER_PALUTENA_INSTANCE_WORK_ID_FLAG_MENU_MOTION") #define FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_PALUTENA_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT") #define WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_INT_HIT_EFFECT_FRAME lua_const("WEAPON_PACMAN_FIREHYDRANT_WATER_INSTANCE_WORK_ID_INT_HIT_EFFECT_FRAME") #define FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_SHULK_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT") #define MA_MSC_EFFECT_SET_SYNC_SCALE lua_const("MA_MSC_EFFECT_SET_SYNC_SCALE") #define WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_COMMAND lua_const("WEAPON_RYU_HADOKEN_INSTANCE_WORK_ID_FLAG_COMMAND") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_SWORD_FLARE lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_SWORD_FLARE") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_SWORD_FLARE_LB lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_SWORD_FLARE_LB") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_KYOU_EFFECT lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_KYOU_EFFECT") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_KYOU_EFFECT2 lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_KYOU_EFFECT2") #define FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_CLIMHAZZARD_SWORD lua_const("FIGHTER_CLOUD_INSTANCE_WORK_ID_INT_EFFECT_KIND_CLIMHAZZARD_SWORD") #define WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLAG_HIT_COLLISION_HIT lua_const("WEAPON_CLOUD_WAVE_INSTANCE_WORK_ID_FLAG_HIT_COLLISION_HIT") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_REQ_EFEECT_TRANSFORM_WIND lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_REQ_EFEECT_TRANSFORM_WIND") #define FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_OFF_EFEECT_TRANSFORM_WIND lua_const("FIGHTER_KAMUI_INSTANCE_WORK_ID_FLAG_OFF_EFEECT_TRANSFORM_WIND") #define FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_KAMUI_STATUS_SPECIAL_LW_FLAG_SPECIAL_EFFECT") #define WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_BAT_INSTANCE_WORK_ID_INT_COSTUME_KIND") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_LINE1 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_LINE1") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC1 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC1") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100END lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100END") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100A lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100A") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100B lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_100B") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_STILETTO lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_STILETTO") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_LINE2 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_LINE2") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC3 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC3") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC2 lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC2") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_AFTERBURNER_LINE lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_AFTERBURNER_LINE") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_WITCHTWIST_WIND lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_WITCHTWIST_WIND") #define FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_WITCHTWIST_SPIRAL lua_const("FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_WITCHTWIST_SPIRAL") #define FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_SCREEN_EFFECT lua_const("FIGHTER_BAYONETTA_STATUS_WORK_ID_FINAL_FLAG_START_SCREEN_EFFECT") #define WEAPON_BAYONETTA_GOMORRAH_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_GOMORRAH_INSTANCE_WORK_ID_INT_COSTUME_KIND") #define FIGHTER_BAYONETTA_COSTUME_KIND_JEANNE lua_const("FIGHTER_BAYONETTA_COSTUME_KIND_JEANNE") #define WEAPON_BAYONETTA_HAIR_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_HAIR_INSTANCE_WORK_ID_INT_COSTUME_KIND") #define WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_WICKEDWEAVEARM_INSTANCE_WORK_ID_INT_COSTUME_KIND") #define WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_INT_COSTUME_KIND lua_const("WEAPON_BAYONETTA_WICKEDWEAVELEG_INSTANCE_WORK_ID_INT_COSTUME_KIND") #define WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_BLASTER_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_BRUSH_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_MEGAPHONELASER_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_ROLLER_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_SLOSHER_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_SPLASH_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_INT_JET_EFFECT_HANDLE lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_INT_JET_EFFECT_HANDLE") #define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_R lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_R") #define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_G lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_G") #define WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_B lua_const("WEAPON_INKLING_SQUID_INSTANCE_WORK_ID_FLOAT_B") #define WEAPON_RIDLEY_GUNSHIP_INSTANCE_WORK_ID_INT_TARGET_NUM lua_const("WEAPON_RIDLEY_GUNSHIP_INSTANCE_WORK_ID_INT_TARGET_NUM") #define FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_SPECIAL_EFFECT lua_const("FIGHTER_KROOL_INSTANCE_WORK_ID_FLAG_SPECIAL_LW_SPECIAL_EFFECT") #define FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_MIIFIGHTER_STATUS_COUNTER_THROW_FLAG_SPECIAL_EFFECT") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_TEX_SWORD lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_TEX_SWORD") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_TEX_SWORD_ADD lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_TEX_SWORD_ADD") #define FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_ID_SWORD_FLARE lua_const("FIGHTER_MIISWORDSMAN_INSTANCE_WORK_ID_INT_EFT_ID_SWORD_FLARE") #define EFFECT_AXIS_Y lua_const("EFFECT_AXIS_Y") #define FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SPECIAL_EFFECT lua_const("FIGHTER_MIISWORDSMAN_STATUS_COUNTER_FLAG_SPECIAL_EFFECT") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_EFFECT_LEFT lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_EFFECT_LEFT") #define WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_EFFECT_RIGHT lua_const("WEAPON_PACKUN_BOSSPACKUN_STATUS_WORK_FLAG_FLAME_EFFECT_RIGHT") #define CONTROL_PAD_BUTTON_CATCH lua_const("CONTROL_PAD_BUTTON_CATCH") #define FIGHTER_AI_CP_LEVEL_1 lua_const("FIGHTER_AI_CP_LEVEL_1") #define FIGHTER_AI_CP_LEVEL_2 lua_const("FIGHTER_AI_CP_LEVEL_2") #define FIGHTER_AI_CP_LEVEL_3 lua_const("FIGHTER_AI_CP_LEVEL_3") #define FIGHTER_AI_CP_LEVEL_4 lua_const("FIGHTER_AI_CP_LEVEL_4") #define FIGHTER_AI_CP_LEVEL_5 lua_const("FIGHTER_AI_CP_LEVEL_5") #define FIGHTER_AI_CP_LEVEL_6 lua_const("FIGHTER_AI_CP_LEVEL_6") #define FIGHTER_AI_CP_LEVEL_7 lua_const("FIGHTER_AI_CP_LEVEL_7") #define FIGHTER_AI_CP_LEVEL_8 lua_const("FIGHTER_AI_CP_LEVEL_8") #define FIGHTER_AI_CP_LEVEL_9 lua_const("FIGHTER_AI_CP_LEVEL_9") #define ACT_C_A_BLOW_F lua_const("ACT_C_A_BLOW_F") #define ACT_C_A_BLOW_U lua_const("ACT_C_A_BLOW_U") #define ACT_C_A_ATK_F lua_const("ACT_C_A_ATK_F") #define REFLET_ST_SP_HI_READY lua_const("REFLET_ST_SP_HI_READY") #define ACT_NULL lua_const("ACT_NULL") #define ACT_C_G_BLOW_F lua_const("ACT_C_G_BLOW_F") #define ACT_A_GORO lua_const("ACT_A_GORO") #define ACT_A_CATCH_ATK lua_const("ACT_A_CATCH_ATK") #define ACT_A_FINAL lua_const("ACT_A_FINAL") #define ACT_R_JUMP lua_const("ACT_R_JUMP") #define ACT_R_ACT_LAST lua_const("ACT_R_ACT_LAST") #define ACT_COMBO lua_const("ACT_COMBO") #define ACT_C_GROUND lua_const("ACT_C_GROUND") #define ACT_C_G_ATK_N lua_const("ACT_C_G_ATK_N") #define ACT_C_G_ATK_F lua_const("ACT_C_G_ATK_F") #define ACT_C_G_ATK_U lua_const("ACT_C_G_ATK_U") #define ACT_C_G_ATK_D lua_const("ACT_C_G_ATK_D") #define ACT_C_G_SMASH_F lua_const("ACT_C_G_SMASH_F") #define ACT_C_G_SMASH_U lua_const("ACT_C_G_SMASH_U") #define ACT_C_G_SMASH_D lua_const("ACT_C_G_SMASH_D") #define ACT_C_G_BLOW_N lua_const("ACT_C_G_BLOW_N") #define ACT_C_G_BLOW_U lua_const("ACT_C_G_BLOW_U") #define ACT_C_G_BLOW_D lua_const("ACT_C_G_BLOW_D") #define ACT_C_G_CATCH lua_const("ACT_C_G_CATCH") #define ACT_C_G_NONE lua_const("ACT_C_G_NONE") #define ACT_C_AIR lua_const("ACT_C_AIR") #define ACT_C_A_ATK_N lua_const("ACT_C_A_ATK_N") #define ACT_C_A_ATK_B lua_const("ACT_C_A_ATK_B") #define ACT_C_A_ATK_U lua_const("ACT_C_A_ATK_U") #define ACT_C_A_ATK_D lua_const("ACT_C_A_ATK_D") #define ACT_C_A_BLOW_N lua_const("ACT_C_A_BLOW_N") #define ACT_C_A_BLOW_D lua_const("ACT_C_A_BLOW_D") #define ACT_C_G_ATK2_N lua_const("ACT_C_G_ATK2_N") #define ACT_C_G_ATK2_F lua_const("ACT_C_G_ATK2_F") #define ACT_C_G_ATK2_U lua_const("ACT_C_G_ATK2_U") #define ACT_C_G_ATK2_D lua_const("ACT_C_G_ATK2_D") #define ACT_C_G_DASH_ATTACK lua_const("ACT_C_G_DASH_ATTACK") #define ACT_C_G_DASH_CATCH lua_const("ACT_C_G_DASH_CATCH") #define ACT_C_G_TURN_CATCH lua_const("ACT_C_G_TURN_CATCH") #define ACT_C_A_CATCH lua_const("ACT_C_A_CATCH") #define FIGHTER_KIND_LIZARDON lua_const("FIGHTER_KIND_LIZARDON") #define PEACH_ST_FLOAT lua_const("PEACH_ST_FLOAT") #define CP_FLAG_SHIELD lua_const("CP_FLAG_SHIELD") #define ACT_C_A_BLOW2_N lua_const("ACT_C_A_BLOW2_N") #define ACT_C_A_BLOW2_F lua_const("ACT_C_A_BLOW2_F") #define ACT_C_A_BLOW2_U lua_const("ACT_C_A_BLOW2_U") #define ACT_C_G_BLOW2_N lua_const("ACT_C_G_BLOW2_N") #define ACT_C_G_BLOW2_F lua_const("ACT_C_G_BLOW2_F") #define ACT_C_G_BLOW2_U lua_const("ACT_C_G_BLOW2_U") #define FIGHTER_WOLF_STATUS_KIND_SPECIAL_HI_RUSH lua_const("FIGHTER_WOLF_STATUS_KIND_SPECIAL_HI_RUSH") #define WIIFIT_ST_BREATHING lua_const("WIIFIT_ST_BREATHING") #define WIIFIT_ST_BREATHING_GAUGE lua_const("WIIFIT_ST_BREATHING_GAUGE") #define SHULK_ST_MONAD_SELECT lua_const("SHULK_ST_MONAD_SELECT") #define SHULK_ST_MONAD_JUMP_UNABLE lua_const("SHULK_ST_MONAD_JUMP_UNABLE") #define SHULK_ST_MONAD_SPEED_UNABLE lua_const("SHULK_ST_MONAD_SPEED_UNABLE") #define SHULK_ST_MONAD_SHIELD_UNABLE lua_const("SHULK_ST_MONAD_SHIELD_UNABLE") #define SHULK_ST_MONAD_BUSTER_UNABLE lua_const("SHULK_ST_MONAD_BUSTER_UNABLE") #define SHULK_ST_MONAD_SMASH_UNABLE lua_const("SHULK_ST_MONAD_SMASH_UNABLE") #define ATTACK_PHASE_END lua_const("ATTACK_PHASE_END") #define FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_START lua_const("FIGHTER_SHIZUE_STATUS_KIND_SPECIAL_S_START") #define GAOGAEN_ST_SP_S_LARIAT lua_const("GAOGAEN_ST_SP_S_LARIAT") #define ATTACK_PHASE_ACTIVE lua_const("ATTACK_PHASE_ACTIVE") #define UNIQ_STAT_GENESIS lua_const("UNIQ_STAT_GENESIS") #define DANGER_INVALID_HANDLE lua_const("DANGER_INVALID_HANDLE") #define AI_STATUS_ATTACK_END lua_const("AI_STATUS_ATTACK_END") #define AI_STATUS_CLIFF lua_const("AI_STATUS_CLIFF") #define AI_STATUS_DOWN lua_const("AI_STATUS_DOWN") #define STAT_SKILL_SHIELD_HEAL lua_const("STAT_SKILL_SHIELD_HEAL") #define STAT_SKILL_MACH_STAMP lua_const("STAT_SKILL_MACH_STAMP") #define STAT_SKILL_HIGH_SPEED_DASH lua_const("STAT_SKILL_HIGH_SPEED_DASH") #define STAT_SKILL_SLOW_SUPER_ARMOR lua_const("STAT_SKILL_SLOW_SUPER_ARMOR") #define STAT_SKILL_SUPER_ARMOR lua_const("STAT_SKILL_SUPER_ARMOR") #define KIRBY_ST_STONE lua_const("KIRBY_ST_STONE") #define AI_STATUS_REBIRTH lua_const("AI_STATUS_REBIRTH") #define AI_STATUS_SP_FALL lua_const("AI_STATUS_SP_FALL") #define AI_STATUS_DAMAGED lua_const("AI_STATUS_DAMAGED") #define AI_STATUS_CATCH lua_const("AI_STATUS_CATCH") #define ACT_C_NULL lua_const("ACT_C_NULL") #define CP_FLAG_ATTACK lua_const("CP_FLAG_ATTACK") #define AI_STATUS_FREE_DASH lua_const("AI_STATUS_FREE_DASH") #define KIRBY_ST_COPY lua_const("KIRBY_ST_COPY") #define FIGHTER_KIND_MIIENEMYF lua_const("FIGHTER_KIND_MIIENEMYF") #define FIGHTER_KIND_MIIENEMYS lua_const("FIGHTER_KIND_MIIENEMYS") #define FIGHTER_KIND_MIIENEMYG lua_const("FIGHTER_KIND_MIIENEMYG") #define BAYONETTA_ST_FINAL lua_const("BAYONETTA_ST_FINAL") #define ACT_C_REQ_G_POWER_RANGE_S lua_const("ACT_C_REQ_G_POWER_RANGE_S") #define TYPE_ITEM lua_const("TYPE_ITEM") #define ITEM_KIND_FAIRYBOTTLE lua_const("ITEM_KIND_FAIRYBOTTLE") #define ITEM_KIND_CHEWING lua_const("ITEM_KIND_CHEWING") #define TYPE_WEAPON lua_const("TYPE_WEAPON") #define WEAPON_KIND_ROCKMAN_CRASHBOMB lua_const("WEAPON_KIND_ROCKMAN_CRASHBOMB") #define FL_EXPLOSION_10 lua_const("FL_EXPLOSION_10") #define CP_FLAG_ROLL lua_const("CP_FLAG_ROLL") #define FL_EXPLOSION_30 lua_const("FL_EXPLOSION_30") #define WEAPON_KIND_FOX_BLASTER_BULLET lua_const("WEAPON_KIND_FOX_BLASTER_BULLET") #define WEAPON_KIND_MIIGUNNER_RAPIDSHOT_BULLET lua_const("WEAPON_KIND_MIIGUNNER_RAPIDSHOT_BULLET") #define FL_REFLECTOR lua_const("FL_REFLECTOR") #define FL_ABSORBER lua_const("FL_ABSORBER") #define WEAPON_KIND_FALCO_BLASTER_BULLET lua_const("WEAPON_KIND_FALCO_BLASTER_BULLET") #define FL_SPEED_DAMAGE lua_const("FL_SPEED_DAMAGE") #define ITEM_KIND_BEETLE lua_const("ITEM_KIND_BEETLE") #define ACT_C_G_BLOW_N2 lua_const("ACT_C_G_BLOW_N2") #define ACT_C_G_BLOW_F2 lua_const("ACT_C_G_BLOW_F2") #define ACT_C_G_BLOW_U2 lua_const("ACT_C_G_BLOW_U2") #define ACT_C_G_BLOW_D2 lua_const("ACT_C_G_BLOW_D2") #define ACT_C_G_BLOW_N3 lua_const("ACT_C_G_BLOW_N3") #define ACT_C_G_BLOW_F3 lua_const("ACT_C_G_BLOW_F3") #define ACT_C_G_BLOW_U3 lua_const("ACT_C_G_BLOW_U3") #define ACT_C_G_BLOW_D3 lua_const("ACT_C_G_BLOW_D3") #define GAOGAEN_ST_REVENGE lua_const("GAOGAEN_ST_REVENGE") #define ACT_C_REQ_G_QUICK_RANGE_C lua_const("ACT_C_REQ_G_QUICK_RANGE_C") #define ACT_C_REQ_G_QUICK_RANGE_S lua_const("ACT_C_REQ_G_QUICK_RANGE_S") #define ACT_C_REQ_G_FEINT lua_const("ACT_C_REQ_G_FEINT") #define ACT_C_REQ_G_DASH lua_const("ACT_C_REQ_G_DASH") #define ACT_C_REQ_A_METEOR lua_const("ACT_C_REQ_A_METEOR") #define ACT_C_REQ_A_NEAR lua_const("ACT_C_REQ_A_NEAR") #define ACT_C_REQ_A_FEINT lua_const("ACT_C_REQ_A_FEINT") #define AI_STATUS_ATTACK lua_const("AI_STATUS_ATTACK") #define AI_STATUS_FREE_STOP lua_const("AI_STATUS_FREE_STOP") #define AI_STATUS_SHIELD lua_const("AI_STATUS_SHIELD") #define AI_STATUS_ESCAPE lua_const("AI_STATUS_ESCAPE") #define AI_STATUS_ATTACK_HOLD lua_const("AI_STATUS_ATTACK_HOLD") #define AI_STATUS_LANDING lua_const("AI_STATUS_LANDING") #define AI_STATUS_JUMP_SQUAT lua_const("AI_STATUS_JUMP_SQUAT") #define IKE_ST_SP_U_NO_CLIFF lua_const("IKE_ST_SP_U_NO_CLIFF") #define POPO_ST_SINGLE lua_const("POPO_ST_SINGLE") #define AI_STATUS_DAMAGED_CANCELABLE lua_const("AI_STATUS_DAMAGED_CANCELABLE") #define STAT_SKILL_ESCAPE_UP lua_const("STAT_SKILL_ESCAPE_UP") #define STAT_SPIRITS_EVENT_SPEEDUP lua_const("STAT_SPIRITS_EVENT_SPEEDUP") #define CP_FLAG_RUN lua_const("CP_FLAG_RUN") #define CP_FLAG_ATK_JUMP lua_const("CP_FLAG_ATK_JUMP") #define CP_FLAG_SHOT lua_const("CP_FLAG_SHOT") #define AI_STATUS_FREE_RUN lua_const("AI_STATUS_FREE_RUN") #define AI_STATUS_FREE_RUN_BRAKE lua_const("AI_STATUS_FREE_RUN_BRAKE") #define AI_STATUS_ATTACK_PREPARE lua_const("AI_STATUS_ATTACK_PREPARE") #define AI_STATUS_GROUND_ATTACK_PREPARE lua_const("AI_STATUS_GROUND_ATTACK_PREPARE") #define AI_STATUS_GROUND_ATTACK lua_const("AI_STATUS_GROUND_ATTACK") #define AI_STATUS_COUNTER_HOLD lua_const("AI_STATUS_COUNTER_HOLD") #define AI_STATUS_SHIELD_OFF lua_const("AI_STATUS_SHIELD_OFF") #define AI_STATUS_CLIFF_OFF lua_const("AI_STATUS_CLIFF_OFF") #define AI_STATUS_COUNTER_END lua_const("AI_STATUS_COUNTER_END") #define AI_STATUS_PIYO lua_const("AI_STATUS_PIYO") #define ACT_C_REQ_G_GUARD_CANCEL lua_const("ACT_C_REQ_G_GUARD_CANCEL") #define ROSETTA_ST_TICO_FREE lua_const("ROSETTA_ST_TICO_FREE") #define ITEM_KIND_RAYGUNSHOT lua_const("ITEM_KIND_RAYGUNSHOT") #define WEAPON_KIND_KOOPA_BREATH lua_const("WEAPON_KIND_KOOPA_BREATH") #define WEAPON_KIND_PLIZARDON_BREATH lua_const("WEAPON_KIND_PLIZARDON_BREATH") #define WEAPON_KIND_NESS_PK_FIRE lua_const("WEAPON_KIND_NESS_PK_FIRE") #define WEAPON_KIND_REFLET_GIGAFIRE lua_const("WEAPON_KIND_REFLET_GIGAFIRE") #define STAT_SKILL_JUST_GUARD_UP lua_const("STAT_SKILL_JUST_GUARD_UP") #define STAT_SKILL_JUST_SHIELD_REFLECT lua_const("STAT_SKILL_JUST_SHIELD_REFLECT") #define WEAPON_KIND_INKLING_INKBULLET lua_const("WEAPON_KIND_INKLING_INKBULLET") #define ACT_C_REQ_G_JUMP_SUSTAIN lua_const("ACT_C_REQ_G_JUMP_SUSTAIN") #define ACT_C_REQ_G_LOWER lua_const("ACT_C_REQ_G_LOWER") #define ACT_C_REQ_G_SHOT_L lua_const("ACT_C_REQ_G_SHOT_L") #define LINK_ST_SP_LW lua_const("LINK_ST_SP_LW") #define FOX_ST_SP_AIR_S lua_const("FOX_ST_SP_AIR_S") #define PEACH_ST_DIS_FLOAT lua_const("PEACH_ST_DIS_FLOAT") #define SHEIK_ST_SP_AIR_D lua_const("SHEIK_ST_SP_AIR_D") #define MARIOD_ST_SP_LW_HOP lua_const("MARIOD_ST_SP_LW_HOP") #define GW_ST_OIL_MAX lua_const("GW_ST_OIL_MAX") #define SZEROSUIT_ST_SP_AIR_LW lua_const("SZEROSUIT_ST_SP_AIR_LW") #define WARIO_ST_BIKE_READY lua_const("WARIO_ST_BIKE_READY") #define SNAKE_ST_SP_LW_READY lua_const("SNAKE_ST_SP_LW_READY") #define SNAKE_ST_SP_HI lua_const("SNAKE_ST_SP_HI") #define POKEMON_ST_DIS_SP_LW lua_const("POKEMON_ST_DIS_SP_LW") #define DIDDY_ST_DIS_SP_S lua_const("DIDDY_ST_DIS_SP_S") #define PIKMIN_ST_HEAVY lua_const("PIKMIN_ST_HEAVY") #define ROBOT_ST_GYRO_READY lua_const("ROBOT_ST_GYRO_READY") #define LITTLEMAC_ST_KO_GAGE_MAX lua_const("LITTLEMAC_ST_KO_GAGE_MAX") #define LITTLEMAC_ST_SP_S lua_const("LITTLEMAC_ST_SP_S") #define PACMAN_ST_FRUITS lua_const("PACMAN_ST_FRUITS") #define PACMAN_ST_DIS_SP_S lua_const("PACMAN_ST_DIS_SP_S") #define REFLET_ST_SP_N_READY lua_const("REFLET_ST_SP_N_READY") #define SHULK_ST_MONAD_EFFECTED lua_const("SHULK_ST_MONAD_EFFECTED") #define SHULK_ST_MONAD_JUMP lua_const("SHULK_ST_MONAD_JUMP") #define SHULK_ST_MONAD_SPEED lua_const("SHULK_ST_MONAD_SPEED") #define KOOPAJR_ST_DIS_SP_S lua_const("KOOPAJR_ST_DIS_SP_S") #define DUCKHUNT_ST_CLAY lua_const("DUCKHUNT_ST_CLAY") #define DUCKHUNT_ST_CAN lua_const("DUCKHUNT_ST_CAN") #define RYU_ST_HIT_CANCEL lua_const("RYU_ST_HIT_CANCEL") #define BAYONETTA_ST_SP_AIR_S lua_const("BAYONETTA_ST_SP_AIR_S") #define BAYONETTA_ST_SP_HI lua_const("BAYONETTA_ST_SP_HI") #define SHIZUE_ST_SP_LW_READY lua_const("SHIZUE_ST_SP_LW_READY") #define PACKUN_ST_SP_S lua_const("PACKUN_ST_SP_S") #define UNIQ_STAT_REBIRTH lua_const("UNIQ_STAT_REBIRTH") #define UNIQ_STAT_DAMAGE lua_const("UNIQ_STAT_DAMAGE") #define UNIQ_STAT_FIXDMG lua_const("UNIQ_STAT_FIXDMG") #define UNIQ_STAT_MEWTWO_THROWN lua_const("UNIQ_STAT_MEWTWO_THROWN") #define UNIQ_STAT_CATCH lua_const("UNIQ_STAT_CATCH") #define UNIQ_STAT_DOWN lua_const("UNIQ_STAT_DOWN") #define UNIQ_STAT_CLIFF lua_const("UNIQ_STAT_CLIFF") #define UNIQ_STAT_ATTACK lua_const("UNIQ_STAT_ATTACK") #define ATTACK_PHASE_PREPARE lua_const("ATTACK_PHASE_PREPARE") #define ATTACK_PHASE_START lua_const("ATTACK_PHASE_START") #define ATTACK_PHASE_NONE lua_const("ATTACK_PHASE_NONE") #define UNIQ_STAT_ATTACK_GROUND lua_const("UNIQ_STAT_ATTACK_GROUND") #define UNIQ_STAT_ATK_HOLD lua_const("UNIQ_STAT_ATK_HOLD") #define UNIQ_STAT_ATK_HOLD_FAST lua_const("UNIQ_STAT_ATK_HOLD_FAST") #define UNIQ_STAT_COUNTER lua_const("UNIQ_STAT_COUNTER") #define UNIQ_STAT_GUARD lua_const("UNIQ_STAT_GUARD") #define UNIQ_STAT_JUMP_SQUAT lua_const("UNIQ_STAT_JUMP_SQUAT") #define UNIQ_STAT_FALL_SP lua_const("UNIQ_STAT_FALL_SP") #define UNIQ_STAT_ESCAPE lua_const("UNIQ_STAT_ESCAPE") #define UNIQ_STAT_CATCH_END lua_const("UNIQ_STAT_CATCH_END") #define AI_STATUS_TERM lua_const("AI_STATUS_TERM") #define ITEM_STATUS_KIND_FALL lua_const("ITEM_STATUS_KIND_FALL") #define ITEM_STATUS_KIND_LANDING lua_const("ITEM_STATUS_KIND_LANDING") #define ITEM_STATUS_KIND_JUMP lua_const("ITEM_STATUS_KIND_JUMP") #define ITEM_STATUS_KIND_JUMP_AIR lua_const("ITEM_STATUS_KIND_JUMP_AIR") #define ITEM_STATUS_KIND_PASS_FLOOR lua_const("ITEM_STATUS_KIND_PASS_FLOOR") #define ITEM_STATUS_KIND_WAIT lua_const("ITEM_STATUS_KIND_WAIT") #define ITEM_STATUS_KIND_RUN lua_const("ITEM_STATUS_KIND_RUN") #define ITEM_STATUS_KIND_ESCAPE_FALL lua_const("ITEM_STATUS_KIND_ESCAPE_FALL") #define ITEM_STATUS_KIND_ESCAPE_JUMP lua_const("ITEM_STATUS_KIND_ESCAPE_JUMP") #define ITEM_STATUS_KIND_NONE lua_const("ITEM_STATUS_KIND_NONE") #define ITEM_INSTANCE_WORK_FLAG_JUMP_AIR_ENABLE lua_const("ITEM_INSTANCE_WORK_FLAG_JUMP_AIR_ENABLE") #define ITEM_STATUS_KIND_ESCAPE_AIR lua_const("ITEM_STATUS_KIND_ESCAPE_AIR") #define ASSIST_PARAM_FLOAT_CHECK_JUMP_TARGET_DISTANCE_X lua_const("ASSIST_PARAM_FLOAT_CHECK_JUMP_TARGET_DISTANCE_X") #define ASSIST_PARAM_FLOAT_CHECK_CLIFF_JUMP_DISTANCE lua_const("ASSIST_PARAM_FLOAT_CHECK_CLIFF_JUMP_DISTANCE") #define ASSIST_PARAM_FLOAT_CHECK_WALL_JUMP_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_WALL_JUMP_PER") #define ASSIST_PARAM_FLOAT_CHECK_WALL_JUMP_AIR_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_WALL_JUMP_AIR_PER") #define ASSIST_PARAM_FLOAT_CHECK_OTTOTTO_JUMP_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_OTTOTTO_JUMP_PER") #define ITEM_INSTANCE_WORK_INT_TRACKING_COUNTER lua_const("ITEM_INSTANCE_WORK_INT_TRACKING_COUNTER") #define ITEM_INSTANCE_WORK_INT_LIFE_TIME_MAX lua_const("ITEM_INSTANCE_WORK_INT_LIFE_TIME_MAX") #define ITEM_INSTANCE_WORK_INT_LIFE_TIME lua_const("ITEM_INSTANCE_WORK_INT_LIFE_TIME") #define ITEM_STATUS_KIND_EXIT lua_const("ITEM_STATUS_KIND_EXIT") #define ITEM_TARGET_TYPE_RANDOM_FIGHTER_ASSIST lua_const("ITEM_TARGET_TYPE_RANDOM_FIGHTER_ASSIST") #define ITEM_INSTANCE_WORK_INT_GROUND_DAMAGE_COUNT lua_const("ITEM_INSTANCE_WORK_INT_GROUND_DAMAGE_COUNT") #define ASSIST_PARAM_FLOAT_WARP_TARGET_OFFSET_Y lua_const("ASSIST_PARAM_FLOAT_WARP_TARGET_OFFSET_Y") #define ASSIST_PARAM_INT_WARP_SAMPLING_NUM lua_const("ASSIST_PARAM_INT_WARP_SAMPLING_NUM") #define ITEM_TARGET_TYPE_IKE_FINAL lua_const("ITEM_TARGET_TYPE_IKE_FINAL") #define ITEM_INSTANCE_WORK_FLAG_VANISH lua_const("ITEM_INSTANCE_WORK_FLAG_VANISH") #define ITEM_INSTANCE_WORK_FLAG_EATABLE lua_const("ITEM_INSTANCE_WORK_FLAG_EATABLE") #define ITEM_INSTANCE_WORK_INT_IGNORE_CAPTURE_COUNT lua_const("ITEM_INSTANCE_WORK_INT_IGNORE_CAPTURE_COUNT") #define ITEM_KINETIC_FLAG_NO_WIND lua_const("ITEM_KINETIC_FLAG_NO_WIND") #define ITEM_KINETIC_FLAG_NO_OUTSIDE_ATTACK lua_const("ITEM_KINETIC_FLAG_NO_OUTSIDE_ATTACK") #define ASSIST_PARAM_FLOAT_EXIT_DAMAGE_MUL lua_const("ASSIST_PARAM_FLOAT_EXIT_DAMAGE_MUL") #define ASSIST_PARAM_FLOAT_EXIT_HIT_EFFECT_SCALE_MUL lua_const("ASSIST_PARAM_FLOAT_EXIT_HIT_EFFECT_SCALE_MUL") #define ITEM_INSTANCE_WORK_FLOAT_HIT_EFFECT_SCALE_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_HIT_EFFECT_SCALE_MUL") #define ASSIST_PARAM_FLOAT_EXIT_HIT_STOP_MUL lua_const("ASSIST_PARAM_FLOAT_EXIT_HIT_STOP_MUL") #define ITEM_INSTANCE_WORK_FLOAT_HP_MAX lua_const("ITEM_INSTANCE_WORK_FLOAT_HP_MAX") #define ASSIST_PARAM_FLOAT_DAMAGE_NEAR_DEATH_HP_PER lua_const("ASSIST_PARAM_FLOAT_DAMAGE_NEAR_DEATH_HP_PER") #define ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_PER lua_const("ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_PER") #define ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_SIZE_MIN lua_const("ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_SIZE_MIN") #define ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_SIZE_MAX lua_const("ASSIST_PARAM_FLOAT_COMMON_STATUS_ESCAPE_SEARCH_SIZE_MAX") #define ITEM_STATUS_KIND_DAMAGE lua_const("ITEM_STATUS_KIND_DAMAGE") #define ITEM_STATUS_KIND_WARP lua_const("ITEM_STATUS_KIND_WARP") #define ASSIST_PARAM_INT_WARP_ATTACK_CHECK_FRAME lua_const("ASSIST_PARAM_INT_WARP_ATTACK_CHECK_FRAME") #define ASSIST_PARAM_FLOAT_WARP_CHECK_TARGET_DISTANCE lua_const("ASSIST_PARAM_FLOAT_WARP_CHECK_TARGET_DISTANCE") #define ASSIST_PARAM_INT_WARP_OUT_OF_AREA_WAIT_FRAME lua_const("ASSIST_PARAM_INT_WARP_OUT_OF_AREA_WAIT_FRAME") #define ASSIST_PARAM_INT_WARP_GROUND_DAMAGE_COUNT lua_const("ASSIST_PARAM_INT_WARP_GROUND_DAMAGE_COUNT") #define ITEM_STATUS_KIND_CAPTURE_BEGIN lua_const("ITEM_STATUS_KIND_CAPTURE_BEGIN") #define ITEM_STATUS_KIND_CAPTURE_TERM lua_const("ITEM_STATUS_KIND_CAPTURE_TERM") #define ITEM_STATUS_KIND_CAPTURE_KAWASAKI_TOSS lua_const("ITEM_STATUS_KIND_CAPTURE_KAWASAKI_TOSS") #define ITEM_STATUS_KIND_CAPTURE_KAWASAKI_COOK lua_const("ITEM_STATUS_KIND_CAPTURE_KAWASAKI_COOK") #define ASSIST_PARAM_INT_WARP_RETURN_ENABLE_FRAME lua_const("ASSIST_PARAM_INT_WARP_RETURN_ENABLE_FRAME") #define ITEM_STATUS_KIND_TURN lua_const("ITEM_STATUS_KIND_TURN") #define ASSIST_PARAM_FLOAT_DAMAGE_START_DAMAGE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_START_DAMAGE") #define ASSIST_PARAM_FLOAT_DAMAGE_END_DAMAGE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_END_DAMAGE") #define ASSIST_PARAM_INT_DAMAGE_LIGHT_REACTION_FRAME lua_const("ASSIST_PARAM_INT_DAMAGE_LIGHT_REACTION_FRAME") #define ASSIST_PARAM_INT_DAMAGE_SMASHED_STATUS_VANISH_FRAME lua_const("ASSIST_PARAM_INT_DAMAGE_SMASHED_STATUS_VANISH_FRAME") #define ASSIST_PARAM_FLOAT_DAMAGE_SMASHED_STATUS_VANISH_SPEED lua_const("ASSIST_PARAM_FLOAT_DAMAGE_SMASHED_STATUS_VANISH_SPEED") #define ePL_CKIND_CPU lua_const("ePL_CKIND_CPU") #define ASSIST_PARAM_FLOAT_DAMAGE_REFLECT_STOP_FRAME_RATE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_REFLECT_STOP_FRAME_RATE") #define ASSIST_PARAM_FLOAT_DAMAGE_REFLECT_STOP_FRAME_MAX lua_const("ASSIST_PARAM_FLOAT_DAMAGE_REFLECT_STOP_FRAME_MAX") #define BATTLE_OBJECT_CATEGORY_GIMMICK lua_const("BATTLE_OBJECT_CATEGORY_GIMMICK") #define BATTLE_OBJECT_CATEGORY_TERM lua_const("BATTLE_OBJECT_CATEGORY_TERM") #define ASSIST_PARAM_FLOAT_DAMAGE_MUL_FROM_STAGE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_MUL_FROM_STAGE") #define ITEM_KINETIC_TYPE_DAMAGE lua_const("ITEM_KINETIC_TYPE_DAMAGE") #define ITEM_INSTANCE_WORK_FLAG_IS_SMASH_DAMAGE lua_const("ITEM_INSTANCE_WORK_FLAG_IS_SMASH_DAMAGE") #define ITEM_INSTANCE_WORK_FLAG_AUTO_PLAY_LOST_EFFECT lua_const("ITEM_INSTANCE_WORK_FLAG_AUTO_PLAY_LOST_EFFECT") #define ASSIST_PARAM_FLOAT_DAMAGE_PRELANDING_DISTANCE lua_const("ASSIST_PARAM_FLOAT_DAMAGE_PRELANDING_DISTANCE") #define ASSIST_PARAM_FLOAT_DAMAGE_SMOKE_GENERATE_HP_PER lua_const("ASSIST_PARAM_FLOAT_DAMAGE_SMOKE_GENERATE_HP_PER") #define ITEM_INSTANCE_WORK_FLAG_TARGETABLE lua_const("ITEM_INSTANCE_WORK_FLAG_TARGETABLE") #define ITEM_INSTANCE_WORK_FLAG_TURN_DAMAGE lua_const("ITEM_INSTANCE_WORK_FLAG_TURN_DAMAGE") #define ITEM_INSTANCE_WORK_FLOAT_HP lua_const("ITEM_INSTANCE_WORK_FLOAT_HP") #define ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_SIZE_MIN lua_const("ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_SIZE_MIN") #define ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_SIZE_MAX lua_const("ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_SIZE_MAX") #define ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_PER lua_const("ASSIST_PARAM_FLOAT_DAMAGE_STATUS_ESCAPE_SEARCH_PER") #define ASSIST_PARAM_INT_DAMAGE_STATUS_ESCAPE_SEARCH_START_FRAME lua_const("ASSIST_PARAM_INT_DAMAGE_STATUS_ESCAPE_SEARCH_START_FRAME") #define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_OVER_ANGLE lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_OVER_ANGLE") #define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SEARCH_SIZE_MIN lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SEARCH_SIZE_MIN") #define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SEARCH_SIZE_MAX lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SEARCH_SIZE_MAX") #define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SELECT_MASK_ATTACK lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SELECT_MASK_ATTACK") #define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SELECT_MASK_ATTACK_HIT lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_SELECT_MASK_ATTACK_HIT") #define ASSIST_PARAM_INT_ESCAPE_JUMP_DETECTED_FRAME_MIN lua_const("ASSIST_PARAM_INT_ESCAPE_JUMP_DETECTED_FRAME_MIN") #define ASSIST_PARAM_INT_ESCAPE_JUMP_DETECTED_FRAME_MAX lua_const("ASSIST_PARAM_INT_ESCAPE_JUMP_DETECTED_FRAME_MAX") #define ASSIST_PARAM_FLOAT_ESCAPE_AIR_SEARCH_SIZE_MIN lua_const("ASSIST_PARAM_FLOAT_ESCAPE_AIR_SEARCH_SIZE_MIN") #define ASSIST_PARAM_FLOAT_ESCAPE_AIR_SEARCH_SIZE_MAX lua_const("ASSIST_PARAM_FLOAT_ESCAPE_AIR_SEARCH_SIZE_MAX") #define ASSIST_PARAM_FLOAT_ESCAPE_AIR_SELECT_MASK_ATTACK lua_const("ASSIST_PARAM_FLOAT_ESCAPE_AIR_SELECT_MASK_ATTACK") #define ASSIST_PARAM_FLOAT_ESCAPE_AIR_SELECT_MASK_ATTACK_HIT lua_const("ASSIST_PARAM_FLOAT_ESCAPE_AIR_SELECT_MASK_ATTACK_HIT") #define ASSIST_PARAM_INT_ESCAPE_AIR_DETECTED_FRAME_MIN lua_const("ASSIST_PARAM_INT_ESCAPE_AIR_DETECTED_FRAME_MIN") #define ASSIST_PARAM_INT_ESCAPE_AIR_DETECTED_FRAME_MAX lua_const("ASSIST_PARAM_INT_ESCAPE_AIR_DETECTED_FRAME_MAX") #define ITEM_KINETIC_TYPE_NORMAL lua_const("ITEM_KINETIC_TYPE_NORMAL") #define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_RAYCHECK_OFFSET_X lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_RAYCHECK_OFFSET_X") #define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_RAYCHECK_OFFSET_Y lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_RAYCHECK_OFFSET_Y") #define ASSIST_PARAM_FLOAT_ESCAPE_JUMP_TO_AIR_SELECTION_PROBABILITY lua_const("ASSIST_PARAM_FLOAT_ESCAPE_JUMP_TO_AIR_SELECTION_PROBABILITY") #define ASSIST_PARAM_INT_ESCAPE_JUMP_TO_AIR_SEARCH_WAIT_FRAME_MIN lua_const("ASSIST_PARAM_INT_ESCAPE_JUMP_TO_AIR_SEARCH_WAIT_FRAME_MIN") #define ASSIST_PARAM_INT_ESCAPE_JUMP_TO_AIR_SEARCH_WAIT_FRAME_MAX lua_const("ASSIST_PARAM_INT_ESCAPE_JUMP_TO_AIR_SEARCH_WAIT_FRAME_MAX") #define ITEM_INSTANCE_WORK_INT_TARGET_TASK_ID lua_const("ITEM_INSTANCE_WORK_INT_TARGET_TASK_ID") #define ITEM_TARGET_TYPE_UPDATE lua_const("ITEM_TARGET_TYPE_UPDATE") #define ITEM_TARGET_TYPE_NEAR_FIGHTER lua_const("ITEM_TARGET_TYPE_NEAR_FIGHTER") #define ASSIST_PARAM_INT_ESCAPE_AIR_XLU_FRAME lua_const("ASSIST_PARAM_INT_ESCAPE_AIR_XLU_FRAME") #define ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_JUMP lua_const("ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_JUMP") #define ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_AIR lua_const("ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_AIR") #define ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_LANDING_WAIT lua_const("ASSIST_PARAM_FLOAT_ESCAPE_ACTION_SELECT_LANDING_WAIT") #define ITEM_KINETIC_ENERGY_ID_GRAVITY lua_const("ITEM_KINETIC_ENERGY_ID_GRAVITY") #define ITEM_KINETIC_ENERGY_ID_GROUND_MOVEMENT lua_const("ITEM_KINETIC_ENERGY_ID_GROUND_MOVEMENT") #define ITEM_KINETIC_ENERGY_ID_JOSTLE lua_const("ITEM_KINETIC_ENERGY_ID_JOSTLE") #define ITEM_KINETIC_TYPE_NONE lua_const("ITEM_KINETIC_TYPE_NONE") #define ITEM_INSTANCE_WORK_FLAG_RUN_START lua_const("ITEM_INSTANCE_WORK_FLAG_RUN_START") #define ASSIST_PARAM_FLOAT_CHECK_CLIFF_JUMP_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_CLIFF_JUMP_PER") #define ASSIST_PARAM_FLOAT_CHECK_CLIFF_WAIT_PER lua_const("ASSIST_PARAM_FLOAT_CHECK_CLIFF_WAIT_PER") #define ASSIST_PARAM_INT_CLIFF_WAIT_FRAME_MIN lua_const("ASSIST_PARAM_INT_CLIFF_WAIT_FRAME_MIN") #define ASSIST_PARAM_INT_CLIFF_WAIT_FRAME_MAX lua_const("ASSIST_PARAM_INT_CLIFF_WAIT_FRAME_MAX") #define ASSIST_PARAM_INT_WARP_STANDING_WAIT_FRAME lua_const("ASSIST_PARAM_INT_WARP_STANDING_WAIT_FRAME") #define ITEM_INSTANCE_WORK_FLAG_MISS_TARGET_BY_CHANGING lua_const("ITEM_INSTANCE_WORK_FLAG_MISS_TARGET_BY_CHANGING") #define ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_X lua_const("ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_X") #define ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_Y lua_const("ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_Y") #define BOSS_COMMON_PARAM_FLOAT_TARGET_SEARCH_NEAREST_MUL lua_const("BOSS_COMMON_PARAM_FLOAT_TARGET_SEARCH_NEAREST_MUL") #define ITEM_LINK_NO_CREATEOWNER lua_const("ITEM_LINK_NO_CREATEOWNER") #define ITEM_INSTANCE_WORK_FLOAT_STRENGTH lua_const("ITEM_INSTANCE_WORK_FLOAT_STRENGTH") #define ITEM_INSTANCE_WORK_FLOAT_LEVEL lua_const("ITEM_INSTANCE_WORK_FLOAT_LEVEL") #define ITEM_INSTANCE_WORK_FLAG_IMMORTAL lua_const("ITEM_INSTANCE_WORK_FLAG_IMMORTAL") #define ITEM_INSTANCE_WORK_FLAG_ANGRY lua_const("ITEM_INSTANCE_WORK_FLAG_ANGRY") #define BOSS_COMMON_PARAM_FLOAT_ANGRY_WAIT_FRAME_MUL lua_const("BOSS_COMMON_PARAM_FLOAT_ANGRY_WAIT_FRAME_MUL") #define ITEM_INSTANCE_WORK_FLOAT_DOWN_DAMAGE_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_DOWN_DAMAGE_MUL") #define FLAG_IGNORE lua_const("FLAG_IGNORE") #define FLAG_THROUGHABLE lua_const("FLAG_THROUGHABLE") #define FLAG_IGNORE_BOSS lua_const("FLAG_IGNORE_BOSS") #define ITEM_AREA_KIND_BODY lua_const("ITEM_AREA_KIND_BODY") #define BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_LV0 lua_const("BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_LV0") #define BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_LV10 lua_const("BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_LV10") #define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_MAX lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_MAX") #define ITEM_KINETIC_ENERGY_ID_MOTION_LINKED_MAIN lua_const("ITEM_KINETIC_ENERGY_ID_MOTION_LINKED_MAIN") #define ITEM_KINETIC_ENERGY_ID_MOTION_LINKED_SUB1 lua_const("ITEM_KINETIC_ENERGY_ID_MOTION_LINKED_SUB1") #define BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_OVER_MUL lua_const("BOSS_COMMON_PARAM_FLOAT_DAMAGE_MAX_OVER_MUL") #define FIGHTER_KIND_ZENIGAME lua_const("FIGHTER_KIND_ZENIGAME") #define FIGHTER_KIND_FUSHIGISOU lua_const("FIGHTER_KIND_FUSHIGISOU") #define FIGHTER_KIND_BASE_HEAD lua_const("FIGHTER_KIND_BASE_HEAD") #define FIGHTER_KIND_BASE_TAIL lua_const("FIGHTER_KIND_BASE_TAIL") #define ITEM_INSTANCE_WORK_FLOAT_KIILADARZ_ATTACK_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_KIILADARZ_ATTACK_MUL") #define ITEM_INSTANCE_WORK_INT_PARAMETER_ITEM_KIND lua_const("ITEM_INSTANCE_WORK_INT_PARAMETER_ITEM_KIND") #define ITEM_STATUS_KIND_DEAD lua_const("ITEM_STATUS_KIND_DEAD") #define ITEM_KINETIC_TYPE_MOTION_LINKED lua_const("ITEM_KINETIC_TYPE_MOTION_LINKED") #define ITEM_INSTANCE_WORK_FLAG_BOSS_KEYOFF_BGM lua_const("ITEM_INSTANCE_WORK_FLAG_BOSS_KEYOFF_BGM") #define ITEM_INSTANCE_WORK_FLAG_BOSS_STOP_SE lua_const("ITEM_INSTANCE_WORK_FLAG_BOSS_STOP_SE") #define ITEM_INSTANCE_WORK_FLAG_BOSS_DEAD lua_const("ITEM_INSTANCE_WORK_FLAG_BOSS_DEAD") #define ITEM_ANIMCMD_KIND_GAME lua_const("ITEM_ANIMCMD_KIND_GAME") #define ITEM_ANIMCMD_KIND_EFFECT lua_const("ITEM_ANIMCMD_KIND_EFFECT") #define ITEM_ANIMCMD_KIND_SOUND lua_const("ITEM_ANIMCMD_KIND_SOUND") #define ITEM_STATUS_KIND_TRANS_PHASE lua_const("ITEM_STATUS_KIND_TRANS_PHASE") #define ITEM_KINETIC_ENERGY_ID_OUTER lua_const("ITEM_KINETIC_ENERGY_ID_OUTER") #define ITEM_KINETIC_ENERGY_ID_STOP lua_const("ITEM_KINETIC_ENERGY_ID_STOP") #define ITEM_KINETIC_ENERGY_ID_GROUND lua_const("ITEM_KINETIC_ENERGY_ID_GROUND") #define GROUND_COLL_ATTR_DAMAGE1 lua_const("GROUND_COLL_ATTR_DAMAGE1") #define GROUND_COLL_ATTR_DAMAGE2 lua_const("GROUND_COLL_ATTR_DAMAGE2") #define GROUND_COLL_ATTR_DAMAGE3 lua_const("GROUND_COLL_ATTR_DAMAGE3") #define GROUND_COLL_ATTR_DEATH lua_const("GROUND_COLL_ATTR_DEATH") #define ITEM_KIND_BOMBCHU lua_const("ITEM_KIND_BOMBCHU") #define ITEM_KIND_PASARAN lua_const("ITEM_KIND_PASARAN") #define ITEM_KIND_WILYCAPSULESHOT2 lua_const("ITEM_KIND_WILYCAPSULESHOT2") #define ITEM_COMMON_PARAM_INT_TRAIT_ORIGINAL lua_const("ITEM_COMMON_PARAM_INT_TRAIT_ORIGINAL") #define ITEM_TRAIT_FLAG_ASSIST lua_const("ITEM_TRAIT_FLAG_ASSIST") #define ITEM_TRAIT_FLAG_POKEMON lua_const("ITEM_TRAIT_FLAG_POKEMON") #define ITEM_TRAIT_FLAG_WEAPON lua_const("ITEM_TRAIT_FLAG_WEAPON") #define ITEM_TRAIT_FLAG_BOSS lua_const("ITEM_TRAIT_FLAG_BOSS") #define ITEM_STATUS_KIND_STANDBY lua_const("ITEM_STATUS_KIND_STANDBY") #define ITEM_STATUS_KIND_INITIALIZE lua_const("ITEM_STATUS_KIND_INITIALIZE") #define ITEM_STATUS_KIND_HAVE lua_const("ITEM_STATUS_KIND_HAVE") #define ITEM_STATUS_KIND_SPHAVE lua_const("ITEM_STATUS_KIND_SPHAVE") #define ITEM_COMMON_PARAM_INT_CAPTURED lua_const("ITEM_COMMON_PARAM_INT_CAPTURED") #define ITEM_STATUS_KIND_CAPTURE lua_const("ITEM_STATUS_KIND_CAPTURE") #define ITEM_STATUS_KIND_CAPTURE_CUT lua_const("ITEM_STATUS_KIND_CAPTURE_CUT") #define ITEM_STATUS_KIND_THROWN lua_const("ITEM_STATUS_KIND_THROWN") #define ITEM_STATUS_KIND_CAPTURE_SHOULDER lua_const("ITEM_STATUS_KIND_CAPTURE_SHOULDER") #define ITEM_STATUS_KIND_CLUNG lua_const("ITEM_STATUS_KIND_CLUNG") #define ITEM_STATUS_KIND_CLUNG_GANON lua_const("ITEM_STATUS_KIND_CLUNG_GANON") #define ITEM_STATUS_KIND_CLUNG_DIDDY lua_const("ITEM_STATUS_KIND_CLUNG_DIDDY") #define ITEM_STATUS_KIND_THROWN_DIDDY lua_const("ITEM_STATUS_KIND_THROWN_DIDDY") #define ITEM_STATUS_KIND_SWALLOWED lua_const("ITEM_STATUS_KIND_SWALLOWED") #define ITEM_STATUS_KIND_SWALLOWED_DRINK lua_const("ITEM_STATUS_KIND_SWALLOWED_DRINK") #define ITEM_STATUS_KIND_SWALLOWED_THROWN_STAR lua_const("ITEM_STATUS_KIND_SWALLOWED_THROWN_STAR") #define ITEM_STATUS_KIND_CAPTURE_YOSHI lua_const("ITEM_STATUS_KIND_CAPTURE_YOSHI") #define ITEM_STATUS_KIND_CAPTURE_YOSHI_WAIT lua_const("ITEM_STATUS_KIND_CAPTURE_YOSHI_WAIT") #define ITEM_STATUS_KIND_THROWN_YOSHI lua_const("ITEM_STATUS_KIND_THROWN_YOSHI") #define ITEM_STATUS_KIND_CAPTURE_YOSHI_EGG lua_const("ITEM_STATUS_KIND_CAPTURE_YOSHI_EGG") #define ITEM_STATUS_KIND_YOSHI_EGG lua_const("ITEM_STATUS_KIND_YOSHI_EGG") #define ITEM_STATUS_KIND_KOOPA_DIVED lua_const("ITEM_STATUS_KIND_KOOPA_DIVED") #define ITEM_STATUS_KIND_CAPTURE_MURABITO lua_const("ITEM_STATUS_KIND_CAPTURE_MURABITO") #define ITEM_STATUS_KIND_CAPTURE_ROCKMAN lua_const("ITEM_STATUS_KIND_CAPTURE_ROCKMAN") #define ITEM_STATUS_KIND_CAPTURE_SNAKE lua_const("ITEM_STATUS_KIND_CAPTURE_SNAKE") #define ITEM_STATUS_KIND_WARIO_BITE lua_const("ITEM_STATUS_KIND_WARIO_BITE") #define ITEM_STATUS_KIND_CAPTURE_REFLET lua_const("ITEM_STATUS_KIND_CAPTURE_REFLET") #define ITEM_STATUS_KIND_CAPTURE_MEWTWO lua_const("ITEM_STATUS_KIND_CAPTURE_MEWTWO") #define ITEM_STATUS_KIND_CAPTURE_RIDLEY lua_const("ITEM_STATUS_KIND_CAPTURE_RIDLEY") #define ITEM_STATUS_KIND_CAPTURE_GAOGAEN lua_const("ITEM_STATUS_KIND_CAPTURE_GAOGAEN") #define ITEM_STATUS_KIND_CAPTURE_GAOGAEN_THROW lua_const("ITEM_STATUS_KIND_CAPTURE_GAOGAEN_THROW") #define ITEM_STATUS_KIND_CAPTURE_GAOGAEN_ATTACH_ROPE lua_const("ITEM_STATUS_KIND_CAPTURE_GAOGAEN_ATTACH_ROPE") #define ITEM_STATUS_KIND_CAPTURE_GAOGAEN_RETURN lua_const("ITEM_STATUS_KIND_CAPTURE_GAOGAEN_RETURN") #define ITEM_STATUS_KIND_CAPTURE_MIIFIGHTER_SUPLEX lua_const("ITEM_STATUS_KIND_CAPTURE_MIIFIGHTER_SUPLEX") #define ITEM_STATUS_KIND_MIIFIGHTER_COUNTER_THROWN lua_const("ITEM_STATUS_KIND_MIIFIGHTER_COUNTER_THROWN") #define ITEM_STATUS_KIND_CAPTURE_FISHINGROD lua_const("ITEM_STATUS_KIND_CAPTURE_FISHINGROD") #define ITEM_KINETIC_FLAG_DISABLE_AUTO_GRAVITY_ROT_Z lua_const("ITEM_KINETIC_FLAG_DISABLE_AUTO_GRAVITY_ROT_Z") #define ITEM_KINETIC_TYPE_HAVE lua_const("ITEM_KINETIC_TYPE_HAVE") #define ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_RATE lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_RATE") #define ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_FRAME_START lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_FRAME_START") #define ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_FRAME_LOOP lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_MOTION_FRAME_LOOP") #define ITEM_COMMON_PARAM_HASH_THROWN_NODE lua_const("ITEM_COMMON_PARAM_HASH_THROWN_NODE") #define ITEM_INSTANCE_WORK_INT_THROWN_MOTION_HASH lua_const("ITEM_INSTANCE_WORK_INT_THROWN_MOTION_HASH") #define ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_FRAME_START lua_const("ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_FRAME_START") #define ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_RATE lua_const("ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_RATE") #define ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_FRAME_LOOP lua_const("ITEM_COMMON_PARAM_FLOAT_MARIO_THROWN_B_MOTION_FRAME_LOOP") #define ITEM_COMMON_PARAM_FLOAT_DONKEY_SHOULDERED_MOTION_FRAME lua_const("ITEM_COMMON_PARAM_FLOAT_DONKEY_SHOULDERED_MOTION_FRAME") #define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_DEDEDE_OFFSET_X lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_DEDEDE_OFFSET_X") #define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_DEDEDE_OFFSET_Y lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_DEDEDE_OFFSET_Y") #define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KIRBY_OFFSET_X lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KIRBY_OFFSET_X") #define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KIRBY_OFFSET_Y lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KIRBY_OFFSET_Y") #define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KROOL_OFFSET_X lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KROOL_OFFSET_X") #define ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KROOL_OFFSET_Y lua_const("ITEM_GAME_PARAM_FLOAT_CAPTURE_SWALLOWED_KROOL_OFFSET_Y") #define ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_DEDEDE_FRAME lua_const("ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_DEDEDE_FRAME") #define ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_KIRBY_FRAME lua_const("ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_KIRBY_FRAME") #define ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_KROOL_FRAME lua_const("ITEM_GAME_PARAM_INT_CAPTURE_SWALLOWED_KROOL_FRAME") #define ITEM_GAME_PARAM_INT_SWALLOWED_THROWN_STAR_FRAME lua_const("ITEM_GAME_PARAM_INT_SWALLOWED_THROWN_STAR_FRAME") #define ITEM_GAME_PARAM_FLOAT_SWALLOWED_THROWN_STAR_CANCEL_HOP_Y lua_const("ITEM_GAME_PARAM_FLOAT_SWALLOWED_THROWN_STAR_CANCEL_HOP_Y") #define ITEM_COMMON_PARAM_FLOAT_EGG_SCALE lua_const("ITEM_COMMON_PARAM_FLOAT_EGG_SCALE") #define ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_X_SNAKE lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_X_SNAKE") #define ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_Y_SNAKE lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_Y_SNAKE") #define ITEM_COMMON_PARAM_HASH_WARIO_BITE_MOTION lua_const("ITEM_COMMON_PARAM_HASH_WARIO_BITE_MOTION") #define ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_MOTION_FRAME lua_const("ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_MOTION_FRAME") #define ITEM_COMMON_PARAM_HASH_WARIO_BITE_NODE lua_const("ITEM_COMMON_PARAM_HASH_WARIO_BITE_NODE") #define ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_OFFSET_X lua_const("ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_OFFSET_X") #define ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_OFFSET_Y lua_const("ITEM_COMMON_PARAM_FLOAT_WARIO_BITE_OFFSET_Y") #define ITEM_COMMON_PARAM_FLOAT_GRAVITY_ACCEL lua_const("ITEM_COMMON_PARAM_FLOAT_GRAVITY_ACCEL") #define ITEM_COMMON_PARAM_HASH_CAPTURED_NODE lua_const("ITEM_COMMON_PARAM_HASH_CAPTURED_NODE") #define ITEM_COMMON_PARAM_FLOAT_GAOGAEN_ROPE_OFFSET_X lua_const("ITEM_COMMON_PARAM_FLOAT_GAOGAEN_ROPE_OFFSET_X") #define ITEM_COMMON_PARAM_FLOAT_GAOGAEN_ROPE_OFFSET_Y lua_const("ITEM_COMMON_PARAM_FLOAT_GAOGAEN_ROPE_OFFSET_Y") #define ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_X lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_X") #define ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_Y lua_const("ITEM_COMMON_PARAM_FLOAT_CAPTURED_OFFSET_Y") #define ITEM_GAME_PARAM_INT_CAPTURED_TIME lua_const("ITEM_GAME_PARAM_INT_CAPTURED_TIME") #define ITEM_GAME_PARAM_INT_CAPTURED_TIME_ADD_PER_DAMAGE lua_const("ITEM_GAME_PARAM_INT_CAPTURED_TIME_ADD_PER_DAMAGE") #define ITEM_INSTANCE_WORK_INT_TRAIT_FLAG lua_const("ITEM_INSTANCE_WORK_INT_TRAIT_FLAG") #define ITEM_COMMON_PARAM_HASH_CAPTURED_MOTION lua_const("ITEM_COMMON_PARAM_HASH_CAPTURED_MOTION") #define ITEM_COMMON_PARAM_INT_THROWN_ROT_KIND lua_const("ITEM_COMMON_PARAM_INT_THROWN_ROT_KIND") #define ITEM_STATUS_KIND_THROW lua_const("ITEM_STATUS_KIND_THROW") #define ITEM_INSTANCE_WORK_INT_NO_DAMAGE_FRAME lua_const("ITEM_INSTANCE_WORK_INT_NO_DAMAGE_FRAME") #define ITEM_INSTANCE_WORK_INT_NO_PICKUP_FRAME lua_const("ITEM_INSTANCE_WORK_INT_NO_PICKUP_FRAME") #define ITEM_INSTANCE_WORK_FLAG_AI_IS_IN_EFFECT lua_const("ITEM_INSTANCE_WORK_FLAG_AI_IS_IN_EFFECT") #define ITEM_KIND_DRAGOONSET lua_const("ITEM_KIND_DRAGOONSET") #define ITEM_GAME_PARAM_INT_BOMB_CONFIRM_STOP_FRAME lua_const("ITEM_GAME_PARAM_INT_BOMB_CONFIRM_STOP_FRAME") #define FIGHTER_FACIAL_BOMB_FEAR lua_const("FIGHTER_FACIAL_BOMB_FEAR") #define ITEM_INSTANCE_WORK_FLAG_TAKE_OFF lua_const("ITEM_INSTANCE_WORK_FLAG_TAKE_OFF") #define ITEM_INSTANCE_WORK_FLAG_DISABLE_JOSTLE lua_const("ITEM_INSTANCE_WORK_FLAG_DISABLE_JOSTLE") #define ITEM_STATUS_KIND_MAX lua_const("ITEM_STATUS_KIND_MAX") #define ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS_SETTING lua_const("ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS_SETTING") #define ITEM_STATUS_KIND_FOR_ASSIST_START lua_const("ITEM_STATUS_KIND_FOR_ASSIST_START") #define ITEM_STATUS_KIND_FOR_ASSIST_TERM lua_const("ITEM_STATUS_KIND_FOR_ASSIST_TERM") #define ITEM_STATUS_KIND_FOR_POKEMON_START lua_const("ITEM_STATUS_KIND_FOR_POKEMON_START") #define ITEM_STATUS_KIND_FOR_POKEMON_TERM lua_const("ITEM_STATUS_KIND_FOR_POKEMON_TERM") #define ITEM_STATUS_KIND_BORN lua_const("ITEM_STATUS_KIND_BORN") #define ITEM_STATUS_KIND_ENTRY lua_const("ITEM_STATUS_KIND_ENTRY") #define ITEM_STATUS_KIND_START lua_const("ITEM_STATUS_KIND_START") #define ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS lua_const("ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS") #define ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS_COROUTINE lua_const("ITEM_LUA_SCRIPT_STATUS_FUNC_STATUS_COROUTINE") #define ITEM_STATUS_KIND_LEAVE lua_const("ITEM_STATUS_KIND_LEAVE") #define ITEM_STATUS_WORK_FLAG_DAMAGE lua_const("ITEM_STATUS_WORK_FLAG_DAMAGE") #define ITEM_INSTANCE_WORK_FLAG_REACTION lua_const("ITEM_INSTANCE_WORK_FLAG_REACTION") #define ITEM_STATUS_WORK_FLAG_DEAD lua_const("ITEM_STATUS_WORK_FLAG_DEAD") #define ITEM_STATUS_WORK_INT_NO_RHOMBUS_UPDATE_COUNT lua_const("ITEM_STATUS_WORK_INT_NO_RHOMBUS_UPDATE_COUNT") #define ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_HALFWIDTH lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_MAPCOLL_SIZE_HALFWIDTH") #define ITEM_LINK_NO_CUTIN lua_const("ITEM_LINK_NO_CUTIN") #define ITEM_COMMON_PARAM_FLOAT_LOST_EFFECT_SCALE lua_const("ITEM_COMMON_PARAM_FLOAT_LOST_EFFECT_SCALE") #define ITEM_AKIRA_STATUS_KIND_WALK lua_const("ITEM_AKIRA_STATUS_KIND_WALK") #define ITEM_AKIRA_STATUS_KIND_FRONT_STEP lua_const("ITEM_AKIRA_STATUS_KIND_FRONT_STEP") #define ITEM_AKIRA_STATUS_KIND_BACK_STEP lua_const("ITEM_AKIRA_STATUS_KIND_BACK_STEP") #define ITEM_AKIRA_STATUS_KIND_ATTACK_MOUKO_KOUHAZAN lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_MOUKO_KOUHAZAN") #define ITEM_AKIRA_STATUS_KIND_ATTACK_RIMON_CHOCHU lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_RIMON_CHOCHU") #define ITEM_AKIRA_STATUS_KIND_ATTACK_TETSUZANKOU lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_TETSUZANKOU") #define ITEM_AKIRA_STATUS_KIND_ATTACK_RENKANTAI lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_RENKANTAI") #define ITEM_AKIRA_STATUS_KIND_ATTACK_TOKYAKU lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_TOKYAKU") #define ITEM_AKIRA_STATUS_KIND_ATTACK_VERTICAL_TOKYAKU lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_VERTICAL_TOKYAKU") #define ITEM_AKIRA_STATUS_KIND_ATTACK_HIDANTAI lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_HIDANTAI") #define ITEM_AKIRA_STATUS_KIND_ATTACK_HIDANTAI_LANDING lua_const("ITEM_AKIRA_STATUS_KIND_ATTACK_HIDANTAI_LANDING") #define ITEM_AKIRA_STATUS_KIND_GUARD lua_const("ITEM_AKIRA_STATUS_KIND_GUARD") #define ITEM_AKIRA_STATUS_KIND_GUARD_BREAK lua_const("ITEM_AKIRA_STATUS_KIND_GUARD_BREAK") #define ITEM_AKIRA_SHIELD_PROTECT_KIND_NONE lua_const("ITEM_AKIRA_SHIELD_PROTECT_KIND_NONE") #define ITEM_AKIRA_SHIELD_PROTECT_KIND_ALL lua_const("ITEM_AKIRA_SHIELD_PROTECT_KIND_ALL") #define ITEM_AKIRA_SHIELD_PROTECT_KIND_BULLET lua_const("ITEM_AKIRA_SHIELD_PROTECT_KIND_BULLET") #define ITEM_AKIRA_SHIELD_GROUP_KIND_ALL lua_const("ITEM_AKIRA_SHIELD_GROUP_KIND_ALL") #define ITEM_AKIRA_SHIELD_GROUP_KIND_BULLET lua_const("ITEM_AKIRA_SHIELD_GROUP_KIND_BULLET") #define ITEM_INSTANCE_WORK_FLAG_VIA_EXIT lua_const("ITEM_INSTANCE_WORK_FLAG_VIA_EXIT") #define ITEM_LIFETIME_TYPE_ALWAYS_GROUND_LOST lua_const("ITEM_LIFETIME_TYPE_ALWAYS_GROUND_LOST") #define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_BRAKE_MUL_GROUND lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_BRAKE_MUL_GROUND") #define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_BRAKE_MUL_AIR lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_BRAKE_MUL_AIR") #define ITEM_AKIRA_INSTANCE_WORK_FLAG_PAA lua_const("ITEM_AKIRA_INSTANCE_WORK_FLAG_PAA") #define ITEM_KIND_AKIRA lua_const("ITEM_KIND_AKIRA") #define ITEM_ALUCARD_STATUS_KIND_DIVE_KICK_AFTER_HOP_JUMP lua_const("ITEM_ALUCARD_STATUS_KIND_DIVE_KICK_AFTER_HOP_JUMP") #define ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_BAT lua_const("ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_BAT") #define ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_HUMAN lua_const("ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_HUMAN") #define ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_HUMAN_JUMP_AIR lua_const("ITEM_ALUCARD_STATUS_KIND_TRANSFORM_FOR_HUMAN_JUMP_AIR") #define ITEM_ALUCARD_STATUS_KIND_BAT_ATTACK lua_const("ITEM_ALUCARD_STATUS_KIND_BAT_ATTACK") #define ITEM_ALUCARD_STATUS_KIND_BAT_ATTACK_BRAKE lua_const("ITEM_ALUCARD_STATUS_KIND_BAT_ATTACK_BRAKE") #define ITEM_ALUCARD_STATUS_KIND_BACK_DASH lua_const("ITEM_ALUCARD_STATUS_KIND_BACK_DASH") #define ITEM_ALUCARD_STATUS_KIND_ATTACK_DIVE_KICK lua_const("ITEM_ALUCARD_STATUS_KIND_ATTACK_DIVE_KICK") #define ITEM_ALUCARD_STATUS_KIND_ESCAPE_MIST_GROUND lua_const("ITEM_ALUCARD_STATUS_KIND_ESCAPE_MIST_GROUND") #define ITEM_ALUCARD_STATUS_KIND_ESCAPE_MIST_AIR lua_const("ITEM_ALUCARD_STATUS_KIND_ESCAPE_MIST_AIR") #define ITEM_PARTIAL_MOTION_SLOT_0 lua_const("ITEM_PARTIAL_MOTION_SLOT_0") #define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_ANIMCMD_PARTIAL_ATTACK_CONSECUTIVE_END lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_ANIMCMD_PARTIAL_ATTACK_CONSECUTIVE_END") #define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_ANIMCMD_PARTIAL_ATTACK_CONSECUTIVE_FINISH_END lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_ANIMCMD_PARTIAL_ATTACK_CONSECUTIVE_FINISH_END") #define ITEM_ALUCARD_INSTANCE_WORK_ATTACK_MIST_LOOP_EFFECT_HANDLE lua_const("ITEM_ALUCARD_INSTANCE_WORK_ATTACK_MIST_LOOP_EFFECT_HANDLE") #define ITEM_ALUCARD_INSTANCE_WORK_ATTACK_CONSECUTIVE_EFFECT_HANDLE lua_const("ITEM_ALUCARD_INSTANCE_WORK_ATTACK_CONSECUTIVE_EFFECT_HANDLE") #define ITEM_ALUCARD_STATUS_KIND_ATTACK_CONSECUTIVE lua_const("ITEM_ALUCARD_STATUS_KIND_ATTACK_CONSECUTIVE") #define ITEM_TARGET_TYPE_RANDOM_FIGHTER lua_const("ITEM_TARGET_TYPE_RANDOM_FIGHTER") #define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_VALMECEU_DIR_CHANGE lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_VALMECEU_DIR_CHANGE") #define ITEM_ALUCARD_INSTANCE_WORK_FLAG_TURN_MOVE_ENERGY_APPLICATE lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_TURN_MOVE_ENERGY_APPLICATE") #define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_CHANGE_FORM lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_CHANGE_FORM") #define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_TRANSFORM_END_READY lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_TRANSFORM_END_READY") #define ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_DIVE_KICK_ENERGY_START lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_IS_DIVE_KICK_ENERGY_START") #define ITEM_KIND_ALUCARD lua_const("ITEM_KIND_ALUCARD") #define ITEM_INSTANCE_WORK_FLAG_VALUE_2 lua_const("ITEM_INSTANCE_WORK_FLAG_VALUE_2") #define ITEM_LIFETIME_TYPE_NONE lua_const("ITEM_LIFETIME_TYPE_NONE") #define ITEM_KIND_ANDROSS lua_const("ITEM_KIND_ANDROSS") #define ITEM_SCALE_ANIM_TYPE_SMALL_TO_NORMAL lua_const("ITEM_SCALE_ANIM_TYPE_SMALL_TO_NORMAL") #define ITEM_KIND_ANDROSSSHOT lua_const("ITEM_KIND_ANDROSSSHOT") #define ITEM_VARIATION_NONE lua_const("ITEM_VARIATION_NONE") #define ITEM_COMMON_PARAM_FLOAT_CLIP_SPHERE_R lua_const("ITEM_COMMON_PARAM_FLOAT_CLIP_SPHERE_R") #define ITEM_INSTANCE_WORK_INT_VALUE_1 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_1") #define ITEM_INSTANCE_WORK_INT_MESSAGE lua_const("ITEM_INSTANCE_WORK_INT_MESSAGE") #define ITEM_INSTANCE_WORK_FLAG_VALUE_1 lua_const("ITEM_INSTANCE_WORK_FLAG_VALUE_1") #define ITEM_STATUS_WORK_FLOAT_0 lua_const("ITEM_STATUS_WORK_FLOAT_0") #define ITEM_TARGET_TYPE_EX lua_const("ITEM_TARGET_TYPE_EX") #define ITEM_INSTANCE_WORK_FLOAT_VALUE_1 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_1") #define ITEM_INSTANCE_WORK_FLOAT_VALUE_2 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_2") #define ITEM_INSTANCE_WORK_FLOAT_VALUE_3 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_3") #define ITEM_ASHLEY_STATUS_KIND_EFFECT_START lua_const("ITEM_ASHLEY_STATUS_KIND_EFFECT_START") #define ITEM_ASHLEY_STATUS_KIND_EFFECT_DOING lua_const("ITEM_ASHLEY_STATUS_KIND_EFFECT_DOING") #define ITEM_ASHLEY_STATUS_KIND_EFFECT_END lua_const("ITEM_ASHLEY_STATUS_KIND_EFFECT_END") #define ITEM_KIND_ASHLEY lua_const("ITEM_KIND_ASHLEY") #define AREA_SHAPE_TYPE_CIRCLE lua_const("AREA_SHAPE_TYPE_CIRCLE") #define IT_AREA_GROUP_NORMAL lua_const("IT_AREA_GROUP_NORMAL") #define AREA_SHAPE_FLAG_RESET_DISABLE lua_const("AREA_SHAPE_FLAG_RESET_DISABLE") #define FIGHTER_AREA_GROUP_BODY lua_const("FIGHTER_AREA_GROUP_BODY") #define ITEM_AREA_KIND_SPECIALIZER lua_const("ITEM_AREA_KIND_SPECIALIZER") #define ITEM_BAITO_STATUS_KIND_PREPARATION lua_const("ITEM_BAITO_STATUS_KIND_PREPARATION") #define ITEM_BAITO_STATUS_KIND_APPEAL lua_const("ITEM_BAITO_STATUS_KIND_APPEAL") #define ITEM_BAITO_STATUS_KIND_CATCH_FAILED lua_const("ITEM_BAITO_STATUS_KIND_CATCH_FAILED") #define ITEM_BAITO_STATUS_KIND_DEADAREA lua_const("ITEM_BAITO_STATUS_KIND_DEADAREA") #define ITEM_BAITO_MESSAGE_KIND_APPEARL lua_const("ITEM_BAITO_MESSAGE_KIND_APPEARL") #define ITEM_BAITO_MESSAGE_KIND_LOST_SUCCESS lua_const("ITEM_BAITO_MESSAGE_KIND_LOST_SUCCESS") #define ITEM_BAITO_MESSAGE_KIND_LOST_FAILED lua_const("ITEM_BAITO_MESSAGE_KIND_LOST_FAILED") #define ITEM_BAITO_MESSAGE_KIND_CATCH_FAILED lua_const("ITEM_BAITO_MESSAGE_KIND_CATCH_FAILED") #define ITEM_KIND_BAITOCRANE lua_const("ITEM_KIND_BAITOCRANE") #define ITEM_BAITOCRANE_STATUS_KIND_MOVE lua_const("ITEM_BAITOCRANE_STATUS_KIND_MOVE") #define ITEM_BAITOCRANE_STATUS_KIND_DOWN lua_const("ITEM_BAITOCRANE_STATUS_KIND_DOWN") #define ITEM_BAITOCRANE_STATUS_KIND_CATCH lua_const("ITEM_BAITOCRANE_STATUS_KIND_CATCH") #define ITEM_BAITOCRANE_STATUS_KIND_RELEASE lua_const("ITEM_BAITOCRANE_STATUS_KIND_RELEASE") #define ITEM_BAITOCRANE_STATUS_KIND_UP_SUCCESS lua_const("ITEM_BAITOCRANE_STATUS_KIND_UP_SUCCESS") #define ITEM_BAITOCRANE_STATUS_KIND_UP_FAILED lua_const("ITEM_BAITOCRANE_STATUS_KIND_UP_FAILED") #define FIGHTER_SIZE_SS lua_const("FIGHTER_SIZE_SS") #define FIGHTER_SIZE_S lua_const("FIGHTER_SIZE_S") #define FIGHTER_SIZE_M lua_const("FIGHTER_SIZE_M") #define FIGHTER_LOG_ATTACK_KIND_ASSIST_ATTACK lua_const("FIGHTER_LOG_ATTACK_KIND_ASSIST_ATTACK") #define ITEM_BAITOCRANE_INSTANCE_WORK_FLAG_GRAB lua_const("ITEM_BAITOCRANE_INSTANCE_WORK_FLAG_GRAB") #define ITEM_BOMBERMAN_STATUS_KIND_BOMBPUT_GROUND lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBPUT_GROUND") #define ITEM_BOMBERMAN_STATUS_KIND_BOMBPUT_AIR lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBPUT_AIR") #define ITEM_BOMBERMAN_STATUS_KIND_REMOCON_TRIGGER_GROUND lua_const("ITEM_BOMBERMAN_STATUS_KIND_REMOCON_TRIGGER_GROUND") #define ITEM_BOMBERMAN_STATUS_KIND_REMOCON_TRIGGER_AIR lua_const("ITEM_BOMBERMAN_STATUS_KIND_REMOCON_TRIGGER_AIR") #define ITEM_BOMBERMAN_STATUS_KIND_BOMBPUNCH_GROUND lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBPUNCH_GROUND") #define ITEM_BOMBERMAN_STATUS_KIND_BOMBPUNCH_AIR lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBPUNCH_AIR") #define ITEM_BOMBERMAN_STATUS_KIND_BOMBESCAPE lua_const("ITEM_BOMBERMAN_STATUS_KIND_BOMBESCAPE") #define ITEM_BOMBERMANBOMB_INSTANCE_WORK_FLAG_DANGER lua_const("ITEM_BOMBERMANBOMB_INSTANCE_WORK_FLAG_DANGER") #define ITEM_BOMBERMANBOMB_INSTANCE_WORK_FLAG_DESTROYED lua_const("ITEM_BOMBERMANBOMB_INSTANCE_WORK_FLAG_DESTROYED") #define ITEM_KIND_BOMBERMANBOMB lua_const("ITEM_KIND_BOMBERMANBOMB") #define ITEM_KIND_BOMBERMANBOMB2 lua_const("ITEM_KIND_BOMBERMANBOMB2") #define ITEM_LINK_NO_MESSAGE lua_const("ITEM_LINK_NO_MESSAGE") #define ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_TRIGGER lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_TRIGGER") #define ITEM_BOMBERMAN_MESSAGE_KIND_BOMBPUNCH_HIT lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_BOMBPUNCH_HIT") #define ITEM_BOMBERMAN_MESSAGE_KIND_UPDATE_BOMB lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_UPDATE_BOMB") #define ITEM_BOMBERMAN_MESSAGE_KIND_DANGER_BOMB lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_DANGER_BOMB") #define ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_AREA_REQUEST lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_AREA_REQUEST") #define ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_TRIGGER_REQUEST lua_const("ITEM_BOMBERMAN_MESSAGE_KIND_REMOCON_TRIGGER_REQUEST") #define ITEM_KIND_BOMBERMANBOMBMANAGER lua_const("ITEM_KIND_BOMBERMANBOMBMANAGER") #define ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_REMOCON_TRIGGER lua_const("ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_REMOCON_TRIGGER") #define ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_BOMBCREATE lua_const("ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_BOMBCREATE") #define ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_BOMBPUT lua_const("ITEM_BOMBERMAN_INSTANCE_WORK_FLAG_BOMBPUT") #define ITEM_KIND_BOMBERMAN lua_const("ITEM_KIND_BOMBERMAN") #define ITEM_BOMBERMANBOMB_JUMP_REVERSE lua_const("ITEM_BOMBERMANBOMB_JUMP_REVERSE") #define GROUND_TOUCH_FLAG_DOWN_SIDE lua_const("GROUND_TOUCH_FLAG_DOWN_SIDE") #define ITEM_CLAPTRAP_STATUS_KIND_LOW_JUMP lua_const("ITEM_CLAPTRAP_STATUS_KIND_LOW_JUMP") #define ITEM_CLAPTRAP_STATUS_KIND_ATTACK_BITE_REMOVE lua_const("ITEM_CLAPTRAP_STATUS_KIND_ATTACK_BITE_REMOVE") #define ITEM_INSTANCE_WORK_FLAG_HAVE_POSITION_ONLY lua_const("ITEM_INSTANCE_WORK_FLAG_HAVE_POSITION_ONLY") #define ITEM_INSTANCE_WORK_FLAG_HAVE_STICK lua_const("ITEM_INSTANCE_WORK_FLAG_HAVE_STICK") #define ITEM_SLOPE_TYPE_SLANT_SMOOTH lua_const("ITEM_SLOPE_TYPE_SLANT_SMOOTH") #define ITEM_COMMON_PARAM_INT_SLOPE_TYPE lua_const("ITEM_COMMON_PARAM_INT_SLOPE_TYPE") #define LINK_ATTRIBUTE_REFERENCE_PARENT_CONTROLLER lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_CONTROLLER") #define ITEM_CRAPTRAP_INSTANCE_WORK_FLAG_BITE_RELEASE lua_const("ITEM_CRAPTRAP_INSTANCE_WORK_FLAG_BITE_RELEASE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_STATUS lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_FINAL_STATUS") #define ITEM_KIND_CLAPTRAP lua_const("ITEM_KIND_CLAPTRAP") #define ITEM_CYBORG_STATUS_KIND_ATTACK lua_const("ITEM_CYBORG_STATUS_KIND_ATTACK") #define ITEM_CYBORG_STATUS_KIND_ATTACK_AIR lua_const("ITEM_CYBORG_STATUS_KIND_ATTACK_AIR") #define ITEM_KIND_CYBORG lua_const("ITEM_KIND_CYBORG") #define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_DOWN_GROUND lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_DOWN_GROUND") #define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_UP_GROUND lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_UP_GROUND") #define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_UP_AIR lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_SLASH_UP_AIR") #define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_DOUBLE_SLASH_DOWN_UP lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_DOUBLE_SLASH_DOWN_UP") #define ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_DOUBLE_SLASH_UP_DOWN lua_const("ITEM_DARKKNIGHT_STATUS_KIND_ATTACK_DOUBLE_SLASH_UP_DOWN") #define ITEM_DARKKNIGHT_INSTANCE_WORK_FLAG_IS_SLASHDOWN_CANCEL_FRAME lua_const("ITEM_DARKKNIGHT_INSTANCE_WORK_FLAG_IS_SLASHDOWN_CANCEL_FRAME") #define ITEM_DARKKNIGHT_INSTANCE_WORK_FLAG_IS_SLASHUP_CANCEL_FRAME lua_const("ITEM_DARKKNIGHT_INSTANCE_WORK_FLAG_IS_SLASHUP_CANCEL_FRAME") #define ITEM_KIND_DARKKNIGHT lua_const("ITEM_KIND_DARKKNIGHT") #define ITEM_KIND_DEVIL lua_const("ITEM_KIND_DEVIL") #define ITEM_TARGET_TYPE_NONE lua_const("ITEM_TARGET_TYPE_NONE") #define IT_AI_TYPE_MOVE_TARGET_STOP lua_const("IT_AI_TYPE_MOVE_TARGET_STOP") #define ITEM_STATUS_WORK_FLAG_NEAR_TARGET lua_const("ITEM_STATUS_WORK_FLAG_NEAR_TARGET") #define IT_AI_TYPE_MANUAL lua_const("IT_AI_TYPE_MANUAL") #define ITEM_TARGET_TYPE_CAMERA_TARGET lua_const("ITEM_TARGET_TYPE_CAMERA_TARGET") #define ITEM_INSTANCE_WORK_INT_VALUE_2 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_2") #define ITEM_INSTANCE_WORK_INT_VALUE_3 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_3") #define ITEM_INSTANCE_WORK_INT_VALUE_4 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_4") #define ITEM_DOSSUN_STATUS_KIND_WARP lua_const("ITEM_DOSSUN_STATUS_KIND_WARP") #define ITEM_DOSSUN_STATUS_KIND_RISING lua_const("ITEM_DOSSUN_STATUS_KIND_RISING") #define ITEM_DOSSUN_STATUS_KIND_PRESAGE lua_const("ITEM_DOSSUN_STATUS_KIND_PRESAGE") #define ITEM_LIFETIME_TYPE_ALWAYS lua_const("ITEM_LIFETIME_TYPE_ALWAYS") #define CAMERA_STATUS_SLEEP lua_const("CAMERA_STATUS_SLEEP") #define ITEM_INSTANCE_WORK_FLAG_FORCE_WHOLE_HIT_NORMAL lua_const("ITEM_INSTANCE_WORK_FLAG_FORCE_WHOLE_HIT_NORMAL") #define ITEM_COLLISION_TEAM lua_const("ITEM_COLLISION_TEAM") #define ITEM_KIND_DOSSUN lua_const("ITEM_KIND_DOSSUN") #define ITEM_DRIVER_STATUS_KIND_APPEAR_LANDING lua_const("ITEM_DRIVER_STATUS_KIND_APPEAR_LANDING") #define ITEM_DRIVER_STATUS_KIND_APPEAR_RIDE lua_const("ITEM_DRIVER_STATUS_KIND_APPEAR_RIDE") #define ITEM_DRIVER_STATUS_KIND_APPEAR_RUN_START lua_const("ITEM_DRIVER_STATUS_KIND_APPEAR_RUN_START") #define ITEM_DRIVER_STATUS_KIND_APPEAR_RUN_START_TURN lua_const("ITEM_DRIVER_STATUS_KIND_APPEAR_RUN_START_TURN") #define ITEM_DRIVER_STATUS_KIND_RUN_START lua_const("ITEM_DRIVER_STATUS_KIND_RUN_START") #define ITEM_DRIVER_STATUS_KIND_TURN_CHOICE lua_const("ITEM_DRIVER_STATUS_KIND_TURN_CHOICE") #define ITEM_DRIVER_STATUS_KIND_TURN lua_const("ITEM_DRIVER_STATUS_KIND_TURN") #define ITEM_DRIVER_STATUS_KIND_TURN_SHORT lua_const("ITEM_DRIVER_STATUS_KIND_TURN_SHORT") #define ITEM_DRIVER_STATUS_KIND_JUMP_CHOICE lua_const("ITEM_DRIVER_STATUS_KIND_JUMP_CHOICE") #define ITEM_DRIVER_STATUS_KIND_JUMP_STEP lua_const("ITEM_DRIVER_STATUS_KIND_JUMP_STEP") #define ITEM_DRIVER_STATUS_KIND_CARRY_RUN lua_const("ITEM_DRIVER_STATUS_KIND_CARRY_RUN") #define ITEM_DRIVER_STATUS_KIND_CARRY_TURN lua_const("ITEM_DRIVER_STATUS_KIND_CARRY_TURN") #define ITEM_TARGET_TYPE_MANY_SIDE lua_const("ITEM_TARGET_TYPE_MANY_SIDE") #define ITEM_DRIVER_INSTANCE_WORK_FLAG_REVERSE_LR lua_const("ITEM_DRIVER_INSTANCE_WORK_FLAG_REVERSE_LR") #define ITEM_DRIVER_INSTANCE_WORK_FLAG_REVERSE_FIGHTER lua_const("ITEM_DRIVER_INSTANCE_WORK_FLAG_REVERSE_FIGHTER") #define ITEM_KIND_DRIVER lua_const("ITEM_KIND_DRIVER") #define ITEM_ELEKA_STATUS_KIND_APPEAR lua_const("ITEM_ELEKA_STATUS_KIND_APPEAR") #define ITEM_ELEKA_STATUS_KIND_WAIT lua_const("ITEM_ELEKA_STATUS_KIND_WAIT") #define ITEM_ELEKA_STATUS_KIND_SELECTACTION lua_const("ITEM_ELEKA_STATUS_KIND_SELECTACTION") #define ITEM_ELEKA_STATUS_KIND_MOVECONTINUE lua_const("ITEM_ELEKA_STATUS_KIND_MOVECONTINUE") #define ITEM_ELEKA_STATUS_KIND_WARP_START lua_const("ITEM_ELEKA_STATUS_KIND_WARP_START") #define ITEM_ELEKA_STATUS_KIND_WARP lua_const("ITEM_ELEKA_STATUS_KIND_WARP") #define ITEM_ELEKA_STATUS_KIND_WARP_END lua_const("ITEM_ELEKA_STATUS_KIND_WARP_END") #define ITEM_ELEKA_STATUS_KIND_SPEEDSHOT lua_const("ITEM_ELEKA_STATUS_KIND_SPEEDSHOT") #define ITEM_ELEKA_STATUS_KIND_HOMINGSHOT lua_const("ITEM_ELEKA_STATUS_KIND_HOMINGSHOT") #define ITEM_ELEKA_STATUS_KIND_DIFFUSIONSHOT lua_const("ITEM_ELEKA_STATUS_KIND_DIFFUSIONSHOT") #define ITEM_KIND_ELEKA lua_const("ITEM_KIND_ELEKA") #define ITEM_INSTANCE_WORK_FLAG_SPEED_DAMAGE lua_const("ITEM_INSTANCE_WORK_FLAG_SPEED_DAMAGE") #define ITEM_KIND_ELEKASHOT2 lua_const("ITEM_KIND_ELEKASHOT2") #define ITEM_KIND_ELEKASHOT3 lua_const("ITEM_KIND_ELEKASHOT3") #define ITEM_KIND_ELEKASHOT lua_const("ITEM_KIND_ELEKASHOT") #define ITEM_INSTANCE_WORK_FLAG_VALUE_3 lua_const("ITEM_INSTANCE_WORK_FLAG_VALUE_3") #define ITEM_INSTANCE_WORK_FLAG_DISABLE_AUTO_GRAVITY_MOVE lua_const("ITEM_INSTANCE_WORK_FLAG_DISABLE_AUTO_GRAVITY_MOVE") #define ITEM_PROPERTY_PARAM_INT_PARENT_MESSAGE lua_const("ITEM_PROPERTY_PARAM_INT_PARENT_MESSAGE") #define ITEM_ELEKASHOT3_INSTANCE_WORK_INT_PARENT_TARGET_ID lua_const("ITEM_ELEKASHOT3_INSTANCE_WORK_INT_PARENT_TARGET_ID") #define ITEM_FLYANDHAND_STATUS_KIND_MOVE1 lua_const("ITEM_FLYANDHAND_STATUS_KIND_MOVE1") #define ITEM_FLYANDHAND_STATUS_KIND_MOVE2 lua_const("ITEM_FLYANDHAND_STATUS_KIND_MOVE2") #define ITEM_FLYANDHAND_STATUS_KIND_MOVE3 lua_const("ITEM_FLYANDHAND_STATUS_KIND_MOVE3") #define ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLOAT_TARGET_LENGTH lua_const("ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLOAT_TARGET_LENGTH") #define ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLAG_DEAD lua_const("ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLAG_DEAD") #define ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_FLYANDHANDFLY_INSTANCE_WORK_FLAG_LOST") #define ITEM_FLYANDHANDFLY_INSTANCE_WORK_INT_CREATE_TIME lua_const("ITEM_FLYANDHANDFLY_INSTANCE_WORK_INT_CREATE_TIME") #define ITEM_KINETIC_FLAG_DIRECT_TRANSN lua_const("ITEM_KINETIC_FLAG_DIRECT_TRANSN") #define ITEM_KIND_FLYANDHANDFLY lua_const("ITEM_KIND_FLYANDHANDFLY") #define ITEM_FLYANDHANDFLY_ACTION_SET_ANGLE lua_const("ITEM_FLYANDHANDFLY_ACTION_SET_ANGLE") #define ITEM_INSTANCE_WORK_FLAG_TURN_DAMAGE_IS_NO_REACTION lua_const("ITEM_INSTANCE_WORK_FLAG_TURN_DAMAGE_IS_NO_REACTION") #define ITEM_FLYANDHANDFLY_ACTION_LOST lua_const("ITEM_FLYANDHANDFLY_ACTION_LOST") #define ITEM_KIND_FLYANDHAND lua_const("ITEM_KIND_FLYANDHAND") #define ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE1 lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE1") #define ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE2 lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE2") #define ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE3 lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE3") #define ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE4 lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_MOVE4") #define ITEM_FLYANDHANDFLY_STATUS_KIND_DEAD lua_const("ITEM_FLYANDHANDFLY_STATUS_KIND_DEAD") #define STOP_OTHER_KIND_NORMAL lua_const("STOP_OTHER_KIND_NORMAL") #define ITEM_GHIRAHIM_STATUS_KIND_APPEAL lua_const("ITEM_GHIRAHIM_STATUS_KIND_APPEAL") #define ITEM_GHIRAHIM_STATUS_KIND_ATKTELEPORT lua_const("ITEM_GHIRAHIM_STATUS_KIND_ATKTELEPORT") #define ITEM_GHIRAHIM_STATUS_KIND_DASHCUT lua_const("ITEM_GHIRAHIM_STATUS_KIND_DASHCUT") #define ITEM_GHIRAHIM_STATUS_KIND_CUTDOWN_GROUND lua_const("ITEM_GHIRAHIM_STATUS_KIND_CUTDOWN_GROUND") #define ITEM_GHIRAHIM_STATUS_KIND_CUTDOWN_AIR lua_const("ITEM_GHIRAHIM_STATUS_KIND_CUTDOWN_AIR") #define ITEM_GHIRAHIM_STATUS_KIND_KNIFE_GROUND lua_const("ITEM_GHIRAHIM_STATUS_KIND_KNIFE_GROUND") #define ITEM_GHIRAHIM_STATUS_KIND_KNIFE_AIR lua_const("ITEM_GHIRAHIM_STATUS_KIND_KNIFE_AIR") #define ITEM_GHIRAHIM_STATUS_KIND_JUMP_VERTICAL lua_const("ITEM_GHIRAHIM_STATUS_KIND_JUMP_VERTICAL") #define ITEM_GHIRAHIM_STATUS_KIND_BACK_JUMP lua_const("ITEM_GHIRAHIM_STATUS_KIND_BACK_JUMP") #define ITEM_KIND_GHIRAHIM lua_const("ITEM_KIND_GHIRAHIM") #define ITEM_KIND_GHIRAHIMKNIFE lua_const("ITEM_KIND_GHIRAHIMKNIFE") #define ITEM_KIND_GHIRAHIMKNIFE2 lua_const("ITEM_KIND_GHIRAHIMKNIFE2") #define ITEM_GHIRAHIM_INSTANCE_WORK_FLAG_CHANGE_ATTACK lua_const("ITEM_GHIRAHIM_INSTANCE_WORK_FLAG_CHANGE_ATTACK") #define ITEM_STATUS_WORK_FLAG_HIT lua_const("ITEM_STATUS_WORK_FLAG_HIT") #define ITEM_KIND_GOROH lua_const("ITEM_KIND_GOROH") #define ITEM_GUILE_STATUS_KIND_SQUAT lua_const("ITEM_GUILE_STATUS_KIND_SQUAT") #define ITEM_GUILE_STATUS_KIND_SQUAT_WAIT lua_const("ITEM_GUILE_STATUS_KIND_SQUAT_WAIT") #define ITEM_GUILE_STATUS_KIND_SQUAT_REVERSE lua_const("ITEM_GUILE_STATUS_KIND_SQUAT_REVERSE") #define ITEM_GUILE_STATUS_KIND_SQUAT_GUARD lua_const("ITEM_GUILE_STATUS_KIND_SQUAT_GUARD") #define ITEM_GUILE_STATUS_KIND_SONICBOOM lua_const("ITEM_GUILE_STATUS_KIND_SONICBOOM") #define ITEM_GUILE_STATUS_KIND_SUMMERSAULT_LIGHT lua_const("ITEM_GUILE_STATUS_KIND_SUMMERSAULT_LIGHT") #define ITEM_GUILE_STATUS_KIND_SUMMERSAULT_HARD lua_const("ITEM_GUILE_STATUS_KIND_SUMMERSAULT_HARD") #define ITEM_GUILE_STATUS_KIND_VERTICAL_JUMP lua_const("ITEM_GUILE_STATUS_KIND_VERTICAL_JUMP") #define ITEM_GUILE_STATUS_KIND_FRONT_JUMP lua_const("ITEM_GUILE_STATUS_KIND_FRONT_JUMP") #define ITEM_GUILE_STATUS_KIND_HIGH_KICK_AIR lua_const("ITEM_GUILE_STATUS_KIND_HIGH_KICK_AIR") #define ITEM_GUILE_STATUS_KIND_MIDDLE_KICK_AIR lua_const("ITEM_GUILE_STATUS_KIND_MIDDLE_KICK_AIR") #define ITEM_KIND_GUILESHOT lua_const("ITEM_KIND_GUILESHOT") #define GUILE_ATTACK_KIND_NONE lua_const("GUILE_ATTACK_KIND_NONE") #define GUILE_ATTACK_KIND_SONICBOOM_SHORT_LIGHT lua_const("GUILE_ATTACK_KIND_SONICBOOM_SHORT_LIGHT") #define GUILE_ATTACK_KIND_SONICBOOM_SHORT_HARD lua_const("GUILE_ATTACK_KIND_SONICBOOM_SHORT_HARD") #define GUILE_ATTACK_KIND_SONICBOOM_MEDIUM_LIGHT lua_const("GUILE_ATTACK_KIND_SONICBOOM_MEDIUM_LIGHT") #define GUILE_ATTACK_KIND_SONICBOOM_MEDIUM_HARD lua_const("GUILE_ATTACK_KIND_SONICBOOM_MEDIUM_HARD") #define GUILE_ATTACK_KIND_SONICBOOM_LONG_LIGHT lua_const("GUILE_ATTACK_KIND_SONICBOOM_LONG_LIGHT") #define GUILE_ATTACK_KIND_SONICBOOM_LONG_HARD lua_const("GUILE_ATTACK_KIND_SONICBOOM_LONG_HARD") #define GUILE_ATTACK_KIND_SUMMERSAULTKICK_LIGHT lua_const("GUILE_ATTACK_KIND_SUMMERSAULTKICK_LIGHT") #define GUILE_ATTACK_KIND_SUMMERSAULTKICK_HARD lua_const("GUILE_ATTACK_KIND_SUMMERSAULTKICK_HARD") #define GUILE_ATTACK_KIND_VERTICAL_JUMP_ATTACK lua_const("GUILE_ATTACK_KIND_VERTICAL_JUMP_ATTACK") #define GUILE_ATTACK_KIND_FRONT_JUMP_ATTACK lua_const("GUILE_ATTACK_KIND_FRONT_JUMP_ATTACK") #define ITEM_TARGET_TYPE_MANY_SIDE_FIX lua_const("ITEM_TARGET_TYPE_MANY_SIDE_FIX") #define ITEM_GUILE_INSTANCE_WORK_FLAG_TURN_RIGHT lua_const("ITEM_GUILE_INSTANCE_WORK_FLAG_TURN_RIGHT") #define ITEM_GUILE_INSTANCE_WORK_FLAG_VISIBLE_KUSI lua_const("ITEM_GUILE_INSTANCE_WORK_FLAG_VISIBLE_KUSI") #define GUILE_WEIGHT_KIND_HARD lua_const("GUILE_WEIGHT_KIND_HARD") #define GUILE_WEIGHT_KIND_LIGHT lua_const("GUILE_WEIGHT_KIND_LIGHT") #define ITEM_GUILE_ACTION_INITIALIZE lua_const("ITEM_GUILE_ACTION_INITIALIZE") #define ITEM_KIND_GUILE lua_const("ITEM_KIND_GUILE") #define ITEM_GUILESHOT_STATUS_KIND_LIGHT lua_const("ITEM_GUILESHOT_STATUS_KIND_LIGHT") #define ITEM_GUILESHOT_STATUS_KIND_HARD lua_const("ITEM_GUILESHOT_STATUS_KIND_HARD") #define ITEM_COMMON_STATUS_KIND_TERM lua_const("ITEM_COMMON_STATUS_KIND_TERM") #define ITEM_HAMMERBROS_STATUS_KIND_JUMP lua_const("ITEM_HAMMERBROS_STATUS_KIND_JUMP") #define ITEM_HAMMERBROS_STATUS_KIND_JUMP_HAMMER lua_const("ITEM_HAMMERBROS_STATUS_KIND_JUMP_HAMMER") #define ITEM_HAMMERBROS_STATUS_KIND_WAIT lua_const("ITEM_HAMMERBROS_STATUS_KIND_WAIT") #define ITEM_KIND_HAMMERBROSHAMMER lua_const("ITEM_KIND_HAMMERBROSHAMMER") #define ITEM_KIND_HAMMERBROS lua_const("ITEM_KIND_HAMMERBROS") #define ITEM_INSTANCE_WORK_FLAG_REFLECT_GROUND lua_const("ITEM_INSTANCE_WORK_FLAG_REFLECT_GROUND") #define ITEM_HEBIGARASU_STATUS_KIND_APPEAR lua_const("ITEM_HEBIGARASU_STATUS_KIND_APPEAR") #define ITEM_HEBIGARASU_STATUS_KIND_DIVE lua_const("ITEM_HEBIGARASU_STATUS_KIND_DIVE") #define ITEM_HEBIGARASU_STATUS_KIND_HIDING lua_const("ITEM_HEBIGARASU_STATUS_KIND_HIDING") #define ITEM_HEBIGARASU_STATUS_KIND_HIDING_FIRST lua_const("ITEM_HEBIGARASU_STATUS_KIND_HIDING_FIRST") #define ITEM_HEBIGARASU_STATUS_KIND_ATTACK_UP lua_const("ITEM_HEBIGARASU_STATUS_KIND_ATTACK_UP") #define ITEM_HEBIGARASU_STATUS_KIND_ATTACK_MIDDLE lua_const("ITEM_HEBIGARASU_STATUS_KIND_ATTACK_MIDDLE") #define ITEM_HEBIGARASU_STATUS_KIND_ATTACK_DOWN lua_const("ITEM_HEBIGARASU_STATUS_KIND_ATTACK_DOWN") #define ITEM_HEBIGARASU_STATUS_KIND_VANISH lua_const("ITEM_HEBIGARASU_STATUS_KIND_VANISH") #define ITEM_HEBIGARASU_STATUS_KIND_DAMAGE_STUN lua_const("ITEM_HEBIGARASU_STATUS_KIND_DAMAGE_STUN") #define ITEM_HEBIGARASU_STATUS_KIND_EXIT lua_const("ITEM_HEBIGARASU_STATUS_KIND_EXIT") #define ITEM_HEBIGARASU_STATUS_KIND_DEAD lua_const("ITEM_HEBIGARASU_STATUS_KIND_DEAD") #define ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_NO_DEAD lua_const("ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_NO_DEAD") #define ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_NO_DAMAGE_STUN lua_const("ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_NO_DAMAGE_STUN") #define CAMERA_STATUS_NORMAL lua_const("CAMERA_STATUS_NORMAL") #define ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_ASSIST_BEAT_REQUEST lua_const("ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_ASSIST_BEAT_REQUEST") #define ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_HEBIGARASU_INSTANCE_WORK_FLAG_LOST") #define ITEM_TARGET_TYPE_NEAR_FIGHTER_ALL lua_const("ITEM_TARGET_TYPE_NEAR_FIGHTER_ALL") #define ITEM_KIND_HEBIGARASU lua_const("ITEM_KIND_HEBIGARASU") #define ITEM_JEFF_INSTANCE_WORK_FLOAT_ROCKET_ROTATE lua_const("ITEM_JEFF_INSTANCE_WORK_FLOAT_ROCKET_ROTATE") #define ITEM_KIND_JEFF lua_const("ITEM_KIND_JEFF") #define ITEM_KIND_JEFFPENCILROCKET lua_const("ITEM_KIND_JEFFPENCILROCKET") #define ITEM_KIND_JEFFPENCILBULLET lua_const("ITEM_KIND_JEFFPENCILBULLET") #define ITEM_INSTANCE_WORK_INT_COUNTER lua_const("ITEM_INSTANCE_WORK_INT_COUNTER") #define ITEM_INSTANCE_WORK_INT_COUNTER_2 lua_const("ITEM_INSTANCE_WORK_INT_COUNTER_2") #define ITEM_JIRO_STATUS_KIND_TURN_RUN lua_const("ITEM_JIRO_STATUS_KIND_TURN_RUN") #define ITEM_JIRO_STATUS_KIND_CHASE_OFF lua_const("ITEM_JIRO_STATUS_KIND_CHASE_OFF") #define ITEM_JIRO_STATUS_KIND_HOP lua_const("ITEM_JIRO_STATUS_KIND_HOP") #define ITEM_JIRO_STATUS_KIND_RUN lua_const("ITEM_JIRO_STATUS_KIND_RUN") #define ITEM_JIRO_STATUS_KIND_EX_RUN lua_const("ITEM_JIRO_STATUS_KIND_EX_RUN") #define ITEM_JIRO_STATUS_KIND_HOLD lua_const("ITEM_JIRO_STATUS_KIND_HOLD") #define ITEM_JIRO_STATUS_KIND_HOLD_SPECIAL lua_const("ITEM_JIRO_STATUS_KIND_HOLD_SPECIAL") #define ITEM_JIRO_STATUS_KIND_WALL_BURY lua_const("ITEM_JIRO_STATUS_KIND_WALL_BURY") #define ITEM_KIND_JIRO lua_const("ITEM_KIND_JIRO") #define ITEM_INSTANCE_WORK_FLAG_GROUND_DAMAGE lua_const("ITEM_INSTANCE_WORK_FLAG_GROUND_DAMAGE") #define ITEM_INSTANCE_WORK_INT_VALUE_7 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_7") #define ITEM_JOE_STATUS_KIND_ATTACK1 lua_const("ITEM_JOE_STATUS_KIND_ATTACK1") #define ITEM_JOE_STATUS_KIND_ATTACK2 lua_const("ITEM_JOE_STATUS_KIND_ATTACK2") #define ITEM_JOE_STATUS_KIND_FINISH lua_const("ITEM_JOE_STATUS_KIND_FINISH") #define ITEM_KIND_JOE lua_const("ITEM_KIND_JOE") #define ITEM_KIND_JOESHOT lua_const("ITEM_KIND_JOESHOT") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_START lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_START") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_MAIN lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_MAIN") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_END lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_END") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_START lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_START") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_MAIN lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_MAIN") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_END lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SHOOT_AIR_END") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_SWING lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_SWING") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_START lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_START") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_MAIN lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_MAIN") #define ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_END lua_const("ITEM_KAWASAKI_STATUS_KIND_ATTACK_COOK_END") #define ITEM_KIND_KAWASAKISHOT lua_const("ITEM_KIND_KAWASAKISHOT") #define ITEM_KIND_KAWASAKIPOT lua_const("ITEM_KIND_KAWASAKIPOT") #define ITEM_KIND_TABEMONO lua_const("ITEM_KIND_TABEMONO") #define ITEM_KAWASAKIPOT_ACTION_CATCH lua_const("ITEM_KAWASAKIPOT_ACTION_CATCH") #define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SHOOT") #define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SWING_SLOPE lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SWING_SLOPE") #define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SWING_CANCEL lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SWING_CANCEL") #define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SLOPE_SLANT lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SLOPE_SLANT") #define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_COOK_MOVE lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_COOK_MOVE") #define ITEM_KAWASAKIPOT_ACTION_COOK lua_const("ITEM_KAWASAKIPOT_ACTION_COOK") #define ITEM_KAWASAKIPOT_ACTION_COOK_END lua_const("ITEM_KAWASAKIPOT_ACTION_COOK_END") #define ITEM_KAWASAKIPOT_ACTION_RELEASE lua_const("ITEM_KAWASAKIPOT_ACTION_RELEASE") #define ITEM_KAWASAKIPOT_ACTION_LOST lua_const("ITEM_KAWASAKIPOT_ACTION_LOST") #define ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SPAWN_PRESENT lua_const("ITEM_KAWASAKI_INSTANCE_WORK_FLAG_SPAWN_PRESENT") #define ITEM_KIND_KAWASAKI lua_const("ITEM_KIND_KAWASAKI") #define ITEM_KAWASHIMA_STATUS_KIND_FLY lua_const("ITEM_KAWASHIMA_STATUS_KIND_FLY") #define ITEM_KIND_KAWASHIMA lua_const("ITEM_KIND_KAWASHIMA") #define KAWASHIMA_DIRECTION_NONE lua_const("KAWASHIMA_DIRECTION_NONE") #define ITEM_KIND_KAWASHIMASHOT lua_const("ITEM_KIND_KAWASHIMASHOT") #define ITEM_SPECIALIZED_PARAM_FLOAT_CLIP_SPHERE_R lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_CLIP_SPHERE_R") #define KAWASHIMA_DIRECTION_BOTTOM lua_const("KAWASHIMA_DIRECTION_BOTTOM") #define KAWASHIMA_DIRECTION_TOP lua_const("KAWASHIMA_DIRECTION_TOP") #define KAWASHIMA_DIRECTION_LEFT lua_const("KAWASHIMA_DIRECTION_LEFT") #define KAWASHIMA_DIRECTION_RIGHT lua_const("KAWASHIMA_DIRECTION_RIGHT") #define KAWASHIMASHOT_INSTANCE_WORK_INT_VALUE lua_const("KAWASHIMASHOT_INSTANCE_WORK_INT_VALUE") #define ITEM_KAWASHIMASHOT_STATUS_KIND_MOVE lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_MOVE") #define ITEM_KAWASHIMASHOT_STATUS_KIND_TOUCH lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_TOUCH") #define ITEM_KAWASHIMASHOT_STATUS_KIND_BOMB lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_BOMB") #define ITEM_KAWASHIMASHOT_STATUS_KIND_BIGBOMB lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_BIGBOMB") #define ITEM_KAWASHIMASHOT_STATUS_KIND_DAMAGE lua_const("ITEM_KAWASHIMASHOT_STATUS_KIND_DAMAGE") #define ITEM_KINETIC_ENERGY_ID_CONTROL lua_const("ITEM_KINETIC_ENERGY_ID_CONTROL") #define ITEM_KAWASHIMASHOT_MESSAGE_KIND_TOUCH lua_const("ITEM_KAWASHIMASHOT_MESSAGE_KIND_TOUCH") #define ITEM_KAWASHIMASHOT_MESSAGE_KIND_LOST lua_const("ITEM_KAWASHIMASHOT_MESSAGE_KIND_LOST") #define ITEM_INSTANCE_WORK_FLAG_AI_SOON_TO_BE_ATTACK lua_const("ITEM_INSTANCE_WORK_FLAG_AI_SOON_TO_BE_ATTACK") #define ITEM_INSTANCE_WORK_FLOAT_AI_VALUE_1 lua_const("ITEM_INSTANCE_WORK_FLOAT_AI_VALUE_1") #define ITEM_INSTANCE_WORK_FLOAT_VALUE_4 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_4") #define ITEM_KNUCKLES_STATUS_KIND_PUNCH_COMBO lua_const("ITEM_KNUCKLES_STATUS_KIND_PUNCH_COMBO") #define ITEM_KNUCKLES_STATUS_KIND_JUMPING_OUT_UPPER lua_const("ITEM_KNUCKLES_STATUS_KIND_JUMPING_OUT_UPPER") #define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_GROUND_START lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_GROUND_START") #define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_AIR_START lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_AIR_START") #define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_HOMING lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_HOMING") #define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_CANCEL lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_CANCEL") #define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_LANDING lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_LANDING") #define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_REBOUND lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_REBOUND") #define ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_HIT lua_const("ITEM_KNUCKLES_STATUS_KIND_SPIN_ATTACK_HIT") #define ITEM_KNUCKLES_INSTANCE_WORK_FLAG_CHANGE_SPHERE lua_const("ITEM_KNUCKLES_INSTANCE_WORK_FLAG_CHANGE_SPHERE") #define ITEM_KNUCKLES_INSTANCE_WORK_FLAG_EXIT_FLIP_OFF lua_const("ITEM_KNUCKLES_INSTANCE_WORK_FLAG_EXIT_FLIP_OFF") #define ITEM_KIND_KNUCKLES lua_const("ITEM_KIND_KNUCKLES") #define ITEM_KOZUKATA_MESSAGE_KIND_SLEEP_CAMERA_SUBJECT lua_const("ITEM_KOZUKATA_MESSAGE_KIND_SLEEP_CAMERA_SUBJECT") #define ITEM_KOZUKATA_MESSAGE_KIND_EXIT lua_const("ITEM_KOZUKATA_MESSAGE_KIND_EXIT") #define ITEM_KOZUKATA_INSTANCE_WORK_FLAG_SPAWN_SIGHT lua_const("ITEM_KOZUKATA_INSTANCE_WORK_FLAG_SPAWN_SIGHT") #define ITEM_KOZUKATA_INSTANCE_WORK_FLAG_START_CAMERA lua_const("ITEM_KOZUKATA_INSTANCE_WORK_FLAG_START_CAMERA") #define ITEM_KOZUKATA_INSTANCE_WORK_FLAG_VISIBLE_SIGHT lua_const("ITEM_KOZUKATA_INSTANCE_WORK_FLAG_VISIBLE_SIGHT") #define ITEM_KIND_KOZUKATASIGHT lua_const("ITEM_KIND_KOZUKATASIGHT") #define ITEM_KOZUKATA_MESSAGE_KIND_VISIBLE_SIGHT lua_const("ITEM_KOZUKATA_MESSAGE_KIND_VISIBLE_SIGHT") #define ITEM_KOZUKATA_MESSAGE_KIND_FORCE_EXIT_SIGHT lua_const("ITEM_KOZUKATA_MESSAGE_KIND_FORCE_EXIT_SIGHT") #define ITEM_KOZUKATASIGHT_STATUS_KIND_RANDOM_MOVE lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_RANDOM_MOVE") #define ITEM_KOZUKATASIGHT_STATUS_KIND_TARGET_MOVE lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_TARGET_MOVE") #define ITEM_KOZUKATASIGHT_STATUS_KIND_LAST_MOVE lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_LAST_MOVE") #define ITEM_KOZUKATASIGHT_STATUS_KIND_SHUTTER_WAIT lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_SHUTTER_WAIT") #define ITEM_KOZUKATASIGHT_STATUS_KIND_SHUTTER lua_const("ITEM_KOZUKATASIGHT_STATUS_KIND_SHUTTER") #define ITEM_KOZUKATAGHOST_KIND_MAX lua_const("ITEM_KOZUKATAGHOST_KIND_MAX") #define ITEM_KOZUKATASIGHT_CAMERA_PRIORITY lua_const("ITEM_KOZUKATASIGHT_CAMERA_PRIORITY") #define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_SPAWN_GHOST lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_SPAWN_GHOST") #define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_SHUTTER_END lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_SHUTTER_END") #define ITEM_KIND_KOZUKATAGHOST lua_const("ITEM_KIND_KOZUKATAGHOST") #define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_EXIT_FINDER lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_EXIT_FINDER") #define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_DEL_CURSOR lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_DEL_CURSOR") #define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_EXIT_KOZUKATA lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_EXIT_KOZUKATA") #define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_END_SOUND_EFFECT lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_END_SOUND_EFFECT") #define ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_KOZUKATASIGHT_INSTANCE_WORK_FLAG_LOST") #define ITEM_KRYSTAL_STATUS_KIND_ATTACK_STAFF_AIR lua_const("ITEM_KRYSTAL_STATUS_KIND_ATTACK_STAFF_AIR") #define ITEM_KRYSTAL_STATUS_KIND_ATTACK_STAFF_GROUND lua_const("ITEM_KRYSTAL_STATUS_KIND_ATTACK_STAFF_GROUND") #define ITEM_KRYSTAL_STATUS_KIND_ATTACK_ICEBRAST_AIR lua_const("ITEM_KRYSTAL_STATUS_KIND_ATTACK_ICEBRAST_AIR") #define ITEM_KRYSTAL_STATUS_KIND_ATTACK_ICEBRAST_GROUND lua_const("ITEM_KRYSTAL_STATUS_KIND_ATTACK_ICEBRAST_GROUND") #define ITEM_KRYSTAL_STATUS_KIND_ESCAPE_GROUND lua_const("ITEM_KRYSTAL_STATUS_KIND_ESCAPE_GROUND") #define ITEM_KIND_KRYSTALSHOT lua_const("ITEM_KIND_KRYSTALSHOT") #define ITEM_KRYSTAL_INSTANCE_WORK_FLAG_IS_FIRST_LANDING lua_const("ITEM_KRYSTAL_INSTANCE_WORK_FLAG_IS_FIRST_LANDING") #define ITEM_KINETIC_FLAG_NONE lua_const("ITEM_KINETIC_FLAG_NONE") #define ITEM_KINETIC_TYPE_UNIQ lua_const("ITEM_KINETIC_TYPE_UNIQ") #define ITEM_LIN_STATUS_KIND_START_AIR lua_const("ITEM_LIN_STATUS_KIND_START_AIR") #define ITEM_LIN_STATUS_KIND_ATTACK_AIR lua_const("ITEM_LIN_STATUS_KIND_ATTACK_AIR") #define ITEM_LIN_STATUS_KIND_START_GROUND lua_const("ITEM_LIN_STATUS_KIND_START_GROUND") #define ITEM_LIN_STATUS_KIND_ATTACK_GROUND lua_const("ITEM_LIN_STATUS_KIND_ATTACK_GROUND") #define ITEM_LIN_STATUS_KIND_COUNTER_ATTACK lua_const("ITEM_LIN_STATUS_KIND_COUNTER_ATTACK") #define ITEM_KIND_LIN lua_const("ITEM_KIND_LIN") #define ITEM_LIN_INSTANCE_WORK_FLAG_ENABLE_COUNTER lua_const("ITEM_LIN_INSTANCE_WORK_FLAG_ENABLE_COUNTER") #define ITEM_SLOPE_TYPE_NONE lua_const("ITEM_SLOPE_TYPE_NONE") #define ITEM_LIOLEUS_STATUS_KIND_WAIT lua_const("ITEM_LIOLEUS_STATUS_KIND_WAIT") #define ITEM_LIOLEUS_STATUS_KIND_TURN lua_const("ITEM_LIOLEUS_STATUS_KIND_TURN") #define ITEM_LIOLEUS_STATUS_KIND_TURN_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_TURN_AIR") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_START lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_START") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3 lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_END lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_END") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_TAIL lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_TAIL") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_HOWLING lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_HOWLING") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE_START lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE_START") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE_END lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_TACKLE_END") #define ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR") #define ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR_SEARCH_GROUND lua_const("ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR_SEARCH_GROUND") #define ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR_MOVE_LANDING lua_const("ITEM_LIOLEUS_STATUS_KIND_WAIT_AIR_MOVE_LANDING") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL_AIR") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR_START lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR_START") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR_END lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_FIREBALL3_AIR_END") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_NAIL_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_NAIL_AIR") #define ITEM_LIOLEUS_STATUS_KIND_ATTACK_HOWLING_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_ATTACK_HOWLING_AIR") #define ITEM_LIOLEUS_STATUS_KIND_CHANGE_MODE_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_CHANGE_MODE_AIR") #define ITEM_LIOLEUS_STATUS_KIND_CHANGE_MODE_GROUND lua_const("ITEM_LIOLEUS_STATUS_KIND_CHANGE_MODE_GROUND") #define ITEM_LIOLEUS_STATUS_KIND_LEAVE_LANDING lua_const("ITEM_LIOLEUS_STATUS_KIND_LEAVE_LANDING") #define ITEM_LIOLEUS_STATUS_KIND_LEAVE_AIR lua_const("ITEM_LIOLEUS_STATUS_KIND_LEAVE_AIR") #define ITEM_LIOLEUS_STATUS_KIND_DEAD lua_const("ITEM_LIOLEUS_STATUS_KIND_DEAD") #define ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_START lua_const("ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_START") #define ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_LOOP lua_const("ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_LOOP") #define ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_END lua_const("ITEM_LIOLEUS_STATUS_KIND_DEAD_AIR_END") #define ITEM_LIOLEUS_STATUS_KIND_DOWN_TAIL_CUT_START lua_const("ITEM_LIOLEUS_STATUS_KIND_DOWN_TAIL_CUT_START") #define ITEM_LIOLEUS_STATUS_KIND_DOWN_TAIL_CUT_END lua_const("ITEM_LIOLEUS_STATUS_KIND_DOWN_TAIL_CUT_END") #define ITEM_INSTANCE_WORK_FLAG_DAMAGE_FLASHING_BOSS lua_const("ITEM_INSTANCE_WORK_FLAG_DAMAGE_FLASHING_BOSS") #define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_INITIALIZE_CHECK_GROUND lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_INITIALIZE_CHECK_GROUND") #define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_INITIALIZE_ATTACH_GROUND lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_INITIALIZE_ATTACH_GROUND") #define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_CHANGE_MODE_GROUND_ATTACH lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_CHANGE_MODE_GROUND_ATTACH") #define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_SHOOT") #define ITEM_KIND_LIOLEUSSHOT lua_const("ITEM_KIND_LIOLEUSSHOT") #define ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE lua_const("ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE") #define ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE3 lua_const("ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE3") #define ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE_BACKJUMP lua_const("ITEM_LIOLEUSBOSSSHOT_ACTION_SET_ANGLE_BACKJUMP") #define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_START_ENERGY lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_START_ENERGY") #define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_START_BRAKE lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_START_BRAKE") #define ITEM_LIOLEUS_INSTANCE_WORK_FLAG_TAIL_CUT_CREATE_ITEM lua_const("ITEM_LIOLEUS_INSTANCE_WORK_FLAG_TAIL_CUT_CREATE_ITEM") #define ITEM_KIND_LIOLEUS lua_const("ITEM_KIND_LIOLEUS") #define ITEM_METROID_STATUS_KIND_ICE lua_const("ITEM_METROID_STATUS_KIND_ICE") #define ITEM_KINETIC_TYPE_GEMINI lua_const("ITEM_KINETIC_TYPE_GEMINI") #define ITEM_KIND_METROID lua_const("ITEM_KIND_METROID") #define ITEM_HIT_EFFECT_KIND_FULL lua_const("ITEM_HIT_EFFECT_KIND_FULL") #define ITEM_INSTANCE_WORK_INT_HIT_EFFECT_KIND lua_const("ITEM_INSTANCE_WORK_INT_HIT_EFFECT_KIND") #define ITEM_HIT_EFFECT_KIND_NONE lua_const("ITEM_HIT_EFFECT_KIND_NONE") #define ITEM_MIDNA_STATUS_KIND_RETURN_GROUND lua_const("ITEM_MIDNA_STATUS_KIND_RETURN_GROUND") #define ITEM_MIDNA_STATUS_KIND_WAIT lua_const("ITEM_MIDNA_STATUS_KIND_WAIT") #define ITEM_MIDNA_STATUS_KIND_TELEPORT lua_const("ITEM_MIDNA_STATUS_KIND_TELEPORT") #define ITEM_MIDNA_STATUS_KIND_SWING_ARM lua_const("ITEM_MIDNA_STATUS_KIND_SWING_ARM") #define ITEM_MIDNA_STATUS_KIND_THROW_ATTACK lua_const("ITEM_MIDNA_STATUS_KIND_THROW_ATTACK") #define ITEM_KIND_MIDNA lua_const("ITEM_KIND_MIDNA") #define ITEM_MONSTERS_STATUS_KIND_ROOT_WAIT lua_const("ITEM_MONSTERS_STATUS_KIND_ROOT_WAIT") #define ITEM_KIND_MONSTERSCHILD lua_const("ITEM_KIND_MONSTERSCHILD") #define ITEM_MONSTERS_MESSAGE_KIND_MOVE_START lua_const("ITEM_MONSTERS_MESSAGE_KIND_MOVE_START") #define ITEM_MONSTERS_MESSAGE_KIND_LOST lua_const("ITEM_MONSTERS_MESSAGE_KIND_LOST") #define ITEM_MONSTERS_MESSAGE_KIND_SMASH_DEAD lua_const("ITEM_MONSTERS_MESSAGE_KIND_SMASH_DEAD") #define ITEM_KIND_MONSTERS lua_const("ITEM_KIND_MONSTERS") #define ITEM_INSTANCE_WORK_INT_FORCE_REMOVE_COUNTER lua_const("ITEM_INSTANCE_WORK_INT_FORCE_REMOVE_COUNTER") #define ITEM_INSTANCE_WORK_INT_VALUE_5 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_5") #define ITEM_INSTANCE_WORK_INT_VALUE_6 lua_const("ITEM_INSTANCE_WORK_INT_VALUE_6") #define ITEM_MONSTERSCHILD_STATUS_KIND_MOVE lua_const("ITEM_MONSTERSCHILD_STATUS_KIND_MOVE") #define ITEM_MONSTERSCHILD_STATUS_KIND_EXIT lua_const("ITEM_MONSTERSCHILD_STATUS_KIND_EXIT") #define ITEM_MONSTERS_MESSAGE_KIND_SYNC_HP lua_const("ITEM_MONSTERS_MESSAGE_KIND_SYNC_HP") #define ITEM_MOON_STATUS_KIND_APPEAR lua_const("ITEM_MOON_STATUS_KIND_APPEAR") #define ITEM_MOON_STATUS_KIND_IMPACT lua_const("ITEM_MOON_STATUS_KIND_IMPACT") #define ITEM_KIND_MOON lua_const("ITEM_KIND_MOON") #define ITEM_MOON_INSTANCE_WORK_FLAG_SHOCKWAVE_EFFECT_REMOVE lua_const("ITEM_MOON_INSTANCE_WORK_FLAG_SHOCKWAVE_EFFECT_REMOVE") #define ITEM_MOON_INSTANCE_WORK_FLAG_DEBRIS_RISE_EFFECT_REMOVE lua_const("ITEM_MOON_INSTANCE_WORK_FLAG_DEBRIS_RISE_EFFECT_REMOVE") #define ITEM_INSTANCE_WORK_FLAG_APPLY_WORLD_MOVE lua_const("ITEM_INSTANCE_WORK_FLAG_APPLY_WORLD_MOVE") #define ITEM_MOON_INSTANCE_WORK_SHOCKWAVE_EFFECT_HANDLE lua_const("ITEM_MOON_INSTANCE_WORK_SHOCKWAVE_EFFECT_HANDLE") #define ITEM_MOON_INSTANCE_WORK_DEBRIS_RISE_EFFECT_HADNLE lua_const("ITEM_MOON_INSTANCE_WORK_DEBRIS_RISE_EFFECT_HADNLE") #define ITEM_MOTHERBRAIN_STATUS_KIND_TURN lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_TURN") #define ITEM_MOTHERBRAIN_STATUS_KIND_SHOT_BLASTER_LASER lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_SHOT_BLASTER_LASER") #define ITEM_MOTHERBRAIN_STATUS_KIND_WAIT lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_WAIT") #define ITEM_MOTHERBRAIN_STATUS_KIND_GROW lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_GROW") #define ITEM_MOTHERBRAIN_STATUS_KIND_SLIDING lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_SLIDING") #define ITEM_MOTHERBRAIN_STATUS_KIND_INITIAL_HIDE lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_INITIAL_HIDE") #define ITEM_MOTHERBRAIN_STATUS_KIND_EXPLODING lua_const("ITEM_MOTHERBRAIN_STATUS_KIND_EXPLODING") #define ITEM_KIND_MOTHERBRAIN lua_const("ITEM_KIND_MOTHERBRAIN") #define ITEM_KIND_MOTHERBRAINSHOT lua_const("ITEM_KIND_MOTHERBRAINSHOT") #define ITEM_KIND_MOTHERBRAINSHOT2 lua_const("ITEM_KIND_MOTHERBRAINSHOT2") #define ITEM_INSTANCE_WORK_FLAG_VALUE_4 lua_const("ITEM_INSTANCE_WORK_FLAG_VALUE_4") #define ITEM_INSTANCE_WORK_FLOAT_VALUE_5 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_5") #define ITEM_NIGHTMARE_STATUS_KIND_ORB_FLY lua_const("ITEM_NIGHTMARE_STATUS_KIND_ORB_FLY") #define ITEM_NIGHTMARE_STATUS_KIND_WIZARD_APPEAR lua_const("ITEM_NIGHTMARE_STATUS_KIND_WIZARD_APPEAR") #define ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_START_BLIND lua_const("ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_START_BLIND") #define ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_END_BLIND lua_const("ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_END_BLIND") #define ITEM_NIGHTMARE_INSTANCE_WORK_INT_SCALING_STATUS lua_const("ITEM_NIGHTMARE_INSTANCE_WORK_INT_SCALING_STATUS") #define ITEM_KIND_NIGHTMARE lua_const("ITEM_KIND_NIGHTMARE") #define ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_END_ATTACK lua_const("ITEM_NIGHTMARE_INSTANCE_WORK_FLAG_END_ATTACK") #define ITEM_NIKKI_STATUS_KIND_CHANGE_FRONT lua_const("ITEM_NIKKI_STATUS_KIND_CHANGE_FRONT") #define ITEM_NIKKI_STATUS_KIND_DRAW lua_const("ITEM_NIKKI_STATUS_KIND_DRAW") #define ITEM_KIND_NIKKIILLUST1 lua_const("ITEM_KIND_NIKKIILLUST1") #define ITEM_KIND_NIKKIILLUST2 lua_const("ITEM_KIND_NIKKIILLUST2") #define ITEM_KIND_NIKKIILLUST3 lua_const("ITEM_KIND_NIKKIILLUST3") #define ITEM_KIND_NIKKIILLUST4 lua_const("ITEM_KIND_NIKKIILLUST4") #define ITEM_KIND_NIKKIILLUST5 lua_const("ITEM_KIND_NIKKIILLUST5") #define ITEM_KIND_NIKKIILLUST6 lua_const("ITEM_KIND_NIKKIILLUST6") #define ITEM_NIKKI_INSTANCE_WORK_FLAG_CAMERA_FRONT lua_const("ITEM_NIKKI_INSTANCE_WORK_FLAG_CAMERA_FRONT") #define ITEM_NIKKI_INSTANCE_WORK_FLOAT_SCREEN_POS_X lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_SCREEN_POS_X") #define ITEM_NIKKI_INSTANCE_WORK_FLOAT_SCREEN_POS_Y lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_SCREEN_POS_Y") #define ITEM_NIKKI_INSTANCE_WORK_FLOAT_OFFSET_Z lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_OFFSET_Z") #define ITEM_NIKKI_INSTANCE_WORK_FLOAT_ROT_Y lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_ROT_Y") #define ITEM_NIKKI_INSTANCE_WORK_FLOAT_NEAR_CLIP_OFFSET lua_const("ITEM_NIKKI_INSTANCE_WORK_FLOAT_NEAR_CLIP_OFFSET") #define SHADOW_DRAW_FLAG_OWNER lua_const("SHADOW_DRAW_FLAG_OWNER") #define ITEM_NIKKIILLUST6_INSTANCE_WORK_FLOAT_TARGET_OFFSET lua_const("ITEM_NIKKIILLUST6_INSTANCE_WORK_FLOAT_TARGET_OFFSET") #define ITEM_KIND_NIKKI lua_const("ITEM_KIND_NIKKI") #define ITEM_NIKKIILLUST1_INSTANCE_WORK_INT_ATTACK_COUNT lua_const("ITEM_NIKKIILLUST1_INSTANCE_WORK_INT_ATTACK_COUNT") #define ITEM_SMASHBALL_STATUS_KIND_THROUGH lua_const("ITEM_SMASHBALL_STATUS_KIND_THROUGH") #define ITEM_SMASHBALL_STATUS_KIND_BOUND lua_const("ITEM_SMASHBALL_STATUS_KIND_BOUND") #define ITEM_SMASHBALL_STATUS_FIGHTER_DRAWING lua_const("ITEM_SMASHBALL_STATUS_FIGHTER_DRAWING") #define ITEM_SMASHBALL_STATUS_KIND_EXIT lua_const("ITEM_SMASHBALL_STATUS_KIND_EXIT") #define ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_Z lua_const("ITEM_INSTANCE_WORK_FLOAT_TARGET_POS_Z") #define ITEM_KIND_SMASHBALL lua_const("ITEM_KIND_SMASHBALL") #define ITEM_KIND_SMASHBOMB lua_const("ITEM_KIND_SMASHBOMB") #define ITEM_KINETIC_FLAG_AI_BOUND lua_const("ITEM_KINETIC_FLAG_AI_BOUND") #define ITEM_KINETIC_FLAG_AI_MOVE_NO_SET_SPEED lua_const("ITEM_KINETIC_FLAG_AI_MOVE_NO_SET_SPEED") #define ITEM_TARGET_TYPE_RANDOM_ITEM lua_const("ITEM_TARGET_TYPE_RANDOM_ITEM") #define ITEM_STATUS_WORK_FLOAT_1 lua_const("ITEM_STATUS_WORK_FLOAT_1") #define ITEM_TARGET_TYPE_MYSELF lua_const("ITEM_TARGET_TYPE_MYSELF") #define IT_AI_TYPE_MOVE_TARGET lua_const("IT_AI_TYPE_MOVE_TARGET") #define ITEM_KIND_NINTENDOGS lua_const("ITEM_KIND_NINTENDOGS") #define ITEM_KIND_NINTENDOGSHI lua_const("ITEM_KIND_NINTENDOGSHI") #define ITEM_RIKI_STATUS_KIND_WAIT lua_const("ITEM_RIKI_STATUS_KIND_WAIT") #define ITEM_RIKI_STATUS_KIND_APPLY_EFFECT lua_const("ITEM_RIKI_STATUS_KIND_APPLY_EFFECT") #define ITEM_GAME_PARAM_INT_MELEE_LIFE_FRAME lua_const("ITEM_GAME_PARAM_INT_MELEE_LIFE_FRAME") #define ITEM_KIND_RIKI lua_const("ITEM_KIND_RIKI") #define ITEM_ROBIN_STATUS_KIND_TELEPORT lua_const("ITEM_ROBIN_STATUS_KIND_TELEPORT") #define ITEM_ROBIN_STATUS_KIND_ATTACK lua_const("ITEM_ROBIN_STATUS_KIND_ATTACK") #define ITEM_ROBIN_STATUS_KIND_PRESS lua_const("ITEM_ROBIN_STATUS_KIND_PRESS") #define ITEM_ROBIN_STATUS_KIND_LIFT lua_const("ITEM_ROBIN_STATUS_KIND_LIFT") #define ITEM_KIND_ROBINSHOT lua_const("ITEM_KIND_ROBINSHOT") #define ITEM_KIND_ROBINPRESS lua_const("ITEM_KIND_ROBINPRESS") #define ITEM_KIND_ROBINLIFT lua_const("ITEM_KIND_ROBINLIFT") #define ITEM_ROBIN_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_ROBIN_INSTANCE_WORK_FLAG_SHOOT") #define ITEM_KIND_ROBIN lua_const("ITEM_KIND_ROBIN") #define ITEM_ROBINPRESS_STATUS_KIND_UP lua_const("ITEM_ROBINPRESS_STATUS_KIND_UP") #define ITEM_ROBINPRESS_STATUS_KIND_DOWN lua_const("ITEM_ROBINPRESS_STATUS_KIND_DOWN") #define ITEM_ROBINSHOT_STATUS_KIND_SEARCH lua_const("ITEM_ROBINSHOT_STATUS_KIND_SEARCH") #define ITEM_ROBINSHOT_STATUS_KIND_CORRECT lua_const("ITEM_ROBINSHOT_STATUS_KIND_CORRECT") #define ITEM_ROBINSHOT_STATUS_KIND_DAMAGE lua_const("ITEM_ROBINSHOT_STATUS_KIND_DAMAGE") #define ITEM_STATUS_WORK_FLAG_FOUND lua_const("ITEM_STATUS_WORK_FLAG_FOUND") #define ITEM_RODIN_STATUS_KIND_ATTACK_STRAIGHT lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_STRAIGHT") #define ITEM_RODIN_STATUS_KIND_ATTACK_ONETWO lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_ONETWO") #define ITEM_RODIN_STATUS_KIND_ATTACK_UPPER lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_UPPER") #define ITEM_RODIN_STATUS_KIND_ATTACK_TRAMPLE lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_TRAMPLE") #define ITEM_RODIN_STATUS_KIND_ATTACK_HEELDROP lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_HEELDROP") #define ITEM_RODIN_STATUS_KIND_ATTACK_KICKUP lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_KICKUP") #define ITEM_RODIN_STATUS_KIND_ATTACK_KICKDOWN lua_const("ITEM_RODIN_STATUS_KIND_ATTACK_KICKDOWN") #define ITEM_RODIN_STATUS_KIND_HEELDROP_LANDING lua_const("ITEM_RODIN_STATUS_KIND_HEELDROP_LANDING") #define ITEM_RODIN_STATUS_KIND_KICKDOWN_LANDING lua_const("ITEM_RODIN_STATUS_KIND_KICKDOWN_LANDING") #define ITEM_RODIN_STATUS_KIND_FLUTTER lua_const("ITEM_RODIN_STATUS_KIND_FLUTTER") #define ITEM_KIND_RODINARMR lua_const("ITEM_KIND_RODINARMR") #define ITEM_KIND_RODINARML lua_const("ITEM_KIND_RODINARML") #define ITEM_KIND_RODINARMSTRAIGHT lua_const("ITEM_KIND_RODINARMSTRAIGHT") #define ITEM_KIND_RODINARMUPPER lua_const("ITEM_KIND_RODINARMUPPER") #define ITEM_RODIN_MESSAGE_KIND_CANCEL lua_const("ITEM_RODIN_MESSAGE_KIND_CANCEL") #define ITEM_RODIN_MESSAGE_KIND_HIT_STOP lua_const("ITEM_RODIN_MESSAGE_KIND_HIT_STOP") #define ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_RIGHT lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_RIGHT") #define ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_LEFT lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_LEFT") #define ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_STRAIGHT lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_STRAIGHT") #define ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_UPPER lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_SPAWN_ARM_UPPER") #define ITEM_RODIN_INSTANCE_WORK_FLAG_HEEL_DROP_START lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_HEEL_DROP_START") #define ITEM_RODIN_INSTANCE_WORK_FLAG_LANDING_CHECK_ENABLE lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_LANDING_CHECK_ENABLE") #define ITEM_RODIN_INSTANCE_WORK_FLAG_WALL_CHECK_ENABLE lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_WALL_CHECK_ENABLE") #define ITEM_RODIN_INSTANCE_WORK_FLAG_ITEM_CREATE lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_ITEM_CREATE") #define ITEM_RODIN_INSTANCE_WORK_FLAG_ITEM_THROW lua_const("ITEM_RODIN_INSTANCE_WORK_FLAG_ITEM_THROW") #define ITEM_SABLE_STATUS_KIND_WAIT lua_const("ITEM_SABLE_STATUS_KIND_WAIT") #define ITEM_SABLE_STATUS_KIND_PRINCE_APPEAL lua_const("ITEM_SABLE_STATUS_KIND_PRINCE_APPEAL") #define ITEM_SABLE_STATUS_KIND_PRINCE_CHANGE lua_const("ITEM_SABLE_STATUS_KIND_PRINCE_CHANGE") #define ITEM_SABLE_STATUS_KIND_FROG_FALL lua_const("ITEM_SABLE_STATUS_KIND_FROG_FALL") #define ITEM_SABLE_STATUS_KIND_FROG_LANDING lua_const("ITEM_SABLE_STATUS_KIND_FROG_LANDING") #define ITEM_SABLE_STATUS_KIND_FROG_JUMP lua_const("ITEM_SABLE_STATUS_KIND_FROG_JUMP") #define ITEM_SABLE_STATUS_KIND_FROG_JUMP_AIR lua_const("ITEM_SABLE_STATUS_KIND_FROG_JUMP_AIR") #define ITEM_SABLE_STATUS_KIND_FROG_CHANGE lua_const("ITEM_SABLE_STATUS_KIND_FROG_CHANGE") #define ITEM_SABLE_STATUS_KIND_FROG_SMASH lua_const("ITEM_SABLE_STATUS_KIND_FROG_SMASH") #define ITEM_SABLE_STATUS_KIND_SNAKE_RUN lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_RUN") #define ITEM_SABLE_STATUS_KIND_SNAKE_TURN lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_TURN") #define ITEM_SABLE_STATUS_KIND_SNAKE_FALL lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_FALL") #define ITEM_SABLE_STATUS_KIND_SNAKE_LANDING lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_LANDING") #define ITEM_SABLE_STATUS_KIND_SNAKE_CHANGE lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_CHANGE") #define ITEM_SABLE_STATUS_KIND_SNAKE_SMASH lua_const("ITEM_SABLE_STATUS_KIND_SNAKE_SMASH") #define GROUND_COLL_ATTR_ASASE_EARTH lua_const("GROUND_COLL_ATTR_ASASE_EARTH") #define ITEM_KIND_SABLE lua_const("ITEM_KIND_SABLE") #define ITEM_SHADOW_STATUS_KIND_ATTACK_SLOW lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_SLOW") #define ITEM_SHADOW_STATUS_KIND_ATTACK_SLOW_LOOP lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_SLOW_LOOP") #define ITEM_SHADOW_STATUS_KIND_ATTACK_STOP lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_STOP") #define ITEM_SHADOW_STATUS_KIND_ATTACK_STOP_LOOP lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_STOP_LOOP") #define ITEM_SHADOW_STATUS_KIND_ATTACK_END lua_const("ITEM_SHADOW_STATUS_KIND_ATTACK_END") #define ITEM_KIND_SHADOW lua_const("ITEM_KIND_SHADOW") #define ITEM_SHERIFF_STATUS_KIND_SELECTWALK lua_const("ITEM_SHERIFF_STATUS_KIND_SELECTWALK") #define ITEM_SHERIFF_STATUS_KIND_WALKTARGETY lua_const("ITEM_SHERIFF_STATUS_KIND_WALKTARGETY") #define ITEM_SHERIFF_STATUS_KIND_WALKTARGETX lua_const("ITEM_SHERIFF_STATUS_KIND_WALKTARGETX") #define ITEM_SHERIFF_STATUS_KIND_WALKUP lua_const("ITEM_SHERIFF_STATUS_KIND_WALKUP") #define ITEM_SHERIFF_STATUS_KIND_WALKDOWN lua_const("ITEM_SHERIFF_STATUS_KIND_WALKDOWN") #define ITEM_SHERIFF_STATUS_KIND_WALKLEFT lua_const("ITEM_SHERIFF_STATUS_KIND_WALKLEFT") #define ITEM_SHERIFF_STATUS_KIND_WALKRIGHT lua_const("ITEM_SHERIFF_STATUS_KIND_WALKRIGHT") #define ITEM_KIND_SHERIFFSHOT lua_const("ITEM_KIND_SHERIFFSHOT") #define ITEM_KIND_SHERIFF lua_const("ITEM_KIND_SHERIFF") #define IT_AI_TYPE_MOVE_TARGET_PASS lua_const("IT_AI_TYPE_MOVE_TARGET_PASS") #define ITEM_SHIOKARAZU_STATUS_KIND_ZOOM_WAIT lua_const("ITEM_SHIOKARAZU_STATUS_KIND_ZOOM_WAIT") #define ITEM_SHIOKARAZU_BGM_KIND_SHIOKARABUSHI lua_const("ITEM_SHIOKARAZU_BGM_KIND_SHIOKARABUSHI") #define ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_LEFT lua_const("ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_LEFT") #define ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_RIGHT lua_const("ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_RIGHT") #define ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_UP lua_const("ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_UP") #define ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_DOWN lua_const("ITEM_COMMON_PARAM_FLOAT_NURURI_SIZE_DOWN") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_DIG_GROUND lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_DIG_GROUND") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_DIG_AIR lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_DIG_AIR") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_START lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_START") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_HOP lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_HOP") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_END lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_END") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_LANDING lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_LOWER_STAB_LANDING") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_REFLECT_GROUND lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_REFLECT_GROUND") #define ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_REFLECT_AIR lua_const("ITEM_SHOVELKNIGHT_STATUS_KIND_ATTACK_REFLECT_AIR") #define ITEM_SHOVELKNIGHT_INSTANCE_WORK_FLAG_DIG_GROUND_OBJECT_CREATE lua_const("ITEM_SHOVELKNIGHT_INSTANCE_WORK_FLAG_DIG_GROUND_OBJECT_CREATE") #define ITEM_KIND_SHOVELKNIGHTSHOT lua_const("ITEM_KIND_SHOVELKNIGHTSHOT") #define ITEM_SHOVELKNIGHT_ACTION_KIND_FORCE_LOST lua_const("ITEM_SHOVELKNIGHT_ACTION_KIND_FORCE_LOST") #define ITEM_KIND_SHOVELKNIGHTPITFALL lua_const("ITEM_KIND_SHOVELKNIGHTPITFALL") #define ITEM_KIND_SHOVELKNIGHT lua_const("ITEM_KIND_SHOVELKNIGHT") #define ITEM_SKULLKID_STATUS_KIND_APPLY_EFFECT lua_const("ITEM_SKULLKID_STATUS_KIND_APPLY_EFFECT") #define ITEM_SKULLKID_INSTANCE_WORK_FLAG_FLIP_SCREEN lua_const("ITEM_SKULLKID_INSTANCE_WORK_FLAG_FLIP_SCREEN") #define ITEM_INSTANCE_WORK_INT_AI_VALUE_1 lua_const("ITEM_INSTANCE_WORK_INT_AI_VALUE_1") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_START lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_START") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_MAIN lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_MAIN") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_END lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1R_END") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_START lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_START") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_MAIN lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_MAIN") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_END lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_PUNCH1L_END") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_START lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_START") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_MAIN lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_MAIN") #define ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_END lua_const("ITEM_SPRINGMAN_STATUS_KIND_ATTACK_RUSH_END") #define ITEM_SPRINGMAN_STATUS_KIND_STEP_IN lua_const("ITEM_SPRINGMAN_STATUS_KIND_STEP_IN") #define ITEM_SPRINGMAN_STATUS_KIND_STEP_OUT lua_const("ITEM_SPRINGMAN_STATUS_KIND_STEP_OUT") #define ITEM_SPRINGMAN_STATUS_KIND_GUARD lua_const("ITEM_SPRINGMAN_STATUS_KIND_GUARD") #define ITEM_SPRINGMAN_STATUS_KIND_GUARD_BREAK lua_const("ITEM_SPRINGMAN_STATUS_KIND_GUARD_BREAK") #define ITEM_SPRINGMAN_ARM_STATUS_NONE lua_const("ITEM_SPRINGMAN_ARM_STATUS_NONE") #define ITEM_SPRINGMANSHOT_ACTION_LOST lua_const("ITEM_SPRINGMANSHOT_ACTION_LOST") #define ITEM_KIND_SPRINGMANSHOT lua_const("ITEM_KIND_SPRINGMANSHOT") #define ITEM_SPRINGMANSHOT_ACTION_SET_SIDE lua_const("ITEM_SPRINGMANSHOT_ACTION_SET_SIDE") #define ITEM_SPRINGMAN_ARM_STATUS_SHOOT lua_const("ITEM_SPRINGMAN_ARM_STATUS_SHOOT") #define ITEM_SPRINGMAN_ARM_STATUS_RETURN lua_const("ITEM_SPRINGMAN_ARM_STATUS_RETURN") #define ITEM_SPRINGMANSHOT_ACTION_BRAKE lua_const("ITEM_SPRINGMANSHOT_ACTION_BRAKE") #define ITEM_SPRINGMAN_ARM_STATUS_STOP lua_const("ITEM_SPRINGMAN_ARM_STATUS_STOP") #define ITEM_SPRINGMAN_INSTANCE_WORK_FLAG_NO_REACTION lua_const("ITEM_SPRINGMAN_INSTANCE_WORK_FLAG_NO_REACTION") #define ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_NONE lua_const("ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_NONE") #define ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_ALL lua_const("ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_ALL") #define ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_BULLET lua_const("ITEM_SPRINGMAN_SHIELD_PROTECT_KIND_BULLET") #define ITEM_SPRINGMAN_SHIELD_GROUP_KIND_ALL lua_const("ITEM_SPRINGMAN_SHIELD_GROUP_KIND_ALL") #define ITEM_SPRINGMAN_SHIELD_GROUP_KIND_BULLET lua_const("ITEM_SPRINGMAN_SHIELD_GROUP_KIND_BULLET") #define ITEM_SPRINGMAN_ACTION_PUNCH_R_HIT_STOP lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_R_HIT_STOP") #define ITEM_SPRINGMAN_ACTION_PUNCH_L_HIT_STOP lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_L_HIT_STOP") #define ITEM_SPRINGMAN_ACTION_PUNCH_R_MISS lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_R_MISS") #define ITEM_SPRINGMAN_ACTION_PUNCH_L_MISS lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_L_MISS") #define ITEM_SPRINGMAN_ACTION_PUNCH_R_HOP lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_R_HOP") #define ITEM_SPRINGMAN_ACTION_PUNCH_L_HOP lua_const("ITEM_SPRINGMAN_ACTION_PUNCH_L_HOP") #define ITEM_SPRINGMAN_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_SPRINGMAN_INSTANCE_WORK_FLAG_SHOOT") #define ITEM_KIND_SPRINGMAN lua_const("ITEM_KIND_SPRINGMAN") #define ITEM_SPRINGMANSHOT_STATUS_KIND_HOP lua_const("ITEM_SPRINGMANSHOT_STATUS_KIND_HOP") #define ITEM_SUKAPONSHOT_STATUS_KIND_HOP lua_const("ITEM_SUKAPONSHOT_STATUS_KIND_HOP") #define ITEM_SPRINGMANSHOT_INSTANCE_WORK_INT_PARENT_TARGET_ID lua_const("ITEM_SPRINGMANSHOT_INSTANCE_WORK_INT_PARENT_TARGET_ID") #define ITEM_STAFY_STATUS_KIND_WALK lua_const("ITEM_STAFY_STATUS_KIND_WALK") #define ITEM_STAFY_STATUS_KIND_ATTACK_AIR lua_const("ITEM_STAFY_STATUS_KIND_ATTACK_AIR") #define ITEM_STAFY_STATUS_KIND_ATTACK_GROUND lua_const("ITEM_STAFY_STATUS_KIND_ATTACK_GROUND") #define ITEM_KIND_STAFY lua_const("ITEM_KIND_STAFY") #define ITEM_WALUIGI_STATUS_KIND_ATTACK_AIR lua_const("ITEM_WALUIGI_STATUS_KIND_ATTACK_AIR") #define ITEM_WALUIGI_STATUS_KIND_ATTACK_GROUND lua_const("ITEM_WALUIGI_STATUS_KIND_ATTACK_GROUND") #define ITEM_STARMAN_STATUS_KIND_HOLD_ATTACKING_PK_BEAM_OMEGA lua_const("ITEM_STARMAN_STATUS_KIND_HOLD_ATTACKING_PK_BEAM_OMEGA") #define ITEM_STARMAN_STATUS_KIND_HOLD_ATTACKING_PK_BEAM_GAMMA lua_const("ITEM_STARMAN_STATUS_KIND_HOLD_ATTACKING_PK_BEAM_GAMMA") #define ITEM_STARMAN_STATUS_KIND_ATTACKING_PK_BEAM_GAMMA lua_const("ITEM_STARMAN_STATUS_KIND_ATTACKING_PK_BEAM_GAMMA") #define ITEM_STARMAN_STATUS_KIND_ATTACKING_PK_BEAM_OMEGA lua_const("ITEM_STARMAN_STATUS_KIND_ATTACKING_PK_BEAM_OMEGA") #define ITEM_STARMAN_STATUS_KIND_TELEPORT lua_const("ITEM_STARMAN_STATUS_KIND_TELEPORT") #define ITEM_STARMAN_STATUS_KIND_WAIT lua_const("ITEM_STARMAN_STATUS_KIND_WAIT") #define ITEM_KIND_STARMAN lua_const("ITEM_KIND_STARMAN") #define ITEM_KIND_STARMANGAMMABEAM lua_const("ITEM_KIND_STARMANGAMMABEAM") #define ITEM_KIND_STARMANOMEGABEAM lua_const("ITEM_KIND_STARMANOMEGABEAM") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_GRAB lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_GRAB") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_THROW lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_THROW") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_START lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_START") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_MAIN lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_MAIN") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_END lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_END") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_START lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_START") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_MAIN lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_MAIN") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_END lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING2_END") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_HOP lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_ROLLING_HOP") #define ITEM_SUKAPON_STATUS_KIND_ATTACK_SHOOT lua_const("ITEM_SUKAPON_STATUS_KIND_ATTACK_SHOOT") #define ITEM_SUKAPON_STATUS_KIND_GUARD lua_const("ITEM_SUKAPON_STATUS_KIND_GUARD") #define ITEM_SUKAPON_STATUS_KIND_GUARD_BREAK lua_const("ITEM_SUKAPON_STATUS_KIND_GUARD_BREAK") #define ITEM_SUKAPON_STATUS_KIND_DOWN lua_const("ITEM_SUKAPON_STATUS_KIND_DOWN") #define ITEM_SUKAPON_STATUS_KIND_DOWN_BOUND lua_const("ITEM_SUKAPON_STATUS_KIND_DOWN_BOUND") #define ITEM_SUKAPON_STATUS_KIND_DOWN_END lua_const("ITEM_SUKAPON_STATUS_KIND_DOWN_END") #define ITEM_SUKAPON_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_SUKAPON_INSTANCE_WORK_FLAG_THROW") #define ITEM_KIND_SUKAPONSHOT lua_const("ITEM_KIND_SUKAPONSHOT") #define ITEM_SUKAPON_SHIELD_PROTECT_KIND_NONE lua_const("ITEM_SUKAPON_SHIELD_PROTECT_KIND_NONE") #define ITEM_SUKAPON_SHIELD_PROTECT_KIND_ALL lua_const("ITEM_SUKAPON_SHIELD_PROTECT_KIND_ALL") #define ITEM_SUKAPON_SHIELD_PROTECT_KIND_BULLET lua_const("ITEM_SUKAPON_SHIELD_PROTECT_KIND_BULLET") #define ITEM_SUKAPON_SHIELD_GROUP_KIND_ALL lua_const("ITEM_SUKAPON_SHIELD_GROUP_KIND_ALL") #define ITEM_SUKAPON_SHIELD_GROUP_KIND_BULLET lua_const("ITEM_SUKAPON_SHIELD_GROUP_KIND_BULLET") #define ITEM_SUKAPON_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_SUKAPON_INSTANCE_WORK_FLAG_SHOOT") #define ITEM_SUKAPON_INSTANCE_WORK_INT_DOWN_BOUND_COUNT lua_const("ITEM_SUKAPON_INSTANCE_WORK_INT_DOWN_BOUND_COUNT") #define ITEM_KIND_SUKAPON lua_const("ITEM_KIND_SUKAPON") #define ITEM_TAKAMARU_STATUS_KIND_JUMP_VERTICAL lua_const("ITEM_TAKAMARU_STATUS_KIND_JUMP_VERTICAL") #define ITEM_TAKAMARU_STATUS_KIND_HISYAKAKU_AIR lua_const("ITEM_TAKAMARU_STATUS_KIND_HISYAKAKU_AIR") #define ITEM_TAKAMARU_STATUS_KIND_HISYAKAKU_GROUND lua_const("ITEM_TAKAMARU_STATUS_KIND_HISYAKAKU_GROUND") #define ITEM_TAKAMARU_STATUS_KIND_ATTACKSWORD lua_const("ITEM_TAKAMARU_STATUS_KIND_ATTACKSWORD") #define ITEM_KIND_TAKAMARUSHOT lua_const("ITEM_KIND_TAKAMARUSHOT") #define ITEM_KIND_TAKAMARU lua_const("ITEM_KIND_TAKAMARU") #define ITEM_TAKAMARU_INSTANCE_WORK_FLAG_SPAWN_SHOT lua_const("ITEM_TAKAMARU_INSTANCE_WORK_FLAG_SPAWN_SHOT") #define ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_START lua_const("ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_START") #define ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_END lua_const("ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_END") #define ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_RELEASE lua_const("ITEM_TIKI_STATUS_KIND_TRANSFORM_DRAGON_RELEASE") #define ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_START lua_const("ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_START") #define ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_EXEC lua_const("ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_EXEC") #define ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_SHORT lua_const("ITEM_TIKI_STATUS_KIND_DRAGON_MOVE_SHORT") #define ITEM_TIKI_STATUS_KIND_DRAGON_BREATH lua_const("ITEM_TIKI_STATUS_KIND_DRAGON_BREATH") #define ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_UP lua_const("ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_UP") #define ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_DOWN lua_const("ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_DOWN") #define ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_HALFWIDTH lua_const("ITEM_COMMON_PARAM_FLOAT_MAPCOLL_SIZE_HALFWIDTH") #define ITEM_TARGET_TYPE_MANY_SIDE_FROM_ORIGIN lua_const("ITEM_TARGET_TYPE_MANY_SIDE_FROM_ORIGIN") #define ITEM_TIKI_INSTANCE_WORK_FLAG_HIT_ENABLE lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_HIT_ENABLE") #define ITEM_TIKI_INSTANCE_WORK_FLAG_BREATH_READY lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_BREATH_READY") #define ITEM_TIKI_INSTANCE_WORK_FLAG_NECK_RETURN_START lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_NECK_RETURN_START") #define ITEM_TIKI_INSTANCE_WORK_FLAG_SPREAD_STOP lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_SPREAD_STOP") #define ITEM_TIKI_INSTANCE_WORK_FLAG_BREATH_EMBERS_START_EFFECT lua_const("ITEM_TIKI_INSTANCE_WORK_FLAG_BREATH_EMBERS_START_EFFECT") #define ITEM_KIND_TIKISHOT lua_const("ITEM_KIND_TIKISHOT") #define ITEM_TIKI_MESSAGE_KIND_ANGLE lua_const("ITEM_TIKI_MESSAGE_KIND_ANGLE") #define ITEM_KIND_TIKI lua_const("ITEM_KIND_TIKI") #define ITEM_TIKISHOT_INSTANCE_WORK_FLAG_ATTACK_END lua_const("ITEM_TIKISHOT_INSTANCE_WORK_FLAG_ATTACK_END") #define ITEM_TVGAME_STATUS_KIND_MOVE lua_const("ITEM_TVGAME_STATUS_KIND_MOVE") #define ITEM_TVGAME_STATUS_KIND_RESUME lua_const("ITEM_TVGAME_STATUS_KIND_RESUME") #define ITEM_KIND_TVGAMESHOT lua_const("ITEM_KIND_TVGAMESHOT") #define ITEM_KIND_TVGAME lua_const("ITEM_KIND_TVGAME") #define ITEM_TRAIT_FLAG_ASSIST_SUB lua_const("ITEM_TRAIT_FLAG_ASSIST_SUB") #define ITEM_TVGAMESHOT_STATUS_KIND_MOVE lua_const("ITEM_TVGAMESHOT_STATUS_KIND_MOVE") #define ITEM_TVGAMESHOT_STATUS_KIND_HIDE lua_const("ITEM_TVGAMESHOT_STATUS_KIND_HIDE") #define ITEM_TVGAMESHOT_STATUS_KIND_SHOWRESULT lua_const("ITEM_TVGAMESHOT_STATUS_KIND_SHOWRESULT") #define ITEM_VINCE_STATUS_KIND_PRE_DRAW lua_const("ITEM_VINCE_STATUS_KIND_PRE_DRAW") #define ITEM_VINCE_STATUS_KIND_DRAW_START lua_const("ITEM_VINCE_STATUS_KIND_DRAW_START") #define ITEM_VINCE_STATUS_KIND_DRAW lua_const("ITEM_VINCE_STATUS_KIND_DRAW") #define ITEM_VINCE_STATUS_KIND_DRAW_END lua_const("ITEM_VINCE_STATUS_KIND_DRAW_END") #define ITEM_VINCE_INSTANCE_WORK_INT_EASEL_EFFECT_HANDLE lua_const("ITEM_VINCE_INSTANCE_WORK_INT_EASEL_EFFECT_HANDLE") #define ITEM_VINCE_INSTANCE_WORK_INT_EASEL_EFFECT_KIND lua_const("ITEM_VINCE_INSTANCE_WORK_INT_EASEL_EFFECT_KIND") #define ITEM_WALUIGI_STATUS_KIND_PREFINISH lua_const("ITEM_WALUIGI_STATUS_KIND_PREFINISH") #define ITEM_WALUIGI_STATUS_KIND_FINISH lua_const("ITEM_WALUIGI_STATUS_KIND_FINISH") #define ITEM_KIND_WALUIGI lua_const("ITEM_KIND_WALUIGI") #define ITEM_WANWAN_STATUS_KIND_INITIAL_HIDE lua_const("ITEM_WANWAN_STATUS_KIND_INITIAL_HIDE") #define ITEM_WANWAN_STATUS_KIND_MOVING lua_const("ITEM_WANWAN_STATUS_KIND_MOVING") #define ITEM_WANWAN_STATUS_KIND_TURNING lua_const("ITEM_WANWAN_STATUS_KIND_TURNING") #define ITEM_WANWAN_STATUS_KIND_BITE_HOLD_ATTACKING lua_const("ITEM_WANWAN_STATUS_KIND_BITE_HOLD_ATTACKING") #define ITEM_WANWAN_STATUS_KIND_BITE_ATTACKING lua_const("ITEM_WANWAN_STATUS_KIND_BITE_ATTACKING") #define ITEM_WANWAN_STATUS_KIND_BITE_FALL lua_const("ITEM_WANWAN_STATUS_KIND_BITE_FALL") #define ITEM_WANWAN_STATUS_KIND_BITE_BACK lua_const("ITEM_WANWAN_STATUS_KIND_BITE_BACK") #define ITEM_WANWAN_STATUS_KIND_LIFT_UP lua_const("ITEM_WANWAN_STATUS_KIND_LIFT_UP") #define ITEM_KIND_WANWAN lua_const("ITEM_KIND_WANWAN") #define WANWAN_MESSAGE_ID_READY lua_const("WANWAN_MESSAGE_ID_READY") #define WANWAN_MESSAGE_ID_INITIAL_SEARCH lua_const("WANWAN_MESSAGE_ID_INITIAL_SEARCH") #define MOTION_NODE_ROTATE_ORDER_ZXY lua_const("MOTION_NODE_ROTATE_ORDER_ZXY") #define ITEM_KIND_WANWANPILE lua_const("ITEM_KIND_WANWANPILE") #define PH2NDARY_CRAW_2POS lua_const("PH2NDARY_CRAW_2POS") #define WANWANPILE_MESSAGE_ID_READY lua_const("WANWANPILE_MESSAGE_ID_READY") #define ITEM_INSTANCE_WORK_FLOAT_AI_VALUE_2 lua_const("ITEM_INSTANCE_WORK_FLOAT_AI_VALUE_2") #define PH2NDARY_CRAW_FALL lua_const("PH2NDARY_CRAW_FALL") #define ITEM_WILYCAPSULE_STATUS_KIND_WARP_START lua_const("ITEM_WILYCAPSULE_STATUS_KIND_WARP_START") #define ITEM_WILYCAPSULE_STATUS_KIND_WARP lua_const("ITEM_WILYCAPSULE_STATUS_KIND_WARP") #define ITEM_WILYCAPSULE_STATUS_KIND_WARP_END lua_const("ITEM_WILYCAPSULE_STATUS_KIND_WARP_END") #define ITEM_WILYCAPSULE_STATUS_KIND_HOMING_SHOT lua_const("ITEM_WILYCAPSULE_STATUS_KIND_HOMING_SHOT") #define ITEM_WILYCAPSULE_STATUS_KIND_THUNDER_SHOT lua_const("ITEM_WILYCAPSULE_STATUS_KIND_THUNDER_SHOT") #define ITEM_WILYCAPSULE_STATUS_KIND_RUSH lua_const("ITEM_WILYCAPSULE_STATUS_KIND_RUSH") #define ITEM_KIND_WILYCAPSULESHOT lua_const("ITEM_KIND_WILYCAPSULESHOT") #define ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_SHOT_START lua_const("ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_SHOT_START") #define ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_PARENT lua_const("ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_PARENT") #define ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_RUSH_MOVE_START lua_const("ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_RUSH_MOVE_START") #define ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_RUSH_BRAKE_START lua_const("ITEM_WILYCAPSULE_INSTANCE_WORK_FLAG_RUSH_BRAKE_START") #define ITEM_KIND_WILYCAPSULEWILY lua_const("ITEM_KIND_WILYCAPSULEWILY") #define ITEM_WILYCAPSULE_HOMING_SHOT_KIND_FIRE lua_const("ITEM_WILYCAPSULE_HOMING_SHOT_KIND_FIRE") #define ITEM_WILYCAPSULE_HOMING_SHOT_KIND_PARALYZE lua_const("ITEM_WILYCAPSULE_HOMING_SHOT_KIND_PARALYZE") #define ITEM_WILYCAPSULE_HOMING_SHOT_KIND_ICE lua_const("ITEM_WILYCAPSULE_HOMING_SHOT_KIND_ICE") #define ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_2ND lua_const("ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_2ND") #define ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_1ST lua_const("ITEM_WILYCAPSULE_THUNDER_SHOT_KIND_1ST") #define ITEM_WRIGHT_STATUS_KIND_SPAWN_BUILDING lua_const("ITEM_WRIGHT_STATUS_KIND_SPAWN_BUILDING") #define ITEM_KIND_WRIGHT lua_const("ITEM_KIND_WRIGHT") #define ITEM_WRIGHT_INSTANCE_WORK_FLAG_SPAWN_BUILDING lua_const("ITEM_WRIGHT_INSTANCE_WORK_FLAG_SPAWN_BUILDING") #define ITEM_KIND_WRIGHTBUIL lua_const("ITEM_KIND_WRIGHTBUIL") #define ITEM_WRIGHT_MESSAGE_KIND_COUNTER_ATTACK lua_const("ITEM_WRIGHT_MESSAGE_KIND_COUNTER_ATTACK") #define ITEM_TARGET_TYPE_TARGET lua_const("ITEM_TARGET_TYPE_TARGET") #define ITEM_TARGET_TYPE_UNDER_GROUND lua_const("ITEM_TARGET_TYPE_UNDER_GROUND") #define ITEM_INSTANCE_WORK_FLAG_TARGET_FOUND lua_const("ITEM_INSTANCE_WORK_FLAG_TARGET_FOUND") #define ITEM_ZERO_STATUS_KIND_ATTACK_3SLASH lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_3SLASH") #define ITEM_ZERO_STATUS_KIND_ATTACK_RYUUENJIN lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_RYUUENJIN") #define ITEM_ZERO_STATUS_KIND_ATTACK_KUUENZAN lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_KUUENZAN") #define ITEM_ZERO_STATUS_KIND_ATTACK_GENMUZERO lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_GENMUZERO") #define ITEM_ZERO_STATUS_KIND_ATTACK_GENMUZERO_AIR lua_const("ITEM_ZERO_STATUS_KIND_ATTACK_GENMUZERO_AIR") #define ITEM_ZERO_STATUS_KIND_DASH_GROUND lua_const("ITEM_ZERO_STATUS_KIND_DASH_GROUND") #define ITEM_ZERO_STATUS_KIND_DASH_AIR lua_const("ITEM_ZERO_STATUS_KIND_DASH_AIR") #define ITEM_ZERO_INSTANCE_WORK_FLAG_IS_TRANS_MOVE lua_const("ITEM_ZERO_INSTANCE_WORK_FLAG_IS_TRANS_MOVE") #define ITEM_ZERO_INSTANCE_WORK_FLAG_CAN_LANDING lua_const("ITEM_ZERO_INSTANCE_WORK_FLAG_CAN_LANDING") #define ITEM_ZERO_INSTANCE_WORK_FLAG_SHOT_START lua_const("ITEM_ZERO_INSTANCE_WORK_FLAG_SHOT_START") #define ITEM_KINETIC_FLAG_MOTION_ENERGY_OFF lua_const("ITEM_KINETIC_FLAG_MOTION_ENERGY_OFF") #define ITEM_KIND_ZEROSHOT lua_const("ITEM_KIND_ZEROSHOT") #define ITEM_SUPERLEAFTAIL_ACTION_FLY_START lua_const("ITEM_SUPERLEAFTAIL_ACTION_FLY_START") #define ITEM_SUPERLEAFTAIL_ACTION_FLY_END lua_const("ITEM_SUPERLEAFTAIL_ACTION_FLY_END") #define ITEM_KIND_SUPERLEAFTAIL lua_const("ITEM_KIND_SUPERLEAFTAIL") #define ITEM_USAGIHAT_STATUS_KIND_BUMP lua_const("ITEM_USAGIHAT_STATUS_KIND_BUMP") #define ITEM_USAGIHAT_ACTION_INFINITY lua_const("ITEM_USAGIHAT_ACTION_INFINITY") #define ITEM_USAGIHAT_INSTANCE_WORK_FLAG_HAVE_INFINITY lua_const("ITEM_USAGIHAT_INSTANCE_WORK_FLAG_HAVE_INFINITY") #define ITEM_USAGIHAT_INSTANCE_WORK_INT_HAVE_COUNTER lua_const("ITEM_USAGIHAT_INSTANCE_WORK_INT_HAVE_COUNTER") #define ITEM_USAGIHAT_ACTION_SET_HAVE_COUNTER lua_const("ITEM_USAGIHAT_ACTION_SET_HAVE_COUNTER") #define ITEM_INSTANCE_WORK_FLOAT_EQUIPMENT_FRAME lua_const("ITEM_INSTANCE_WORK_FLOAT_EQUIPMENT_FRAME") #define ITEM_GAME_PARAM_INT_REMOVE_FLASH_FRAME lua_const("ITEM_GAME_PARAM_INT_REMOVE_FLASH_FRAME") #define ITEM_LIFETIME_TYPE_ITEM_DEFAULT lua_const("ITEM_LIFETIME_TYPE_ITEM_DEFAULT") #define ITEM_INSTANCE_WORK_INT_SE_BOUND_HASH lua_const("ITEM_INSTANCE_WORK_INT_SE_BOUND_HASH") #define ITEM_INSTANCE_WORK_INT_SE_WATER_HASH lua_const("ITEM_INSTANCE_WORK_INT_SE_WATER_HASH") #define ITEM_KIND_USAGIHAT lua_const("ITEM_KIND_USAGIHAT") #define ITEM_KIND_BOX lua_const("ITEM_KIND_BOX") #define ITEM_KIND_CAPSULE lua_const("ITEM_KIND_CAPSULE") #define ITEM_ASSIST_INSTANCE_WORK_FLOAT_ASSIST_OFFSET_X lua_const("ITEM_ASSIST_INSTANCE_WORK_FLOAT_ASSIST_OFFSET_X") #define ITEM_STATUS_WORK_FLAG_LOT_CREATE_BOMB lua_const("ITEM_STATUS_WORK_FLAG_LOT_CREATE_BOMB") #define ITEM_BACKSHIELD_STATUS_KIND_BUMP lua_const("ITEM_BACKSHIELD_STATUS_KIND_BUMP") #define ITEM_LINK_NO_TEAMOWNER lua_const("ITEM_LINK_NO_TEAMOWNER") #define ITEM_BACKSHIELD_ACTION_INFINITY lua_const("ITEM_BACKSHIELD_ACTION_INFINITY") #define ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_LIFE_INFINITY lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_LIFE_INFINITY") #define ITEM_BACKSHIELD_ACTION_SET_HAVE_COUNTER lua_const("ITEM_BACKSHIELD_ACTION_SET_HAVE_COUNTER") #define ITEM_BACKSHIELD_INSTANCE_WORK_INT_LIFE_FRAME lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_INT_LIFE_FRAME") #define ITEM_BACKSHIELD_INSTANCE_WORK_INT_UNABLE_POCKET lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_INT_UNABLE_POCKET") #define ITEM_BACKSHIELD_INSTANCE_WORK_INT_EQUIPPED lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_INT_EQUIPPED") #define ITEM_KIND_BACKSHIELD lua_const("ITEM_KIND_BACKSHIELD") #define ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_ROTATE_ANGLE_DEG lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_ROTATE_ANGLE_DEG") #define ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_TARGET_ANGLE_DEG lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_TARGET_ANGLE_DEG") #define ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_PRE_FIGHTER_LR lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_PRE_FIGHTER_LR") #define ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_NOW_FIGHTER_LR lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLOAT_NOW_FIGHTER_LR") #define ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_ENABLE lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_ENABLE") #define ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_DAMAGE lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_DAMAGE") #define ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_EATEN lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_FLAG_EATEN") #define ITEM_STATUS_WORK_INT_0 lua_const("ITEM_STATUS_WORK_INT_0") #define ITEM_STATUS_WORK_INT_1 lua_const("ITEM_STATUS_WORK_INT_1") #define ITEM_BACKSHIELD_INSTANCE_WORK_INT_EXEC_CHASE_FIGHTER lua_const("ITEM_BACKSHIELD_INSTANCE_WORK_INT_EXEC_CHASE_FIGHTER") #define ITEM_BADGE_STATUS_KIND_BUMP lua_const("ITEM_BADGE_STATUS_KIND_BUMP") #define ITEM_BADGE_ACTION_INFINITY lua_const("ITEM_BADGE_ACTION_INFINITY") #define ITEM_BADGE_ACTION_SET_HAVE_COUNTER lua_const("ITEM_BADGE_ACTION_SET_HAVE_COUNTER") #define ITEM_KIND_BADGE lua_const("ITEM_KIND_BADGE") #define ITEM_BANANA_ACTION_SPECIAL_THROW lua_const("ITEM_BANANA_ACTION_SPECIAL_THROW") #define ITEM_BANANA_INSTANCE_WORK_FLAG_DIDDY_SPECIAL_THROW lua_const("ITEM_BANANA_INSTANCE_WORK_FLAG_DIDDY_SPECIAL_THROW") #define ITEM_BANANA_ACTION_BANANAGUN_THROW lua_const("ITEM_BANANA_ACTION_BANANAGUN_THROW") #define ITEM_INSTANCE_WORK_INT_PUT_IN_POCKET_COUNT lua_const("ITEM_INSTANCE_WORK_INT_PUT_IN_POCKET_COUNT") #define ITEM_INSTANCE_WORK_FLAG_GROUND_LOST lua_const("ITEM_INSTANCE_WORK_FLAG_GROUND_LOST") #define ITEM_INSTANCE_WORK_INT_BULLET lua_const("ITEM_INSTANCE_WORK_INT_BULLET") #define ITEM_KIND_BANANAGUNSHOT lua_const("ITEM_KIND_BANANAGUNSHOT") #define ITEM_INSTANCE_WORK_FLOAT_BULLET_FLOAT lua_const("ITEM_INSTANCE_WORK_FLOAT_BULLET_FLOAT") #define ITEM_KIND_BANANAGUN_EMPTY lua_const("ITEM_KIND_BANANAGUN_EMPTY") #define ITEM_BARREL_STATUS_KIND_MOVE lua_const("ITEM_BARREL_STATUS_KIND_MOVE") #define ITEM_KIND_LIOLEUSBOSSBARREL lua_const("ITEM_KIND_LIOLEUSBOSSBARREL") #define ITEM_KIND_LIOLEUSBOSS lua_const("ITEM_KIND_LIOLEUSBOSS") #define ITEM_KINETIC_TYPE_ROLLING lua_const("ITEM_KINETIC_TYPE_ROLLING") #define ITEM_KIND_BARREL lua_const("ITEM_KIND_BARREL") #define ITEM_SCALE_ANIM_TYPE_NONE lua_const("ITEM_SCALE_ANIM_TYPE_NONE") #define ITEM_BEETLE_STATUS_KIND_FLY lua_const("ITEM_BEETLE_STATUS_KIND_FLY") #define ITEM_BEETLE_STATUS_KIND_FLY_TURN_ATTACK lua_const("ITEM_BEETLE_STATUS_KIND_FLY_TURN_ATTACK") #define ITEM_BEETLE_STATUS_KIND_FLY_TURN_REFLECT lua_const("ITEM_BEETLE_STATUS_KIND_FLY_TURN_REFLECT") #define ITEM_BEETLE_STATUS_KIND_FLY_AWAY lua_const("ITEM_BEETLE_STATUS_KIND_FLY_AWAY") #define ITEM_BEETLE_STATUS_KIND_BUMP lua_const("ITEM_BEETLE_STATUS_KIND_BUMP") #define ITEM_BEETLE_STATUS_KIND_FALLING lua_const("ITEM_BEETLE_STATUS_KIND_FALLING") #define ITEM_BEETLE_STATUS_KIND_FALLING_BROKEN lua_const("ITEM_BEETLE_STATUS_KIND_FALLING_BROKEN") #define ITEM_BEETLE_STATUS_KIND_FIGHTER_DEAD_GRAB_RELEASE lua_const("ITEM_BEETLE_STATUS_KIND_FIGHTER_DEAD_GRAB_RELEASE") #define FIGHTER_INSTANCE_WORK_ID_FLAG_HIT_REFLECTOR lua_const("FIGHTER_INSTANCE_WORK_ID_FLAG_HIT_REFLECTOR") #define ITEM_INSTANCE_WORK_INT_HAVE_NODE_HASH lua_const("ITEM_INSTANCE_WORK_INT_HAVE_NODE_HASH") #define FIGHTER_LOG_ATTACK_KIND_ITEM_ATTACK lua_const("FIGHTER_LOG_ATTACK_KIND_ITEM_ATTACK") #define ITEM_INSTANCE_WORK_INT_SE_LOST_HASH lua_const("ITEM_INSTANCE_WORK_INT_SE_LOST_HASH") #define ITEM_KINETIC_ENERGY_ID_ROT lua_const("ITEM_KINETIC_ENERGY_ID_ROT") #define ITEM_BLACKBALL_STATUS_KIND_AIR_BOND lua_const("ITEM_BLACKBALL_STATUS_KIND_AIR_BOND") #define ITEM_BLACKBALL_STATUS_KIND_AIR_WAIT lua_const("ITEM_BLACKBALL_STATUS_KIND_AIR_WAIT") #define ITEM_BLACKBALL_STATUS_KIND_AIR_ATTACK lua_const("ITEM_BLACKBALL_STATUS_KIND_AIR_ATTACK") #define ITEM_SPECIAL_FORCE_TYPE_CAPTURE lua_const("ITEM_SPECIAL_FORCE_TYPE_CAPTURE") #define ITEM_SPECIAL_FORCE_TYPE_SHIZUE_HOOKED lua_const("ITEM_SPECIAL_FORCE_TYPE_SHIZUE_HOOKED") #define ITEM_SCALE_ANIM_TYPE_INTERPOLATE lua_const("ITEM_SCALE_ANIM_TYPE_INTERPOLATE") #define ITEM_KIND_BLACKBALL lua_const("ITEM_KIND_BLACKBALL") #define ITEM_BOMBCHU_STATUS_KIND_GROUND_FLY lua_const("ITEM_BOMBCHU_STATUS_KIND_GROUND_FLY") #define ITEM_HIT_KIND_STOP lua_const("ITEM_HIT_KIND_STOP") #define ITEM_INSTANCE_WORK_INT_HIT_KIND lua_const("ITEM_INSTANCE_WORK_INT_HIT_KIND") #define ITEM_BOMBER_STATUS_KIND_TURN lua_const("ITEM_BOMBER_STATUS_KIND_TURN") #define ITEM_BOMBER_STATUS_KIND_ENTER_LANDING lua_const("ITEM_BOMBER_STATUS_KIND_ENTER_LANDING") #define ITEM_BOMBER_STATUS_KIND_CLIFF lua_const("ITEM_BOMBER_STATUS_KIND_CLIFF") #define ITEM_BOMBER_STATUS_KIND_BORN_FALL lua_const("ITEM_BOMBER_STATUS_KIND_BORN_FALL") #define ITEM_BOMBER_STATUS_KIND_BORN_LANDING lua_const("ITEM_BOMBER_STATUS_KIND_BORN_LANDING") #define ITEM_BOMBER_STATUS_KIND_BORN2 lua_const("ITEM_BOMBER_STATUS_KIND_BORN2") #define CONSTRAINT_FLAG_FLIP_ROT_X lua_const("CONSTRAINT_FLAG_FLIP_ROT_X") #define CONSTRAINT_FLAG_FLIP_ROT_Z lua_const("CONSTRAINT_FLAG_FLIP_ROT_Z") #define ITEM_INSTANCE_WORK_INT_BOMB_COUNTER lua_const("ITEM_INSTANCE_WORK_INT_BOMB_COUNTER") #define ITEM_BOMBER_INSTANCE_WORK_FLAG_BORN_END lua_const("ITEM_BOMBER_INSTANCE_WORK_FLAG_BORN_END") #define ITEM_BOMBHEI_STATUS_KIND_TURN lua_const("ITEM_BOMBHEI_STATUS_KIND_TURN") #define ITEM_BOMBHEI_STATUS_KIND_ENTER_FALL lua_const("ITEM_BOMBHEI_STATUS_KIND_ENTER_FALL") #define ITEM_BOMBHEI_STATUS_KIND_ENTER_LANDING lua_const("ITEM_BOMBHEI_STATUS_KIND_ENTER_LANDING") #define ITEM_VARIATION_BOMBHEI_TIMEBOMB lua_const("ITEM_VARIATION_BOMBHEI_TIMEBOMB") #define ITEM_VARIATION_BOMBHEI_EVENT lua_const("ITEM_VARIATION_BOMBHEI_EVENT") #define ITEM_VARIATION_BOMBHEI_SUDDENDEATH lua_const("ITEM_VARIATION_BOMBHEI_SUDDENDEATH") #define ITEM_INSTANCE_WORK_INT_BOUND_FLAG lua_const("ITEM_INSTANCE_WORK_INT_BOUND_FLAG") #define ITEM_BOUND_FLAG_FLOOR lua_const("ITEM_BOUND_FLAG_FLOOR") #define ITEM_SPECIALIZED_PARAM_FLOAT_HITSIZE lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_HITSIZE") #define ITEM_KIND_LIOLEUSBOSSBOMBHEI lua_const("ITEM_KIND_LIOLEUSBOSSBOMBHEI") #define ITEM_VARIATION_BOMBHEI_ADVENTURE lua_const("ITEM_VARIATION_BOMBHEI_ADVENTURE") #define ITEM_BOOK_STATUS_KIND_BEFORE_BORN lua_const("ITEM_BOOK_STATUS_KIND_BEFORE_BORN") #define ITEM_INSTANCE_WORK_INT_BOUND_COUNT lua_const("ITEM_INSTANCE_WORK_INT_BOUND_COUNT") #define ITEM_KIND_BOOK lua_const("ITEM_KIND_BOOK") #define ITEM_BOOMERANG_STATUS_KIND_FLY lua_const("ITEM_BOOMERANG_STATUS_KIND_FLY") #define ITEM_BOOMERANG_STATUS_KIND_TURN lua_const("ITEM_BOOMERANG_STATUS_KIND_TURN") #define ITEM_BOOMERANG_STATUS_KIND_BUMP_WALL lua_const("ITEM_BOOMERANG_STATUS_KIND_BUMP_WALL") #define ITEM_BOOMERANG_STATUS_KIND_BUMP_REFLECT lua_const("ITEM_BOOMERANG_STATUS_KIND_BUMP_REFLECT") #define ITEM_BOOMERANG_INSTANCE_WORK_INT_ATTACK_POWER_FLY lua_const("ITEM_BOOMERANG_INSTANCE_WORK_INT_ATTACK_POWER_FLY") #define ITEM_BOOMERANG_INSTANCE_WORK_INT_ATTACK_POWER_TURN lua_const("ITEM_BOOMERANG_INSTANCE_WORK_INT_ATTACK_POWER_TURN") #define ITEM_BOSSGALAGA_STATUS_KIND_FLYSKY lua_const("ITEM_BOSSGALAGA_STATUS_KIND_FLYSKY") #define ITEM_BOSSGALAGA_STATUS_KIND_WAIT lua_const("ITEM_BOSSGALAGA_STATUS_KIND_WAIT") #define ITEM_BOSSGALAGA_STATUS_KIND_TURNDOWN lua_const("ITEM_BOSSGALAGA_STATUS_KIND_TURNDOWN") #define ITEM_BOSSGALAGA_STATUS_KIND_FLYTARGET lua_const("ITEM_BOSSGALAGA_STATUS_KIND_FLYTARGET") #define ITEM_BOSSGALAGA_STATUS_KIND_BEAM lua_const("ITEM_BOSSGALAGA_STATUS_KIND_BEAM") #define ITEM_BOSSGALAGA_STATUS_KIND_FLYAWAY lua_const("ITEM_BOSSGALAGA_STATUS_KIND_FLYAWAY") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_ROTATE_DEG lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_ROTATE_DEG") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_SPEED_Y lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_SPEED_Y") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_SPEED_X lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_SPEED_X") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_DIR_LEFT lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_DIR_LEFT") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_OFFSET_X lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_OFFSET_X") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_OFFSET_Y lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_OFFSET_Y") #define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_BEAM_EFFECT_HANDLE lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_BEAM_EFFECT_HANDLE") #define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_ANIM_COUNT lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_ANIM_COUNT") #define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_ANIM_FRAME lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_ANIM_FRAME") #define ITEM_KIND_BOSSGALAGA lua_const("ITEM_KIND_BOSSGALAGA") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_DAMAGE_COLOR lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_DAMAGE_COLOR") #define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_CUT_FRAME lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_CUT_FRAME") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CLATTER_FRAME lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CLATTER_FRAME") #define ITEM_SPECIAL_FORCE_TYPE_POCKET lua_const("ITEM_SPECIAL_FORCE_TYPE_POCKET") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_PULL lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_PULL") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_FIGHTER_SIZE lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_CATCH_FIGHTER_SIZE") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_ANIM_WAIT lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLAG_ANIM_WAIT") #define ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_ANIM_RAD lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_FLOAT_ANIM_RAD") #define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_EFFECT_FRAME_INDEX lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_EFFECT_FRAME_INDEX") #define ITEM_BOSSGALAGA_INSTANCE_WORK_INT_EFFECT_REMAIN_FRAME lua_const("ITEM_BOSSGALAGA_INSTANCE_WORK_INT_EFFECT_REMAIN_FRAME") #define ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_X lua_const("ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_X") #define ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_Y lua_const("ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_Y") #define ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_Z lua_const("ITEM_BOSSGALAGA_STATUS_WORK_FLOAT_DEAD_POS_Z") #define ITEM_STATUS_WORK_INT_2 lua_const("ITEM_STATUS_WORK_INT_2") #define ITEM_BUMPER_STATUS_KIND_BOND_WALL lua_const("ITEM_BUMPER_STATUS_KIND_BOND_WALL") #define ITEM_BUMPER_STATUS_KIND_BOND_WALL_ATTACK lua_const("ITEM_BUMPER_STATUS_KIND_BOND_WALL_ATTACK") #define ITEM_BUMPER_STATUS_KIND_AIR_BOND lua_const("ITEM_BUMPER_STATUS_KIND_AIR_BOND") #define ITEM_BUMPER_STATUS_KIND_AIR_WAIT lua_const("ITEM_BUMPER_STATUS_KIND_AIR_WAIT") #define ITEM_BUMPER_STATUS_KIND_AIR_ATTACK lua_const("ITEM_BUMPER_STATUS_KIND_AIR_ATTACK") #define ITEM_BUMPER_STATUS_KIND_GROUND_BOND lua_const("ITEM_BUMPER_STATUS_KIND_GROUND_BOND") #define ITEM_BUMPER_STATUS_KIND_GROUND_WAIT lua_const("ITEM_BUMPER_STATUS_KIND_GROUND_WAIT") #define ITEM_BUMPER_STATUS_KIND_GROUND_ATTACK lua_const("ITEM_BUMPER_STATUS_KIND_GROUND_ATTACK") #define ITEM_KIND_BUMPER lua_const("ITEM_KIND_BUMPER") #define ITEM_KINETIC_TYPE_BOND lua_const("ITEM_KINETIC_TYPE_BOND") #define ITEM_CARRIERBOX_STATUS_KIND_MOVE lua_const("ITEM_CARRIERBOX_STATUS_KIND_MOVE") #define ITEM_KIND_CARRIERBOX lua_const("ITEM_KIND_CARRIERBOX") #define ITEM_BOUND_FLAG_WALL lua_const("ITEM_BOUND_FLAG_WALL") #define ITEM_KINETIC_FLAG_BOUND_X_ON_SLANT lua_const("ITEM_KINETIC_FLAG_BOUND_X_ON_SLANT") #define ITEM_STATUS_WORK_FLAG_USE_SPEED_POWER lua_const("ITEM_STATUS_WORK_FLAG_USE_SPEED_POWER") #define ITEM_CHEWING_STATUS_KIND_BOND lua_const("ITEM_CHEWING_STATUS_KIND_BOND") #define ITEM_CHEWING_STATUS_KIND_GROUND_BOND lua_const("ITEM_CHEWING_STATUS_KIND_GROUND_BOND") #define ITEM_CHEWING_STATUS_KIND_HAVE_SLEEP lua_const("ITEM_CHEWING_STATUS_KIND_HAVE_SLEEP") #define ITEM_SPECIAL_FORCE_TYPE_DEDEDE_SWALLOW lua_const("ITEM_SPECIAL_FORCE_TYPE_DEDEDE_SWALLOW") #define ITEM_INSTANCE_WORK_FLAG_POKEMON_CHANGE_START lua_const("ITEM_INSTANCE_WORK_FLAG_POKEMON_CHANGE_START") #define ITEM_CHICKEN_STATUS_KIND_TURN lua_const("ITEM_CHICKEN_STATUS_KIND_TURN") #define ITEM_CHICKEN_STATUS_KIND_ESCAPE lua_const("ITEM_CHICKEN_STATUS_KIND_ESCAPE") #define ITEM_CHICKEN_STATUS_KIND_WAIT lua_const("ITEM_CHICKEN_STATUS_KIND_WAIT") #define ITEM_CHICKEN_STATUS_KIND_FLY lua_const("ITEM_CHICKEN_STATUS_KIND_FLY") #define ITEM_CHICKEN_STATUS_KIND_JUMP lua_const("ITEM_CHICKEN_STATUS_KIND_JUMP") #define ITEM_CHICKEN_STATUS_KIND_DAMAGE lua_const("ITEM_CHICKEN_STATUS_KIND_DAMAGE") #define ITEM_CHICKEN_STATUS_KIND_COUNTER lua_const("ITEM_CHICKEN_STATUS_KIND_COUNTER") #define ITEM_TARGET_TYPE_RANDOM_FIGHTER_ALL lua_const("ITEM_TARGET_TYPE_RANDOM_FIGHTER_ALL") #define ITEM_KIND_CHICKEN lua_const("ITEM_KIND_CHICKEN") #define ITEM_KIND_CHICKENPARTY lua_const("ITEM_KIND_CHICKENPARTY") #define ITEM_INSTANCE_WORK_FLAG_KEEP_TARGET_ON_FIGHTER_CHANGE lua_const("ITEM_INSTANCE_WORK_FLAG_KEEP_TARGET_ON_FIGHTER_CHANGE") #define ITEM_CHICKENPARTY_STATUS_KIND_COUNTER lua_const("ITEM_CHICKENPARTY_STATUS_KIND_COUNTER") #define ITEM_CHICKENPARTY_STATUS_KIND_RUSH lua_const("ITEM_CHICKENPARTY_STATUS_KIND_RUSH") #define ITEM_CHICKENPARTY_STATUS_KIND_TURNJUMP lua_const("ITEM_CHICKENPARTY_STATUS_KIND_TURNJUMP") #define ITEM_CHICKENPARTY_STATUS_KIND_JUMP lua_const("ITEM_CHICKENPARTY_STATUS_KIND_JUMP") #define ITEM_CHICKENPARTY_STATUS_KIND_HOP lua_const("ITEM_CHICKENPARTY_STATUS_KIND_HOP") #define ITEM_CHICKENPARTY_STATUS_KIND_TURN lua_const("ITEM_CHICKENPARTY_STATUS_KIND_TURN") #define ITEM_CHICKENPARTY_STATUS_KIND_WARP lua_const("ITEM_CHICKENPARTY_STATUS_KIND_WARP") #define ITEM_COMMON_PARAM_FLOAT_LR_DIR lua_const("ITEM_COMMON_PARAM_FLOAT_LR_DIR") #define ITEM_CHICKENPARTY_INSTANCE_WORK_FLAG_IS_BOSS lua_const("ITEM_CHICKENPARTY_INSTANCE_WORK_FLAG_IS_BOSS") #define ITEM_KIND_CLUBSHOT lua_const("ITEM_KIND_CLUBSHOT") #define ITEM_CLUBSHOT_ACTION_SHOOT lua_const("ITEM_CLUBSHOT_ACTION_SHOOT") #define ITEM_CLUBSHOT_INSTANCE_WORK_FLAG_NEAR_GROUND lua_const("ITEM_CLUBSHOT_INSTANCE_WORK_FLAG_NEAR_GROUND") #define ITEM_KINETIC_TYPE_TEETOTUM lua_const("ITEM_KINETIC_TYPE_TEETOTUM") #define AREA_SHAPE_TYPE_RECTANGLE lua_const("AREA_SHAPE_TYPE_RECTANGLE") #define AREA_SHAPE_FLAG_FOLLOW_NODE lua_const("AREA_SHAPE_FLAG_FOLLOW_NODE") #define IT_AREA_GROUP_PICKUP_SMALL lua_const("IT_AREA_GROUP_PICKUP_SMALL") #define IT_AREA_GROUP_PICKUP_LARGE lua_const("IT_AREA_GROUP_PICKUP_LARGE") #define IT_AREA_GROUP_ROLLUP lua_const("IT_AREA_GROUP_ROLLUP") #define ITEM_CROSSBOMB_STATUS_KIND_TIMEUP lua_const("ITEM_CROSSBOMB_STATUS_KIND_TIMEUP") #define ITEM_INSTANCE_WORK_INT_HAVE_COUNT lua_const("ITEM_INSTANCE_WORK_INT_HAVE_COUNT") #define ITEM_KIND_CROSSBOMB lua_const("ITEM_KIND_CROSSBOMB") #define ITEM_CROSSBOMB_ACTION_PLAYABLEROLL lua_const("ITEM_CROSSBOMB_ACTION_PLAYABLEROLL") #define JOSTLE_LAYER_ALL lua_const("JOSTLE_LAYER_ALL") #define ITEM_STATUS_PARAM_FLOAT_VITAL_UP lua_const("ITEM_STATUS_PARAM_FLOAT_VITAL_UP") #define ITEM_KIND_CURRYSHOT lua_const("ITEM_KIND_CURRYSHOT") #define ITEM_PEACHDAIKON_STATUS_KIND_THROW_BOUND lua_const("ITEM_PEACHDAIKON_STATUS_KIND_THROW_BOUND") #define ITEM_PEACHDAIKON_ACTION_SPECIAL_INIT lua_const("ITEM_PEACHDAIKON_ACTION_SPECIAL_INIT") #define ITEM_DAISYDAIKON_ACTION_SPECIAL_INIT lua_const("ITEM_DAISYDAIKON_ACTION_SPECIAL_INIT") #define ITEM_PEACHDAIKON_INSTANCE_WORK_INT_ATTACK_POWER lua_const("ITEM_PEACHDAIKON_INSTANCE_WORK_INT_ATTACK_POWER") #define ITEM_SCALE_ANIM_TYPE_LOOP lua_const("ITEM_SCALE_ANIM_TYPE_LOOP") #define ITEM_VARIATION_DEKU_LIOLEUS lua_const("ITEM_VARIATION_DEKU_LIOLEUS") #define ITEM_KIND_DEKU lua_const("ITEM_KIND_DEKU") #define ITEM_INSTANCE_WORK_FLAG_AUTO_PLAY_BOUND_EFFECT lua_const("ITEM_INSTANCE_WORK_FLAG_AUTO_PLAY_BOUND_EFFECT") #define ITEM_DIDDYPEANUTS_STATUS_KIND_BEFORE_BORN lua_const("ITEM_DIDDYPEANUTS_STATUS_KIND_BEFORE_BORN") #define ITEM_DIDDYPEANUTS_STATUS_KIND_THROW_BOUND lua_const("ITEM_DIDDYPEANUTS_STATUS_KIND_THROW_BOUND") #define ITEM_DIDDYPEANUTST_ACTION_FINAL lua_const("ITEM_DIDDYPEANUTST_ACTION_FINAL") #define ITEM_KIND_DIDDYPEANUTS lua_const("ITEM_KIND_DIDDYPEANUTS") #define ITEM_DOLL_INSTANCE_WORK_INT_LIFE lua_const("ITEM_DOLL_INSTANCE_WORK_INT_LIFE") #define ITEM_DOLL_INSTANCE_WORK_FLOAT_ROT_Z lua_const("ITEM_DOLL_INSTANCE_WORK_FLOAT_ROT_Z") #define ITEM_DOLL_INSTANCE_WORK_FLOAT_ROT_SPEED lua_const("ITEM_DOLL_INSTANCE_WORK_FLOAT_ROT_SPEED") #define ITEM_DOLL_INSTANCE_WORK_FLAG_FIRST_DAMAGE lua_const("ITEM_DOLL_INSTANCE_WORK_FLAG_FIRST_DAMAGE") #define ITEM_DOLL_ACTION_SPECIAL_INIT lua_const("ITEM_DOLL_ACTION_SPECIAL_INIT") #define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_REACTION_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_REACTION_MUL") #define ITEM_DOLPHINBOMB_STATUS_KIND_INSTALLATION lua_const("ITEM_DOLPHINBOMB_STATUS_KIND_INSTALLATION") #define ITEM_DOLPHINBOMB_STATUS_KIND_FLYING lua_const("ITEM_DOLPHINBOMB_STATUS_KIND_FLYING") #define ITEM_DOLPHINBOMB_STATUS_KIND_FALLING_WAIT lua_const("ITEM_DOLPHINBOMB_STATUS_KIND_FALLING_WAIT") #define ITEM_DOLPHINBOMB_STATUS_KIND_FALLING lua_const("ITEM_DOLPHINBOMB_STATUS_KIND_FALLING") #define ITEM_KIND_DOLPHINBOMB lua_const("ITEM_KIND_DOLPHINBOMB") #define ITEM_DOSEISAN_STATUS_KIND_FALL_MOVE lua_const("ITEM_DOSEISAN_STATUS_KIND_FALL_MOVE") #define ITEM_DOSEISAN_STATUS_KIND_GROUND_MOVE lua_const("ITEM_DOSEISAN_STATUS_KIND_GROUND_MOVE") #define ITEM_DOSEISAN_STATUS_KIND_GROUND_TURN lua_const("ITEM_DOSEISAN_STATUS_KIND_GROUND_TURN") #define ITEM_DOSEISAN_STATUS_KIND_THROW_COMEBACK lua_const("ITEM_DOSEISAN_STATUS_KIND_THROW_COMEBACK") #define ITEM_DOSEISAN_STATUS_KIND_FUTTOBI_AFTER lua_const("ITEM_DOSEISAN_STATUS_KIND_FUTTOBI_AFTER") #define ITEM_SLOPE_TYPE_SLANT lua_const("ITEM_SLOPE_TYPE_SLANT") #define ITEM_DRAGOONSET_INSTANCE_WORK_FLAG_ATTACK lua_const("ITEM_DRAGOONSET_INSTANCE_WORK_FLAG_ATTACK") #define ITEM_DRAGOONSET_INSTANCE_WORK_FLOAT_CURSOR_X lua_const("ITEM_DRAGOONSET_INSTANCE_WORK_FLOAT_CURSOR_X") #define ITEM_DRAGOONSET_INSTANCE_WORK_FLOAT_CURSOR_Y lua_const("ITEM_DRAGOONSET_INSTANCE_WORK_FLOAT_CURSOR_Y") #define ITEM_KINETIC_FLAG_Z_LR_TRANSN lua_const("ITEM_KINETIC_FLAG_Z_LR_TRANSN") #define ITEM_KIND_DRAGOONSIGHT lua_const("ITEM_KIND_DRAGOONSIGHT") #define ITEM_INSTANCE_WORK_FLOAT_VALUE_6 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_6") #define ITEM_INSTANCE_WORK_FLOAT_VALUE_7 lua_const("ITEM_INSTANCE_WORK_FLOAT_VALUE_7") #define ITEM_KIND_DRILLSHOT lua_const("ITEM_KIND_DRILLSHOT") #define ITEM_KIND_DRILL_EMPTY lua_const("ITEM_KIND_DRILL_EMPTY") #define ITEM_DRILLSHOT_STATUS_KIND_MOVERIGHT lua_const("ITEM_DRILLSHOT_STATUS_KIND_MOVERIGHT") #define ITEM_DRILLSHOT_STATUS_KIND_MOVELEFT lua_const("ITEM_DRILLSHOT_STATUS_KIND_MOVELEFT") #define ITEM_DRILLSHOT_STATUS_KIND_STICK lua_const("ITEM_DRILLSHOT_STATUS_KIND_STICK") #define ITEM_STATUS_WORK_FLOAT_4 lua_const("ITEM_STATUS_WORK_FLOAT_4") #define ITEM_STATUS_WORK_FLOAT_5 lua_const("ITEM_STATUS_WORK_FLOAT_5") #define GROUND_TOUCH_ID_MIN lua_const("GROUND_TOUCH_ID_MIN") #define GROUND_TOUCH_ID_MAX lua_const("GROUND_TOUCH_ID_MAX") #define ITEM_EXPLOSIONBOMB_ACTION_WIRE lua_const("ITEM_EXPLOSIONBOMB_ACTION_WIRE") #define ITEM_EXPLOSIONBOMB_ACTION_PULL_WIRE lua_const("ITEM_EXPLOSIONBOMB_ACTION_PULL_WIRE") #define ITEM_FAIRYBOTTLE_ACTION_USE_FAIRY lua_const("ITEM_FAIRYBOTTLE_ACTION_USE_FAIRY") #define ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_USE_FAIRY lua_const("ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_USE_FAIRY") #define ITEM_FAIRYBOTTLE_ACTION_HIT_ATTACK lua_const("ITEM_FAIRYBOTTLE_ACTION_HIT_ATTACK") #define ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_CAN_TOUCH lua_const("ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_CAN_TOUCH") #define ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_IS_BOSS lua_const("ITEM_FAIRYBOTTLE_INSTANCE_WORK_FLAG_IS_BOSS") #define ITEM_KIND_FINALPEACH lua_const("ITEM_KIND_FINALPEACH") #define ITEM_VARIATION_TABEMONO_PEACH lua_const("ITEM_VARIATION_TABEMONO_PEACH") #define ITEM_KIND_FINALDAISY lua_const("ITEM_KIND_FINALDAISY") #define ITEM_VARIATION_TABEMONO_DAISY lua_const("ITEM_VARIATION_TABEMONO_DAISY") #define ITEM_FIREBAR_INSTANCE_WORK_INT_EFFECT_ID lua_const("ITEM_FIREBAR_INSTANCE_WORK_INT_EFFECT_ID") #define ITEM_COMMON_PARAM_FLOAT_DEDEDE_ADD_SPEED_Y lua_const("ITEM_COMMON_PARAM_FLOAT_DEDEDE_ADD_SPEED_Y") #define ITEM_KIND_FIREFLOWERSHOT lua_const("ITEM_KIND_FIREFLOWERSHOT") #define ITEM_FREEZER_STATUS_KIND_TURN lua_const("ITEM_FREEZER_STATUS_KIND_TURN") #define ITEM_KIND_FREEZER lua_const("ITEM_KIND_FREEZER") #define ITEM_GENESISSET_STATUS_KIND_END lua_const("ITEM_GENESISSET_STATUS_KIND_END") #define ITEM_GOLDENHAMMER_STATUS_KIND_APPEAR_AIR lua_const("ITEM_GOLDENHAMMER_STATUS_KIND_APPEAR_AIR") #define ITEM_GOLDENHAMMER_STATUS_KIND_APPEAR_GROUND lua_const("ITEM_GOLDENHAMMER_STATUS_KIND_APPEAR_GROUND") #define ITEM_GOLDENHAMMER_STATUS_KIND_WAIT_AIR lua_const("ITEM_GOLDENHAMMER_STATUS_KIND_WAIT_AIR") #define ITEM_GOLDENHAMMER_STATUS_KIND_WAIT_GROUND lua_const("ITEM_GOLDENHAMMER_STATUS_KIND_WAIT_GROUND") #define ITEM_GOLDENHAMMER_ACTION_FLASHING_ON lua_const("ITEM_GOLDENHAMMER_ACTION_FLASHING_ON") #define ITEM_GRASS_INSTANCE_WORK_INT_CREATE_OBJECT_ID lua_const("ITEM_GRASS_INSTANCE_WORK_INT_CREATE_OBJECT_ID") #define ITEM_GRASS_ACTION_NONE lua_const("ITEM_GRASS_ACTION_NONE") #define ITEM_GREENSHELL_STATUS_KIND_MOVE lua_const("ITEM_GREENSHELL_STATUS_KIND_MOVE") #define ITEM_KIND_GREENSHELL lua_const("ITEM_KIND_GREENSHELL") #define ITEM_HIT_KIND_NONE lua_const("ITEM_HIT_KIND_NONE") #define ITEM_KIND_HAMMERHEAD lua_const("ITEM_KIND_HAMMERHEAD") #define ITEM_HAMMER_ACTION_FLASHING_ON lua_const("ITEM_HAMMER_ACTION_FLASHING_ON") #define ITEM_VARIATION_HAMMER_NO_HAZURE lua_const("ITEM_VARIATION_HAMMER_NO_HAZURE") #define ITEM_HEALBALL_STATUS_KIND_BUMP lua_const("ITEM_HEALBALL_STATUS_KIND_BUMP") #define ITEM_HEALBALL_STATUS_KIND_HAVE_SLEEP lua_const("ITEM_HEALBALL_STATUS_KIND_HAVE_SLEEP") #define ITEM_KIND_HEALBALL lua_const("ITEM_KIND_HEALBALL") #define ITEM_HEALBALL_EVENT_STICK_DROP lua_const("ITEM_HEALBALL_EVENT_STICK_DROP") #define ITEM_HEALBALL_INSTANCE_WORK_INT_UN_CHEWING_TASKID lua_const("ITEM_HEALBALL_INSTANCE_WORK_INT_UN_CHEWING_TASKID") #define ITEM_HEALBALL_INSTANCE_WORK_FLOAT_RECOVER_REMAIN lua_const("ITEM_HEALBALL_INSTANCE_WORK_FLOAT_RECOVER_REMAIN") #define ITEM_HEALBALL_INSTANCE_WORK_FLOAT_HOW_MANY_DROP_RATE lua_const("ITEM_HEALBALL_INSTANCE_WORK_FLOAT_HOW_MANY_DROP_RATE") #define ITEM_KIND_HEART lua_const("ITEM_KIND_HEART") #define ITEM_VARIATION_HEART_FULL lua_const("ITEM_VARIATION_HEART_FULL") #define ITEM_KIND_HONEYCOMB lua_const("ITEM_KIND_HONEYCOMB") #define ITEM_KIND_HONEYCOMBBEE lua_const("ITEM_KIND_HONEYCOMBBEE") #define ITEM_HONEYCOMBBEE_STATUS_KIND_ADVENT lua_const("ITEM_HONEYCOMBBEE_STATUS_KIND_ADVENT") #define ITEM_HONEYCOMBBEE_STATUS_KIND_PASSING lua_const("ITEM_HONEYCOMBBEE_STATUS_KIND_PASSING") #define ITEM_LINK_NO_TARGET lua_const("ITEM_LINK_NO_TARGET") #define ITEM_KILLEREYE_STATUS_KIND_DAMAGE lua_const("ITEM_KILLEREYE_STATUS_KIND_DAMAGE") #define ITEM_KILLEREYE_STATUS_KIND_TURN lua_const("ITEM_KILLEREYE_STATUS_KIND_TURN") #define ITEM_KILLEREYE_STATUS_KIND_INSTALLATION lua_const("ITEM_KILLEREYE_STATUS_KIND_INSTALLATION") #define ITEM_KILLEREYE_STATUS_KIND_AIRINSTALLATION lua_const("ITEM_KILLEREYE_STATUS_KIND_AIRINSTALLATION") #define ITEM_KILLEREYE_STATUS_KIND_AIRWAIT lua_const("ITEM_KILLEREYE_STATUS_KIND_AIRWAIT") #define ITEM_KILLEREYE_STATUS_KIND_WAIT lua_const("ITEM_KILLEREYE_STATUS_KIND_WAIT") #define ITEM_KILLEREYE_STATUS_KIND_SHOT_READY lua_const("ITEM_KILLEREYE_STATUS_KIND_SHOT_READY") #define ITEM_KILLEREYE_STATUS_KIND_SHOT lua_const("ITEM_KILLEREYE_STATUS_KIND_SHOT") #define ITEM_KILLEREYE_STATUS_KIND_AIRSHOT_READY lua_const("ITEM_KILLEREYE_STATUS_KIND_AIRSHOT_READY") #define ITEM_KILLEREYE_STATUS_KIND_AIRSHOT lua_const("ITEM_KILLEREYE_STATUS_KIND_AIRSHOT") #define ITEM_KIND_KILLEREYE lua_const("ITEM_KIND_KILLEREYE") #define ITEM_KIND_KILLEREYESHOT lua_const("ITEM_KIND_KILLEREYESHOT") #define HIT_STOP_MUL_TARGET_OPPONENT lua_const("HIT_STOP_MUL_TARGET_OPPONENT") #define ITEM_SLOPE_TYPE_KILLEREYE lua_const("ITEM_SLOPE_TYPE_KILLEREYE") #define ITEM_INSTANCE_WORK_FLOAT_POWER_UP_THROW lua_const("ITEM_INSTANCE_WORK_FLOAT_POWER_UP_THROW") #define ITEM_INSTANCE_WORK_INT_ATTACKER_ATTRIBUTE lua_const("ITEM_INSTANCE_WORK_INT_ATTACKER_ATTRIBUTE") #define ITEM_KILLEREYE_INSTANCE_WORK_FLAG_IS_FLASHING_END lua_const("ITEM_KILLEREYE_INSTANCE_WORK_FLAG_IS_FLASHING_END") #define ITEM_STATUS_WORK_INT_4 lua_const("ITEM_STATUS_WORK_INT_4") #define ITEM_STATUS_WORK_INT_5 lua_const("ITEM_STATUS_WORK_INT_5") #define ITEM_KILLSWORD_STATUS_PARAM_FLOAT_CRITICAL_POWER_MUL lua_const("ITEM_KILLSWORD_STATUS_PARAM_FLOAT_CRITICAL_POWER_MUL") #define ITEM_KILLSWORD_STATUS_PARAM_FLOAT_CRITICAL_REACTION_MUL lua_const("ITEM_KILLSWORD_STATUS_PARAM_FLOAT_CRITICAL_REACTION_MUL") #define ITEM_KILLSWORD_PARAM_BOOL_IS_CRITICAL_ATTACK lua_const("ITEM_KILLSWORD_PARAM_BOOL_IS_CRITICAL_ATTACK") #define ITEM_KROOLCROWN_STATUS_KIND_WAIT_RESPAWN lua_const("ITEM_KROOLCROWN_STATUS_KIND_WAIT_RESPAWN") #define ITEM_KROOLCROWN_ACTION_SET_SCALE lua_const("ITEM_KROOLCROWN_ACTION_SET_SCALE") #define ITEM_KIND_KUSUDAMA lua_const("ITEM_KIND_KUSUDAMA") #define ITEM_LINKARROW_STATUS_KIND_STICK lua_const("ITEM_LINKARROW_STATUS_KIND_STICK") #define ITEM_LINKARROW_STATUS_KIND_STICK_AIR lua_const("ITEM_LINKARROW_STATUS_KIND_STICK_AIR") #define ITEM_LINKARROW_INSTANCE_WORK_OFFSET_X lua_const("ITEM_LINKARROW_INSTANCE_WORK_OFFSET_X") #define ITEM_LINKARROW_INSTANCE_WORK_OFFSET_Y lua_const("ITEM_LINKARROW_INSTANCE_WORK_OFFSET_Y") #define ITEM_LINKARROW_INSTANCE_WORK_ROT_X lua_const("ITEM_LINKARROW_INSTANCE_WORK_ROT_X") #define ITEM_LINKARROW_INSTANCE_WORK_ROT_Y lua_const("ITEM_LINKARROW_INSTANCE_WORK_ROT_Y") #define ITEM_LINKARROW_INSTANCE_WORK_ROT_Z lua_const("ITEM_LINKARROW_INSTANCE_WORK_ROT_Z") #define ITEM_LINKARROW_ACTION_INIT_GROUND_UP lua_const("ITEM_LINKARROW_ACTION_INIT_GROUND_UP") #define ITEM_LINKARROW_ACTION_INIT_GROUND_DOWN lua_const("ITEM_LINKARROW_ACTION_INIT_GROUND_DOWN") #define ITEM_LINKARROW_ACTION_INIT_GROUND_LEFT lua_const("ITEM_LINKARROW_ACTION_INIT_GROUND_LEFT") #define ITEM_LINKARROW_ACTION_INIT_GROUND_RIGHT lua_const("ITEM_LINKARROW_ACTION_INIT_GROUND_RIGHT") #define ITEM_LINKARROW_INSTANCE_WORK_FLAG_CAPTURED lua_const("ITEM_LINKARROW_INSTANCE_WORK_FLAG_CAPTURED") #define ITEM_METALBLADE_STATUS_KIND_STICK_AIR lua_const("ITEM_METALBLADE_STATUS_KIND_STICK_AIR") #define ITEM_LINKBOMB_STATUS_KIND_HITSTOP_BEFORE_BORN lua_const("ITEM_LINKBOMB_STATUS_KIND_HITSTOP_BEFORE_BORN") #define ITEM_LINKBOMB_INSTANCE_WORK_FLAG_IS_BLAST lua_const("ITEM_LINKBOMB_INSTANCE_WORK_FLAG_IS_BLAST") #define ITEM_LINKBOMB_INSTANCE_WORK_FLAG_IS_RIGHT lua_const("ITEM_LINKBOMB_INSTANCE_WORK_FLAG_IS_RIGHT") #define ITEM_LINKBOMB_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_LINKBOMB_INSTANCE_WORK_FLAG_LOST") #define ITEM_LOG_INSTANCE_WORK_INT_LIFE lua_const("ITEM_LOG_INSTANCE_WORK_INT_LIFE") #define ITEM_LOG_INSTANCE_WORK_FLOAT_ROT_Z lua_const("ITEM_LOG_INSTANCE_WORK_FLOAT_ROT_Z") #define ITEM_LOG_INSTANCE_WORK_FLOAT_ROT_SPEED lua_const("ITEM_LOG_INSTANCE_WORK_FLOAT_ROT_SPEED") #define ITEM_LOG_INSTANCE_WORK_FLAG_FIRST_DAMAGE lua_const("ITEM_LOG_INSTANCE_WORK_FLAG_FIRST_DAMAGE") #define ITEM_LOG_ACTION_SPECIAL_INIT lua_const("ITEM_LOG_ACTION_SPECIAL_INIT") #define FIGHTER_INSTANCE_WORK_ID_INT_SPIRITS_MACH_STAMP_FRAME lua_const("FIGHTER_INSTANCE_WORK_ID_INT_SPIRITS_MACH_STAMP_FRAME") #define FIGHTER_INSTANCE_WORK_ID_FLOAT_SPIRITS_MACH_STAMP_ATTACK_MUL lua_const("FIGHTER_INSTANCE_WORK_ID_FLOAT_SPIRITS_MACH_STAMP_ATTACK_MUL") #define ITEM_MAGICBALL_STATUS_KIND_NORMAL_TO_MAGIC lua_const("ITEM_MAGICBALL_STATUS_KIND_NORMAL_TO_MAGIC") #define ITEM_MAGICBALL_STATUS_KIND_MAGIC_THROW lua_const("ITEM_MAGICBALL_STATUS_KIND_MAGIC_THROW") #define ITEM_MAGICBALL_INSTANCE_WORK_FLAG_THROW_UPDOWN lua_const("ITEM_MAGICBALL_INSTANCE_WORK_FLAG_THROW_UPDOWN") #define ITEM_KIND_MAGICBALL lua_const("ITEM_KIND_MAGICBALL") #define ITEM_KINETIC_FLAG_ROLLING_NO_UPDATE_ROT lua_const("ITEM_KINETIC_FLAG_ROLLING_NO_UPDATE_ROT") #define ITEM_COMMON_PARAM_FLOAT_ROT_COEF_X lua_const("ITEM_COMMON_PARAM_FLOAT_ROT_COEF_X") #define ITEM_COMMON_PARAM_FLOAT_ROT_COEF_Y lua_const("ITEM_COMMON_PARAM_FLOAT_ROT_COEF_Y") #define ITEM_COMMON_PARAM_FLOAT_ROT_COEF_Z lua_const("ITEM_COMMON_PARAM_FLOAT_ROT_COEF_Z") #define ITEM_MAGICBALL_INSTANCE_WORK_FLAG_SOUND_THROW_FIRE lua_const("ITEM_MAGICBALL_INSTANCE_WORK_FLAG_SOUND_THROW_FIRE") #define ITEM_MAGICPOT_STATUS_KIND_VIOLENT lua_const("ITEM_MAGICPOT_STATUS_KIND_VIOLENT") #define ITEM_KIND_MAGICPOTWIND lua_const("ITEM_KIND_MAGICPOTWIND") #define ITEM_INSTANCE_WORK_FLOAT_POWER_UP_SHOOT lua_const("ITEM_INSTANCE_WORK_FLOAT_POWER_UP_SHOOT") #define ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_DIRECTION_X lua_const("ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_DIRECTION_X") #define ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_DIRECTION_Y lua_const("ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_DIRECTION_Y") #define ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_SCALE lua_const("ITEM_MAGICPOTWIND_INSTANCE_WORK_FLOAT_SCALE") #define ITEM_MAGICPOTWIND_INSTANCE_WORK_FLAG_VIOLENT_WIND lua_const("ITEM_MAGICPOTWIND_INSTANCE_WORK_FLAG_VIOLENT_WIND") #define ITEM_MAGICPOTWIND_ACTION_SHOOT lua_const("ITEM_MAGICPOTWIND_ACTION_SHOOT") #define ITEM_KIND_POKEBALL lua_const("ITEM_KIND_POKEBALL") #define ITEM_KIND_MAXIMTOMATO lua_const("ITEM_KIND_MAXIMTOMATO") #define ITEM_MECHAKOOPA_STATUS_KIND_INJECTION lua_const("ITEM_MECHAKOOPA_STATUS_KIND_INJECTION") #define ITEM_MECHAKOOPA_STATUS_KIND_BOUND lua_const("ITEM_MECHAKOOPA_STATUS_KIND_BOUND") #define ITEM_MECHAKOOPA_STATUS_KIND_GETUP lua_const("ITEM_MECHAKOOPA_STATUS_KIND_GETUP") #define ITEM_MECHAKOOPA_STATUS_KIND_MOVE lua_const("ITEM_MECHAKOOPA_STATUS_KIND_MOVE") #define ITEM_MECHAKOOPA_STATUS_KIND_TURN lua_const("ITEM_MECHAKOOPA_STATUS_KIND_TURN") #define ITEM_MECHAKOOPA_STATUS_KIND_STOP lua_const("ITEM_MECHAKOOPA_STATUS_KIND_STOP") #define ITEM_MECHAKOOPA_STATUS_KIND_HOP lua_const("ITEM_MECHAKOOPA_STATUS_KIND_HOP") #define ITEM_MECHAKOOPA_STATUS_KIND_HOP_TO_LOST lua_const("ITEM_MECHAKOOPA_STATUS_KIND_HOP_TO_LOST") #define ITEM_MECHAKOOPA_STATUS_KIND_DEAD lua_const("ITEM_MECHAKOOPA_STATUS_KIND_DEAD") #define ITEM_MECHAKOOPA_INSTANCE_WORK_FLAG_TEAM_ATTACK lua_const("ITEM_MECHAKOOPA_INSTANCE_WORK_FLAG_TEAM_ATTACK") #define ITEM_MECHAKOOPA_ACTION_INJECTION lua_const("ITEM_MECHAKOOPA_ACTION_INJECTION") #define ITEM_INSTANCE_WORK_FLOAT_DAMAGE_SPEED_MUL lua_const("ITEM_INSTANCE_WORK_FLOAT_DAMAGE_SPEED_MUL") #define ITEM_SPECIALIZED_PARAM_FLOAT_AIR_BRAKE_X lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_AIR_BRAKE_X") #define ITEM_KINETIC_FLAG_AI_BOUND_X lua_const("ITEM_KINETIC_FLAG_AI_BOUND_X") #define ITEM_SPECIALIZED_PARAM_FLOAT_GROUND_BRAKE_X lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_GROUND_BRAKE_X") #define ITEM_MECHAKOOPA_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_MECHAKOOPA_INSTANCE_WORK_FLAG_THROW") #define ITEM_METALBLADE_STATUS_KIND_STICK_GROUND lua_const("ITEM_METALBLADE_STATUS_KIND_STICK_GROUND") #define ITEM_METALBLADE_INSTANCE_WORK_FLAG_SPECIAL_THROW lua_const("ITEM_METALBLADE_INSTANCE_WORK_FLAG_SPECIAL_THROW") #define ITEM_METALBLADE_ACTION_SPECIAL_THROW lua_const("ITEM_METALBLADE_ACTION_SPECIAL_THROW") #define ITEM_METALBLADE_INSTANCE_WORK_INT_INIT_SPEED_REVERSE_FRAME lua_const("ITEM_METALBLADE_INSTANCE_WORK_INT_INIT_SPEED_REVERSE_FRAME") #define ITEM_METALBLADE_INSTANCE_WORK_FLAG_DROP lua_const("ITEM_METALBLADE_INSTANCE_WORK_FLAG_DROP") #define ITEM_METALBLADE_INSTANCE_WORK_FLAG_SPEED_REVERSE lua_const("ITEM_METALBLADE_INSTANCE_WORK_FLAG_SPEED_REVERSE") #define ITEM_METALBLADE_INSTANCE_WORK_FLAG_REFLECT lua_const("ITEM_METALBLADE_INSTANCE_WORK_FLAG_REFLECT") #define ITEM_VARIATION_MURABITOFRUIT_APPLE lua_const("ITEM_VARIATION_MURABITOFRUIT_APPLE") #define ITEM_KIND_MURABITOFRUIT lua_const("ITEM_KIND_MURABITOFRUIT") #define ITEM_VARIATION_MURABITOFRUIT_PEAR lua_const("ITEM_VARIATION_MURABITOFRUIT_PEAR") #define ITEM_VARIATION_MURABITOFRUIT_PEACH lua_const("ITEM_VARIATION_MURABITOFRUIT_PEACH") #define ITEM_VARIATION_MURABITOFRUIT_ORANGE lua_const("ITEM_VARIATION_MURABITOFRUIT_ORANGE") #define ITEM_VARIATION_MURABITOFRUIT_CHERRY lua_const("ITEM_VARIATION_MURABITOFRUIT_CHERRY") #define ITEM_MUSHROOM_STATUS_KIND_TURN lua_const("ITEM_MUSHROOM_STATUS_KIND_TURN") #define ITEM_KIND_MUSHROOM lua_const("ITEM_KIND_MUSHROOM") #define ITEM_PACMANAPPLE_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANAPPLE_STATUS_KIND_SPECIAL_HAVE") #define ITEM_PACMAN_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_THROW") #define ITEM_PACMAN_INSTANCE_WORK_FLAG_HIT lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_HIT") #define ITEM_PACMAN_INSTANCE_WORK_INT_BOUND_COUNT lua_const("ITEM_PACMAN_INSTANCE_WORK_INT_BOUND_COUNT") #define ITEM_PACMAN_INSTANCE_WORK_INT_LIFE lua_const("ITEM_PACMAN_INSTANCE_WORK_INT_LIFE") #define ITEM_PACMAN_ACTION_CHARGE_HAVE lua_const("ITEM_PACMAN_ACTION_CHARGE_HAVE") #define ITEM_PACMAN_INSTANCE_WORK_FLAG_DROP lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_DROP") #define ITEM_PACMAN_INSTANCE_WORK_FLAG_UNABLE_PICKUP lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_UNABLE_PICKUP") #define ITEM_PACMAN_INSTANCE_WORK_FLAG_HOP lua_const("ITEM_PACMAN_INSTANCE_WORK_FLAG_HOP") #define ITEM_SPECIALIZED_PARAM_FLOAT_GRAVITY_ACCEL lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_GRAVITY_ACCEL") #define ITEM_PACMANBELL_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANBELL_STATUS_KIND_SPECIAL_HAVE") #define ITEM_PACMANBELL_INSTANCE_WORK_INT_TOP_DEAD_CENTRE lua_const("ITEM_PACMANBELL_INSTANCE_WORK_INT_TOP_DEAD_CENTRE") #define ITEM_PACMANBELL_INSTANCE_WORK_INT_THROW_FRAME lua_const("ITEM_PACMANBELL_INSTANCE_WORK_INT_THROW_FRAME") #define ITEM_PACMANBOSS_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANBOSS_STATUS_KIND_SPECIAL_HAVE") #define PACMANBOSS_STATE_FIRST lua_const("PACMANBOSS_STATE_FIRST") #define ITEM_PACMANBOSS_INSTANCE_WORK_INT_STATE lua_const("ITEM_PACMANBOSS_INSTANCE_WORK_INT_STATE") #define PACMANBOSS_STATE_ROT_END lua_const("PACMANBOSS_STATE_ROT_END") #define ITEM_PACMANBOSS_INSTANCE_WORK_INT_THROW_FRAME lua_const("ITEM_PACMANBOSS_INSTANCE_WORK_INT_THROW_FRAME") #define ITEM_PACMANBOSS_INSTANCE_WORK_INT_ROT_FRAME lua_const("ITEM_PACMANBOSS_INSTANCE_WORK_INT_ROT_FRAME") #define ITEM_PACMANBOSS_INSTANCE_WORK_FLOAT_ROT_ANGLE lua_const("ITEM_PACMANBOSS_INSTANCE_WORK_FLOAT_ROT_ANGLE") #define ITEM_PACMANCHERRY_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANCHERRY_STATUS_KIND_SPECIAL_HAVE") #define ITEM_PACMANKEY_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANKEY_STATUS_KIND_SPECIAL_HAVE") #define ITEM_PACMANMELON_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANMELON_STATUS_KIND_SPECIAL_HAVE") #define ITEM_PACMANORANGE_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANORANGE_STATUS_KIND_SPECIAL_HAVE") #define ITEM_PACMANSTRAWBERRY_STATUS_KIND_SPECIAL_HAVE lua_const("ITEM_PACMANSTRAWBERRY_STATUS_KIND_SPECIAL_HAVE") #define ITEM_PASARAN_STATUS_KIND_GROUND_FLY lua_const("ITEM_PASARAN_STATUS_KIND_GROUND_FLY") #define ITEM_PASARAN_INSTANCE_WORK_FLOAT_POWER lua_const("ITEM_PASARAN_INSTANCE_WORK_FLOAT_POWER") #define ITEM_PASARAN_INSTANCE_WORK_FLOAT_SCALE lua_const("ITEM_PASARAN_INSTANCE_WORK_FLOAT_SCALE") #define ITEM_PASARAN_INSTANCE_WORK_FLOAT_ATK_SIZE lua_const("ITEM_PASARAN_INSTANCE_WORK_FLOAT_ATK_SIZE") #define ITEM_PASARAN_INSTANCE_WORK_INT_HIT_STOP_CNT lua_const("ITEM_PASARAN_INSTANCE_WORK_INT_HIT_STOP_CNT") #define ITEM_PASARAN_INSTANCE_WORK_FLAG_IS_BOSS lua_const("ITEM_PASARAN_INSTANCE_WORK_FLAG_IS_BOSS") #define ITEM_KIND_PELLET lua_const("ITEM_KIND_PELLET") #define ITEM_PITFALL_STATUS_KIND_THROUGH_GROUND lua_const("ITEM_PITFALL_STATUS_KIND_THROUGH_GROUND") #define ITEM_PITFALL_STATUS_KIND_THROUGH_AIR lua_const("ITEM_PITFALL_STATUS_KIND_THROUGH_AIR") #define ITEM_VARIATION_PITFALL_LIOLEUS lua_const("ITEM_VARIATION_PITFALL_LIOLEUS") #define ITEM_KIND_PITFALL lua_const("ITEM_KIND_PITFALL") #define ITEM_POWBLOCK_STATUS_KIND_EFFECT_MOTION lua_const("ITEM_POWBLOCK_STATUS_KIND_EFFECT_MOTION") #define ITEM_POWBLOCK_STATUS_KIND_BOUNCE lua_const("ITEM_POWBLOCK_STATUS_KIND_BOUNCE") #define ITEM_POWBLOCK_INSTANCE_WORK_INT_ATTACK_OBJECT_ID lua_const("ITEM_POWBLOCK_INSTANCE_WORK_INT_ATTACK_OBJECT_ID") #define ITEM_KIND_POWBLOCK lua_const("ITEM_KIND_POWBLOCK") #define AREA_SHAPE_FLAG_STATUS_DISABLE lua_const("AREA_SHAPE_FLAG_STATUS_DISABLE") #define ITEM_POWERESA_INSTANCE_WORK_FLOAT_DAMAGE lua_const("ITEM_POWERESA_INSTANCE_WORK_FLOAT_DAMAGE") #define ITEM_POWERESA_ACTION_INIT lua_const("ITEM_POWERESA_ACTION_INIT") #define ITEM_POWERESA_INSTANCE_WORK_INT_OWNER_ID lua_const("ITEM_POWERESA_INSTANCE_WORK_INT_OWNER_ID") #define ITEM_POWERESA_INSTANCE_WORK_INT_TEAM_NO lua_const("ITEM_POWERESA_INSTANCE_WORK_INT_TEAM_NO") #define ITEM_KIND_REVENGESHOOTERSHOT lua_const("ITEM_KIND_REVENGESHOOTERSHOT") #define ITEM_REVENGESHOOTER_ACTION_INITIALIZE lua_const("ITEM_REVENGESHOOTER_ACTION_INITIALIZE") #define ITEM_REVENGESHOOTERSHOT_INSTANCE_WORK_FLOAT_ATTACK_POWER lua_const("ITEM_REVENGESHOOTERSHOT_INSTANCE_WORK_FLOAT_ATTACK_POWER") #define ITEM_REVENGESHOOTERSHOT_INSTANCE_WORK_FLOAT_ATTACK_SIZE lua_const("ITEM_REVENGESHOOTERSHOT_INSTANCE_WORK_FLOAT_ATTACK_SIZE") #define ITEM_HOLYWATER_STATUS_KIND_FIRE_PILLAR lua_const("ITEM_HOLYWATER_STATUS_KIND_FIRE_PILLAR") #define ITEM_KIND_RIPSTICKSHOT lua_const("ITEM_KIND_RIPSTICKSHOT") #define ITEM_RIPSTICKSHOT_ACTION_SHOOT lua_const("ITEM_RIPSTICKSHOT_ACTION_SHOOT") #define ITEM_ROBOTGYRO_STATUS_KIND_FURAFURA lua_const("ITEM_ROBOTGYRO_STATUS_KIND_FURAFURA") #define ITEM_ROCKETBELT_STATUS_KIND_FLY_AWAY lua_const("ITEM_ROCKETBELT_STATUS_KIND_FLY_AWAY") #define ITEM_ROCKETBELT_ACTION_INFINITY lua_const("ITEM_ROCKETBELT_ACTION_INFINITY") #define ITEM_ROCKETBELT_INSTANCE_WORK_FLAG_HAVE_INFINITY lua_const("ITEM_ROCKETBELT_INSTANCE_WORK_FLAG_HAVE_INFINITY") #define ITEM_ROCKETBELT_INSTANCE_WORK_INT_HAVE_COUNTER lua_const("ITEM_ROCKETBELT_INSTANCE_WORK_INT_HAVE_COUNTER") #define ITEM_ROCKETBELT_ACTION_SET_ENERGY lua_const("ITEM_ROCKETBELT_ACTION_SET_ENERGY") #define ITEM_ROCKETBELT_ACTION_SET_HAVE_COUNTER lua_const("ITEM_ROCKETBELT_ACTION_SET_HAVE_COUNTER") #define ITEM_ROCKETBELT_INSTANCE_WORK_SMOKELOOP_FRONT_EFFECT_HANDLE lua_const("ITEM_ROCKETBELT_INSTANCE_WORK_SMOKELOOP_FRONT_EFFECT_HANDLE") #define ITEM_ROCKETBELT_INSTANCE_WORK_SMOKELOOP_REAR_EFFECT_HANDLE lua_const("ITEM_ROCKETBELT_INSTANCE_WORK_SMOKELOOP_REAR_EFFECT_HANDLE") #define LINK_ATTRIBUTE_REFERENCE_PARENT_POWER_UP lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_POWER_UP") #define ITEM_SANDBAG_STATUS_KIND_CATCH_CUT lua_const("ITEM_SANDBAG_STATUS_KIND_CATCH_CUT") #define ITEM_SANDBAG_STATUS_KIND_CAPTURE_THROW lua_const("ITEM_SANDBAG_STATUS_KIND_CAPTURE_THROW") #define ITEM_SANDBAG_STATUS_KIND_CATCH lua_const("ITEM_SANDBAG_STATUS_KIND_CATCH") #define ITEM_SANDBAG_STATUS_KIND_DOWN lua_const("ITEM_SANDBAG_STATUS_KIND_DOWN") #define ITEM_HIT_EFFECT_KIND_EFFECT_ONLY lua_const("ITEM_HIT_EFFECT_KIND_EFFECT_ONLY") #define DAMAGE_STATUS_DAMAGE lua_const("DAMAGE_STATUS_DAMAGE") #define DAMAGE_STATUS_DAMAGE_FLY lua_const("DAMAGE_STATUS_DAMAGE_FLY") #define DAMAGE_STATUS_DAMAGE_FLY_ROLL lua_const("DAMAGE_STATUS_DAMAGE_FLY_ROLL") #define DAMAGE_STATUS_DAMAGE_AIR lua_const("DAMAGE_STATUS_DAMAGE_AIR") #define DAMAGE_STATUS_DOWN lua_const("DAMAGE_STATUS_DOWN") #define DAMAGE_STATUS_DOWN_WAIT lua_const("DAMAGE_STATUS_DOWN_WAIT") #define DAMAGE_STATUS_DOWN_DAMAGE lua_const("DAMAGE_STATUS_DOWN_DAMAGE") #define DAMAGE_STATUS_BURY lua_const("DAMAGE_STATUS_BURY") #define ITEM_SANDBAG_ACTION_HEAL lua_const("ITEM_SANDBAG_ACTION_HEAL") #define ITEM_SANDBAG_ACTION_GOHOUBI_EFFECT lua_const("ITEM_SANDBAG_ACTION_GOHOUBI_EFFECT") #define ITEM_SANDBAG_INSTANCE_WORK_FLAG_NO_POCKET lua_const("ITEM_SANDBAG_INSTANCE_WORK_FLAG_NO_POCKET") #define ITEM_KIND_SANDBAG lua_const("ITEM_KIND_SANDBAG") #define ITEM_KINETIC_FLAG_SANDBAG lua_const("ITEM_KINETIC_FLAG_SANDBAG") #define ITEM_INSTANCE_WORK_FLAG_DMAGE_CAMERA_QUAKE lua_const("ITEM_INSTANCE_WORK_FLAG_DMAGE_CAMERA_QUAKE") #define ITEM_PARTIAL_MOTION_SLOT_1 lua_const("ITEM_PARTIAL_MOTION_SLOT_1") #define AUDIENCE_KANSEI lua_const("AUDIENCE_KANSEI") #define AUDIENCE_LEVEL_L lua_const("AUDIENCE_LEVEL_L") #define AUDIENCE_LEVEL_M lua_const("AUDIENCE_LEVEL_M") #define AUDIENCE_LEVEL_S lua_const("AUDIENCE_LEVEL_S") #define ITEM_SLOPE_TYPE_UP_SMOOTH lua_const("ITEM_SLOPE_TYPE_UP_SMOOTH") #define ITEM_SCREW_STATUS_KIND_BUMP lua_const("ITEM_SCREW_STATUS_KIND_BUMP") #define ITEM_SCREW_ACTION_INFINITY lua_const("ITEM_SCREW_ACTION_INFINITY") #define ITEM_SCREW_INSTANCE_WORK_FLAG_HAVE_INFINITY lua_const("ITEM_SCREW_INSTANCE_WORK_FLAG_HAVE_INFINITY") #define ITEM_SCREW_INSTANCE_WORK_INT_HAVE_COUNTER lua_const("ITEM_SCREW_INSTANCE_WORK_INT_HAVE_COUNTER") #define ITEM_SCREW_ACTION_SET_HAVE_COUNTER lua_const("ITEM_SCREW_ACTION_SET_HAVE_COUNTER") #define ITEM_SCREW_ACTION_RESET lua_const("ITEM_SCREW_ACTION_RESET") #define ITEM_KIND_SCREW lua_const("ITEM_KIND_SCREW") #define ITEM_SENSORBOMB_STATUS_KIND_NOHAVE_AIR lua_const("ITEM_SENSORBOMB_STATUS_KIND_NOHAVE_AIR") #define ITEM_SENSORBOMB_STATUS_KIND_NOHAVE_GROUND lua_const("ITEM_SENSORBOMB_STATUS_KIND_NOHAVE_GROUND") #define ITEM_KIND_SENSORBOMB lua_const("ITEM_KIND_SENSORBOMB") #define ITEM_SLOW_RESULT_NORMAL lua_const("ITEM_SLOW_RESULT_NORMAL") #define ITEM_KIND_SLOW lua_const("ITEM_KIND_SLOW") #define ITEM_VARIATION_SMARTBOMB_FINALSTAGE lua_const("ITEM_VARIATION_SMARTBOMB_FINALSTAGE") #define ITEM_SMARTBOMB_ACTION_PLAYABLEROLL lua_const("ITEM_SMARTBOMB_ACTION_PLAYABLEROLL") #define ITEM_KIND_SMARTBOMB lua_const("ITEM_KIND_SMARTBOMB") #define ITEM_VARIATION_SMARTBOMB_EVENTSTAGE lua_const("ITEM_VARIATION_SMARTBOMB_EVENTSTAGE") #define ITEM_KIND_LIOLEUSBOSSSMARTBOMB lua_const("ITEM_KIND_LIOLEUSBOSSSMARTBOMB") #define ITEM_SMASHBALLHEAVY_STATUS_KIND_MOVE lua_const("ITEM_SMASHBALLHEAVY_STATUS_KIND_MOVE") #define ITEM_SMASHBALLHEAVY_STATUS_KIND_ROLLSTART lua_const("ITEM_SMASHBALLHEAVY_STATUS_KIND_ROLLSTART") #define ITEM_SMASHBALLHEAVY_STATUS_KIND_RESTART lua_const("ITEM_SMASHBALLHEAVY_STATUS_KIND_RESTART") #define ITEM_SMASHBALLHEAVY_STATUS_KIND_WAIT_RESPAWN lua_const("ITEM_SMASHBALLHEAVY_STATUS_KIND_WAIT_RESPAWN") #define ITEM_KIND_SMASHBALLHEAVY lua_const("ITEM_KIND_SMASHBALLHEAVY") #define ITEM_SMASHBALLHEAVY_ACTION_DROP_RESTART lua_const("ITEM_SMASHBALLHEAVY_ACTION_DROP_RESTART") #define ITEM_KIND_SMASHBOMBHEAVY lua_const("ITEM_KIND_SMASHBOMBHEAVY") #define ITEM_SMOKESCREEN_STATUS_KIND_HAVE_SLEEP lua_const("ITEM_SMOKESCREEN_STATUS_KIND_HAVE_SLEEP") #define ITEM_SNAKECBOX_ACTION_RESULT lua_const("ITEM_SNAKECBOX_ACTION_RESULT") #define ITEM_SNAKECBOX_INSTANCE_WORK_FLAG_FOR_RESULT lua_const("ITEM_SNAKECBOX_INSTANCE_WORK_FLAG_FOR_RESULT") #define ITEM_KINETIC_FLAG_THROW_KEEP_AIR lua_const("ITEM_KINETIC_FLAG_THROW_KEEP_AIR") #define ITEM_SOCCERBALL_STATUS_KIND_WARP lua_const("ITEM_SOCCERBALL_STATUS_KIND_WARP") #define ITEM_KIND_SOCCERBALL lua_const("ITEM_KIND_SOCCERBALL") #define ITEM_ST_APPLE_STATUS_KIND_NORMAL lua_const("ITEM_ST_APPLE_STATUS_KIND_NORMAL") #define ITEM_KIND_ST_APPLE lua_const("ITEM_KIND_ST_APPLE") #define ITEM_ST_SHELL_STATUS_KIND_DAMAGE_FLY lua_const("ITEM_ST_SHELL_STATUS_KIND_DAMAGE_FLY") #define ITEM_ST_SHELL_STATUS_KIND_MOVE lua_const("ITEM_ST_SHELL_STATUS_KIND_MOVE") #define ITEM_ST_SHELL_STATUS_KIND_MOVE_FALL lua_const("ITEM_ST_SHELL_STATUS_KIND_MOVE_FALL") #define ITEM_ST_SHELL_STATUS_KIND_MOVE_TURN lua_const("ITEM_ST_SHELL_STATUS_KIND_MOVE_TURN") #define ITEM_ST_SHELL_STATUS_KIND_GETUP lua_const("ITEM_ST_SHELL_STATUS_KIND_GETUP") #define ITEM_ST_CRAB_STATUS_KIND_ANGRY lua_const("ITEM_ST_CRAB_STATUS_KIND_ANGRY") #define ITEM_ST_SHELL_STATUS_KIND_WAIT_RESPAWN lua_const("ITEM_ST_SHELL_STATUS_KIND_WAIT_RESPAWN") #define ITEM_ST_SHELL_STATUS_KIND_STAGE_GIMMICK lua_const("ITEM_ST_SHELL_STATUS_KIND_STAGE_GIMMICK") #define ITEM_KIND_ST_CRAB lua_const("ITEM_KIND_ST_CRAB") #define ITEM_KIND_ST_SHELL lua_const("ITEM_KIND_ST_SHELL") #define ITEM_ST_SHELL_ACTION_BLOW_UP lua_const("ITEM_ST_SHELL_ACTION_BLOW_UP") #define ITEM_ST_SHELL_ACTION_UNABLE lua_const("ITEM_ST_SHELL_ACTION_UNABLE") #define ITEM_ST_SHELL_ACTION_ENABLE lua_const("ITEM_ST_SHELL_ACTION_ENABLE") #define ITEM_ST_SHELL_ACTION_STAGE_GIMMICK lua_const("ITEM_ST_SHELL_ACTION_STAGE_GIMMICK") #define ITEM_VARIATION_ST_FRUIT_APPLE lua_const("ITEM_VARIATION_ST_FRUIT_APPLE") #define ITEM_KIND_ST_FRUIT lua_const("ITEM_KIND_ST_FRUIT") #define ITEM_VARIATION_ST_FRUIT_DELICIOUS_APPLE lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_APPLE") #define ITEM_VARIATION_ST_FRUIT_PEAR lua_const("ITEM_VARIATION_ST_FRUIT_PEAR") #define ITEM_VARIATION_ST_FRUIT_DELICIOUS_PEAR lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_PEAR") #define ITEM_VARIATION_ST_FRUIT_ORANGE lua_const("ITEM_VARIATION_ST_FRUIT_ORANGE") #define ITEM_VARIATION_ST_FRUIT_DELICIOUS_ORANGE lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_ORANGE") #define ITEM_VARIATION_ST_FRUIT_PEACH lua_const("ITEM_VARIATION_ST_FRUIT_PEACH") #define ITEM_VARIATION_ST_FRUIT_DELICIOUS_PEACH lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_PEACH") #define ITEM_VARIATION_ST_FRUIT_CHERRY lua_const("ITEM_VARIATION_ST_FRUIT_CHERRY") #define ITEM_VARIATION_ST_FRUIT_DELICIOUS_CHERRY lua_const("ITEM_VARIATION_ST_FRUIT_DELICIOUS_CHERRY") #define ITEM_VARIATION_ST_FRUIT_LEMON lua_const("ITEM_VARIATION_ST_FRUIT_LEMON") #define ITEM_VARIATION_ST_FRUIT_MANGO lua_const("ITEM_VARIATION_ST_FRUIT_MANGO") #define ITEM_VARIATION_ST_FRUIT_LYCHEE lua_const("ITEM_VARIATION_ST_FRUIT_LYCHEE") #define ITEM_VARIATION_ST_FRUIT_BANANA lua_const("ITEM_VARIATION_ST_FRUIT_BANANA") #define ITEM_KIND_ST_FRUITBOMB lua_const("ITEM_KIND_ST_FRUITBOMB") #define ITEM_VARIATION_ST_ICE_YASAI_CORN lua_const("ITEM_VARIATION_ST_ICE_YASAI_CORN") #define ITEM_KIND_ST_ICE_YASAI lua_const("ITEM_KIND_ST_ICE_YASAI") #define ITEM_VARIATION_ST_ICE_YASAI_HAKUSAI lua_const("ITEM_VARIATION_ST_ICE_YASAI_HAKUSAI") #define ITEM_VARIATION_ST_ICE_YASAI_POTATO lua_const("ITEM_VARIATION_ST_ICE_YASAI_POTATO") #define ITEM_VARIATION_ST_ICE_YASAI_PUMPKIN lua_const("ITEM_VARIATION_ST_ICE_YASAI_PUMPKIN") #define ITEM_VARIATION_ST_ICE_YASAI_TURNIP lua_const("ITEM_VARIATION_ST_ICE_YASAI_TURNIP") #define ITEM_VARIATION_ST_ICE_YASAI_MUSHROOM lua_const("ITEM_VARIATION_ST_ICE_YASAI_MUSHROOM") #define ITEM_VARIATION_ST_ICE_YASAI_CABBAGE lua_const("ITEM_VARIATION_ST_ICE_YASAI_CABBAGE") #define ITEM_VARIATION_ST_ICE_YASAI_CUCUMBER lua_const("ITEM_VARIATION_ST_ICE_YASAI_CUCUMBER") #define ITEM_VARIATION_ST_ICE_YASAI_EGGPLANT lua_const("ITEM_VARIATION_ST_ICE_YASAI_EGGPLANT") #define ITEM_VARIATION_ST_ICE_YASAI_CARROT lua_const("ITEM_VARIATION_ST_ICE_YASAI_CARROT") #define ITEM_KIND_ST_YAMABUKI_EGG lua_const("ITEM_KIND_ST_YAMABUKI_EGG") #define ITEM_KIND_STAFFSHOT lua_const("ITEM_KIND_STAFFSHOT") #define ITEM_KIND_STAFFROULETTE lua_const("ITEM_KIND_STAFFROULETTE") #define ITEM_KIND_STAFFROULETTESHOT lua_const("ITEM_KIND_STAFFROULETTESHOT") #define ITEM_STAFFSHOT_INSTANCE_WORK_FLOAT_CREATE_POS_X lua_const("ITEM_STAFFSHOT_INSTANCE_WORK_FLOAT_CREATE_POS_X") #define ITEM_STAFFSHOT_INSTANCE_WORK_INT_EFFECT_HANDLE lua_const("ITEM_STAFFSHOT_INSTANCE_WORK_INT_EFFECT_HANDLE") #define ITEM_STARRING_STATUS_KIND_FIXING lua_const("ITEM_STARRING_STATUS_KIND_FIXING") #define ITEM_STARRING_STATUS_KIND_FIXED lua_const("ITEM_STARRING_STATUS_KIND_FIXED") #define ITEM_STARRING_STATUS_KIND_FIXED_SHOOT lua_const("ITEM_STARRING_STATUS_KIND_FIXED_SHOOT") #define ITEM_KIND_STARRING lua_const("ITEM_KIND_STARRING") #define ITEM_STARRING_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_STARRING_INSTANCE_WORK_FLAG_SHOOT") #define ITEM_KIND_STARRODSHOT lua_const("ITEM_KIND_STARRODSHOT") #define ITEM_STARRODSHOT_ACTION_SHOOT lua_const("ITEM_STARRODSHOT_ACTION_SHOOT") #define ITEM_KIND_STEELDIVERSHOT lua_const("ITEM_KIND_STEELDIVERSHOT") #define ITEM_SUPERLEAF_STATUS_KIND_BUMP lua_const("ITEM_SUPERLEAF_STATUS_KIND_BUMP") #define ITEM_SUPERLEAF_ACTION_INFINITY lua_const("ITEM_SUPERLEAF_ACTION_INFINITY") #define ITEM_SUPERLEAF_INSTANCE_WORK_FLAG_HAVE_INFINITY lua_const("ITEM_SUPERLEAF_INSTANCE_WORK_FLAG_HAVE_INFINITY") #define ITEM_SUPERLEAF_ACTION_SET_HAVE_COUNTER lua_const("ITEM_SUPERLEAF_ACTION_SET_HAVE_COUNTER") #define ITEM_SUPERLEAF_ACTION_SET_NODE_SRT lua_const("ITEM_SUPERLEAF_ACTION_SET_NODE_SRT") #define ITEM_SUPERLEAF_ACTION_SET_EAR_VISIBLE lua_const("ITEM_SUPERLEAF_ACTION_SET_EAR_VISIBLE") #define ITEM_KIND_SUPERLEAF lua_const("ITEM_KIND_SUPERLEAF") #define CHARGE_LEVEL_RAPID lua_const("CHARGE_LEVEL_RAPID") #define CHARGE_LEVEL_MAX lua_const("CHARGE_LEVEL_MAX") #define CHARGE_LEVEL_1 lua_const("CHARGE_LEVEL_1") #define CHARGE_LEVEL_2 lua_const("CHARGE_LEVEL_2") #define CHARGE_LEVEL_3 lua_const("CHARGE_LEVEL_3") #define CHARGE_LEVEL_4 lua_const("CHARGE_LEVEL_4") #define CHARGE_LEVEL_5 lua_const("CHARGE_LEVEL_5") #define CHARGE_LEVEL_6 lua_const("CHARGE_LEVEL_6") #define CHARGE_LEVEL_7 lua_const("CHARGE_LEVEL_7") #define CHARGE_LEVEL_8 lua_const("CHARGE_LEVEL_8") #define ITEM_KIND_SUPERSCOPESHOT lua_const("ITEM_KIND_SUPERSCOPESHOT") #define ITEM_SUPERSCOPESHOT_ACTION_SHOOT lua_const("ITEM_SUPERSCOPESHOT_ACTION_SHOOT") #define GROUND_CORRECT_SHAPE_FLAG_IGNORE_SCALE lua_const("GROUND_CORRECT_SHAPE_FLAG_IGNORE_SCALE") #define ITEM_SUPERSTAR_STATUS_KIND_HIT_LR lua_const("ITEM_SUPERSTAR_STATUS_KIND_HIT_LR") #define ITEM_SUPERSTAR_STATUS_KIND_HIT_UP lua_const("ITEM_SUPERSTAR_STATUS_KIND_HIT_UP") #define ITEM_SUPERSTAR_STATUS_KIND_JUMP lua_const("ITEM_SUPERSTAR_STATUS_KIND_JUMP") #define ITEM_KIND_SUPERSTAR lua_const("ITEM_KIND_SUPERSTAR") #define ITEM_VARIATION_TABEMONO_CHERRIES lua_const("ITEM_VARIATION_TABEMONO_CHERRIES") #define ITEM_VARIATION_TABEMONO_PEAR lua_const("ITEM_VARIATION_TABEMONO_PEAR") #define ITEM_VARIATION_TABEMONO_MILK lua_const("ITEM_VARIATION_TABEMONO_MILK") #define ITEM_VARIATION_TABEMONO_PANCAKE lua_const("ITEM_VARIATION_TABEMONO_PANCAKE") #define ITEM_VARIATION_TABEMONO_TEA lua_const("ITEM_VARIATION_TABEMONO_TEA") #define ITEM_VARIATION_TABEMONO_COLA lua_const("ITEM_VARIATION_TABEMONO_COLA") #define ITEM_VARIATION_TABEMONO_SHORTCAKE lua_const("ITEM_VARIATION_TABEMONO_SHORTCAKE") #define ITEM_VARIATION_TABEMONO_EBITEN lua_const("ITEM_VARIATION_TABEMONO_EBITEN") #define ITEM_VARIATION_TABEMONO_KUSHIYAKI lua_const("ITEM_VARIATION_TABEMONO_KUSHIYAKI") #define ITEM_VARIATION_TABEMONO_HAMBURGERSTEAK lua_const("ITEM_VARIATION_TABEMONO_HAMBURGERSTEAK") #define ITEM_VARIATION_TABEMONO_TENSHIN lua_const("ITEM_VARIATION_TABEMONO_TENSHIN") #define ITEM_VARIATION_TABEMONO_HOTDOG lua_const("ITEM_VARIATION_TABEMONO_HOTDOG") #define ITEM_VARIATION_TABEMONO_CORNPOTAGE lua_const("ITEM_VARIATION_TABEMONO_CORNPOTAGE") #define ITEM_VARIATION_TABEMONO_CHERRYPIE lua_const("ITEM_VARIATION_TABEMONO_CHERRYPIE") #define ITEM_VARIATION_TABEMONO_CHOCOLATE lua_const("ITEM_VARIATION_TABEMONO_CHOCOLATE") #define ITEM_VARIATION_TABEMONO_POPCORN lua_const("ITEM_VARIATION_TABEMONO_POPCORN") #define ITEM_VARIATION_TABEMONO_SALAD lua_const("ITEM_VARIATION_TABEMONO_SALAD") #define ITEM_VARIATION_TABEMONO_KIWI lua_const("ITEM_VARIATION_TABEMONO_KIWI") #define ITEM_VARIATION_TABEMONO_MONTBLANC lua_const("ITEM_VARIATION_TABEMONO_MONTBLANC") #define ITEM_VARIATION_TABEMONO_PAN lua_const("ITEM_VARIATION_TABEMONO_PAN") #define ITEM_VARIATION_TABEMONO_RICEBALL lua_const("ITEM_VARIATION_TABEMONO_RICEBALL") #define ITEM_VARIATION_TABEMONO_PASTA lua_const("ITEM_VARIATION_TABEMONO_PASTA") #define ITEM_VARIATION_TABEMONO_GRAPE lua_const("ITEM_VARIATION_TABEMONO_GRAPE") #define ITEM_VARIATION_TABEMONO_CANDY lua_const("ITEM_VARIATION_TABEMONO_CANDY") #define ITEM_VARIATION_TABEMONO_LEMON lua_const("ITEM_VARIATION_TABEMONO_LEMON") #define ITEM_VARIATION_TABEMONO_FRIEDEGG lua_const("ITEM_VARIATION_TABEMONO_FRIEDEGG") #define ITEM_VARIATION_TABEMONO_APPLE lua_const("ITEM_VARIATION_TABEMONO_APPLE") #define ITEM_VARIATION_TABEMONO_ROASTCHICKEN lua_const("ITEM_VARIATION_TABEMONO_ROASTCHICKEN") #define ITEM_VARIATION_TABEMONO_STEAK lua_const("ITEM_VARIATION_TABEMONO_STEAK") #define ITEM_VARIATION_TABEMONO_STEAMEDBUN lua_const("ITEM_VARIATION_TABEMONO_STEAMEDBUN") #define ITEM_VARIATION_TABEMONO_PIZZA lua_const("ITEM_VARIATION_TABEMONO_PIZZA") #define ITEM_VARIATION_TABEMONO_HAMBURGER lua_const("ITEM_VARIATION_TABEMONO_HAMBURGER") #define ITEM_VARIATION_TABEMONO_PINEAPPLE lua_const("ITEM_VARIATION_TABEMONO_PINEAPPLE") #define ITEM_VARIATION_TABEMONO_DONUT lua_const("ITEM_VARIATION_TABEMONO_DONUT") #define ITEM_VARIATION_TABEMONO_CHEESE lua_const("ITEM_VARIATION_TABEMONO_CHEESE") #define ITEM_VARIATION_TABEMONO_FRANKFURTER lua_const("ITEM_VARIATION_TABEMONO_FRANKFURTER") #define ITEM_VARIATION_TABEMONO_GAMEWATCHAPPLE lua_const("ITEM_VARIATION_TABEMONO_GAMEWATCHAPPLE") #define ITEM_INSTANCE_WORK_FLOAT_BASE_SCALE lua_const("ITEM_INSTANCE_WORK_FLOAT_BASE_SCALE") #define ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_GROUND lua_const("ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_GROUND") #define ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_AIR lua_const("ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_AIR") #define ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_FALL lua_const("ITEM_TEAMHEALFIELD_STATUS_KIND_BOND_FALL") #define ITEM_KIND_TEAMHEALFIELD lua_const("ITEM_KIND_TEAMHEALFIELD") #define ITEM_KIND_THUNDER lua_const("ITEM_KIND_THUNDER") #define ITEM_THUNDER_RESULT_NORMAL lua_const("ITEM_THUNDER_RESULT_NORMAL") #define ITEM_THUNDERSWORD_STATUS_KIND_BEFORE_BORN lua_const("ITEM_THUNDERSWORD_STATUS_KIND_BEFORE_BORN") #define ITEM_KIND_THUNDERSWORD lua_const("ITEM_KIND_THUNDERSWORD") #define ITEM_THUNDERSWORD_MESSAGE_KIND_SET_NO_ATTACK_PICKUP_FRAME lua_const("ITEM_THUNDERSWORD_MESSAGE_KIND_SET_NO_ATTACK_PICKUP_FRAME") #define ITEM_TOGEZOSHELL_STATUS_KIND_HOMING lua_const("ITEM_TOGEZOSHELL_STATUS_KIND_HOMING") #define ITEM_TOGEZOSHELL_STATUS_KIND_DROP lua_const("ITEM_TOGEZOSHELL_STATUS_KIND_DROP") #define ITEM_KIND_TOGEZOSHELL lua_const("ITEM_KIND_TOGEZOSHELL") #define ITEM_LINKBOMB_INSTANCE_WORK_FLAG_HOP lua_const("ITEM_LINKBOMB_INSTANCE_WORK_FLAG_HOP") #define ITEM_YOUNGLINKBOMB_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_YOUNGLINKBOMB_INSTANCE_WORK_FLAG_LOST") #define ITEM_UNIRA_STATUS_KIND_TOUCH_LR lua_const("ITEM_UNIRA_STATUS_KIND_TOUCH_LR") #define ITEM_UNIRA_STATUS_KIND_TOUCH_UP lua_const("ITEM_UNIRA_STATUS_KIND_TOUCH_UP") #define ITEM_UNIRA_STATUS_KIND_AIR_WAIT lua_const("ITEM_UNIRA_STATUS_KIND_AIR_WAIT") #define ITEM_UNIRA_STATUS_KIND_WAIT_DOWN lua_const("ITEM_UNIRA_STATUS_KIND_WAIT_DOWN") #define ITEM_UNIRA_STATUS_KIND_WAIT_UP lua_const("ITEM_UNIRA_STATUS_KIND_WAIT_UP") #define ITEM_UNIRA_INSTANCE_WORK_FLAG_DIRECT_ATTACK_FLAG lua_const("ITEM_UNIRA_INSTANCE_WORK_FLAG_DIRECT_ATTACK_FLAG") #define ITEM_KIND_UNIRA lua_const("ITEM_KIND_UNIRA") #define ITEM_UNIRA_INSTANCE_WORK_FLAG_UP_FLAG lua_const("ITEM_UNIRA_INSTANCE_WORK_FLAG_UP_FLAG") #define ITEM_HIT_KIND_FLY lua_const("ITEM_HIT_KIND_FLY") #define ITEM_UNIRA_INSTANCE_WORK_FLAG_IS_BOSS lua_const("ITEM_UNIRA_INSTANCE_WORK_FLAG_IS_BOSS") #define ITEM_WALKMUSH_STATUS_KIND_TURN lua_const("ITEM_WALKMUSH_STATUS_KIND_TURN") #define ITEM_WALKMUSH_STATUS_KIND_ENTER_LANDING lua_const("ITEM_WALKMUSH_STATUS_KIND_ENTER_LANDING") #define ITEM_KIND_WALKMUSHSHOT lua_const("ITEM_KIND_WALKMUSHSHOT") #define ITEM_WALKMUSHSHOT_ACTION_SHOOT lua_const("ITEM_WALKMUSHSHOT_ACTION_SHOOT") #define ITEM_GAME_PARAM_INT_APPEAR_NO_DAMAGE_FRAME lua_const("ITEM_GAME_PARAM_INT_APPEAR_NO_DAMAGE_FRAME") #define ITEM_COMMON_PARAM_INT_JOSTLE_PRIORITY lua_const("ITEM_COMMON_PARAM_INT_JOSTLE_PRIORITY") #define ITEM_WALKMUSHSHOT_CONSTANT_ANGLE_DIV_NUM lua_const("ITEM_WALKMUSHSHOT_CONSTANT_ANGLE_DIV_NUM") #define ITEM_WALKMUSHFLOWER_ACTION_SWING lua_const("ITEM_WALKMUSHFLOWER_ACTION_SWING") #define ITEM_WALKMUSHFLOWER_ACTION_REVERSE_ON lua_const("ITEM_WALKMUSHFLOWER_ACTION_REVERSE_ON") #define ITEM_WALKMUSHFLOWER_ACTION_REVERSE_OFF lua_const("ITEM_WALKMUSHFLOWER_ACTION_REVERSE_OFF") #define ITEM_WALKMUSHFLOWER_ACTION_DROP lua_const("ITEM_WALKMUSHFLOWER_ACTION_DROP") #define ITEM_KIND_WALKMUSHFLOWER lua_const("ITEM_KIND_WALKMUSHFLOWER") #define ITEM_KIND_WARIOBIKE lua_const("ITEM_KIND_WARIOBIKE") #define ITEM_WARIOBIKE_INSTANCE_WORK_INT_CREATE_FIGHTER_ID lua_const("ITEM_WARIOBIKE_INSTANCE_WORK_INT_CREATE_FIGHTER_ID") #define ITEM_KIND_WARIOBIKEA lua_const("ITEM_KIND_WARIOBIKEA") #define ITEM_KIND_WARIOBIKEB lua_const("ITEM_KIND_WARIOBIKEB") #define ITEM_KIND_WARIOBIKEC lua_const("ITEM_KIND_WARIOBIKEC") #define ITEM_KIND_WARIOBIKED lua_const("ITEM_KIND_WARIOBIKED") #define ITEM_KIND_WARIOBIKEE lua_const("ITEM_KIND_WARIOBIKEE") #define ITEM_KIND_WARPSTAR lua_const("ITEM_KIND_WARPSTAR") #define LINK_ATTRIBUTE_REFERENCE_PARENT_POS lua_const("LINK_ATTRIBUTE_REFERENCE_PARENT_POS") #define ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_INIT_GRAVITY lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_INIT_GRAVITY") #define ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_SHOT_CALC_KATAMUKI lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_SHOT_CALC_KATAMUKI") #define ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_SHOT_CALC_TAKASA lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_SHOT_CALC_TAKASA") #define ITEM_WIIFITBALL_INSTANCE_WORK_INT_BOUND_COUNT lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_INT_BOUND_COUNT") #define ITEM_WIIFITBALL_ACTION_SPECIAL_INIT lua_const("ITEM_WIIFITBALL_ACTION_SPECIAL_INIT") #define ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_INIT_THROW lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_INIT_THROW") #define ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_START_GROUND lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_START_GROUND") #define ITEM_WIIFITBALL_INSTANCE_WORK_INT_INIT_GRAVITY_FRAME lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_INT_INIT_GRAVITY_FRAME") #define ITEM_WIIFITBALL_INSTANCE_WORK_INT_LIFE lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_INT_LIFE") #define ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_INIT_WIND_SPEED_X lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLOAT_INIT_WIND_SPEED_X") #define ITEM_KINETIC_ENERGY_ID_CONTROL_ROT lua_const("ITEM_KINETIC_ENERGY_ID_CONTROL_ROT") #define ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_ATTACK_START lua_const("ITEM_WIIFITBALL_INSTANCE_WORK_FLAG_ATTACK_START") #define ITEM_SPECIALIZED_PARAM_FLOAT_THROW_POWER_SPEED_ADD lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_THROW_POWER_SPEED_ADD") #define ITEM_SPECIALIZED_PARAM_FLOAT_THROW_POWER_SPEED_MUL lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_THROW_POWER_SPEED_MUL") #define ITEM_WOOD_INSTANCE_WORK_INT_LOG_GROUP lua_const("ITEM_WOOD_INSTANCE_WORK_INT_LOG_GROUP") #define ITEM_WOOD_INSTANCE_WORK_INT_STATE lua_const("ITEM_WOOD_INSTANCE_WORK_INT_STATE") #define ITEM_CRAZYHAND_STATUS_KIND_PH_RANDOM_TIME_WAIT lua_const("ITEM_CRAZYHAND_STATUS_KIND_PH_RANDOM_TIME_WAIT") #define ITEM_CRAZYHAND_STATUS_KIND_PH_ATTACK lua_const("ITEM_CRAZYHAND_STATUS_KIND_PH_ATTACK") #define ITEM_CRAZYHAND_STATUS_KIND_PH_ATTACK_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_PH_ATTACK_MOVE") #define ITEM_CRAZYHAND_STATUS_KIND_RND_WAIT lua_const("ITEM_CRAZYHAND_STATUS_KIND_RND_WAIT") #define ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI_START") #define ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI") #define ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIKOUKI_END") #define ITEM_CRAZYHAND_STATUS_KIND_YUBI_BEAM lua_const("ITEM_CRAZYHAND_STATUS_KIND_YUBI_BEAM") #define ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK_START") #define ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK lua_const("ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK") #define ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_BOMB_ATTACK_END") #define ITEM_CRAZYHAND_STATUS_KIND_NOTAUTSU_PRE_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_NOTAUTSU_PRE_MOVE") #define ITEM_CRAZYHAND_STATUS_KIND_NOTAUTSU lua_const("ITEM_CRAZYHAND_STATUS_KIND_NOTAUTSU") #define ITEM_CRAZYHAND_STATUS_KIND_KUMO_PRE_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_KUMO_PRE_MOVE") #define ITEM_CRAZYHAND_STATUS_KIND_KUMO lua_const("ITEM_CRAZYHAND_STATUS_KIND_KUMO") #define ITEM_CRAZYHAND_STATUS_KIND_DRILL_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_DRILL_START") #define ITEM_CRAZYHAND_STATUS_KIND_DRILL_ATTACK lua_const("ITEM_CRAZYHAND_STATUS_KIND_DRILL_ATTACK") #define ITEM_CRAZYHAND_STATUS_KIND_DRILL_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_DRILL_END") #define ITEM_CRAZYHAND_STATUS_KIND_HIPPATAKU_HOLD lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIPPATAKU_HOLD") #define ITEM_CRAZYHAND_STATUS_KIND_HIPPATAKU lua_const("ITEM_CRAZYHAND_STATUS_KIND_HIPPATAKU") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START1 lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START1") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START2 lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_START2") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_HOMING lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_HOMING") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CAPTURE lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CAPTURE") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CENTER_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CENTER_MOVE") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_THROW_END_2 lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_THROW_END_2") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_THROW_END_3 lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_THROW_END_3") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_MISS_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_MISS_MOVE") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_MISS_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_MISS_END") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CANCEL lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_CANCEL") #define ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_UMERU_HOMING lua_const("ITEM_CRAZYHAND_STATUS_KIND_NIGIRU_UMERU_HOMING") #define ITEM_CRAZYHAND_STATUS_KIND_COMPOUND_ATTACK_WAIT lua_const("ITEM_CRAZYHAND_STATUS_KIND_COMPOUND_ATTACK_WAIT") #define ITEM_CRAZYHAND_STATUS_KIND_GOOPAA lua_const("ITEM_CRAZYHAND_STATUS_KIND_GOOPAA") #define ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW_START") #define ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW_LOOP") #define ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW lua_const("ITEM_CRAZYHAND_STATUS_KIND_SCRATCH_BLOW") #define ITEM_CRAZYHAND_STATUS_KIND_DOWN_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_START") #define ITEM_CRAZYHAND_STATUS_KIND_DOWN_FALL lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_FALL") #define ITEM_CRAZYHAND_STATUS_KIND_DOWN_LANDING lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_LANDING") #define ITEM_CRAZYHAND_STATUS_KIND_DOWN_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_LOOP") #define ITEM_CRAZYHAND_STATUS_KIND_DOWN_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_DOWN_END") #define ITEM_CRAZYHAND_STATUS_KIND_TURN lua_const("ITEM_CRAZYHAND_STATUS_KIND_TURN") #define ITEM_CRAZYHAND_STATUS_KIND_WAIT_TO_POINT lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_TO_POINT") #define ITEM_CRAZYHAND_STATUS_KIND_WAIT_FEINT lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_FEINT") #define ITEM_CRAZYHAND_STATUS_KIND_WAIT_TELEPORT lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_TELEPORT") #define ITEM_CRAZYHAND_STATUS_KIND_WAIT_CHASE lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_CHASE") #define ITEM_CRAZYHAND_STATUS_KIND_WAIT_TIME lua_const("ITEM_CRAZYHAND_STATUS_KIND_WAIT_TIME") #define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_PRE_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_PRE_MOVE") #define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_READY lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_READY") #define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_LOOP") #define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_START") #define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT") #define ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_FIRE_CHARIOT_END") #define ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_START") #define ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_LOOP") #define ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_GROW_FINGER_END") #define ITEM_CRAZYHAND_STATUS_KIND_LOOK_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_LOOK_START") #define ITEM_CRAZYHAND_STATUS_KIND_LOOK_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_LOOK_LOOP") #define ITEM_CRAZYHAND_STATUS_KIND_LOOK_ATTACK lua_const("ITEM_CRAZYHAND_STATUS_KIND_LOOK_ATTACK") #define ITEM_CRAZYHAND_STATUS_KIND_LOOK_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_LOOK_END") #define ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_START") #define ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_LOOP") #define ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_GRAVITY_BALL_END") #define ITEM_CRAZYHAND_STATUS_KIND_DIG_PRE_MOVE lua_const("ITEM_CRAZYHAND_STATUS_KIND_DIG_PRE_MOVE") #define ITEM_CRAZYHAND_STATUS_KIND_DIG_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_DIG_START") #define ITEM_CRAZYHAND_STATUS_KIND_DIG_LOOP lua_const("ITEM_CRAZYHAND_STATUS_KIND_DIG_LOOP") #define ITEM_CRAZYHAND_STATUS_KIND_DIG_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_DIG_END") #define ITEM_CRAZYHAND_STATUS_KIND_BARK lua_const("ITEM_CRAZYHAND_STATUS_KIND_BARK") #define ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK_START") #define ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK lua_const("ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK") #define ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK_END lua_const("ITEM_CRAZYHAND_STATUS_KIND_ELECTROSHOCK_END") #define ITEM_CRAZYHAND_STATUS_KIND_FINDER lua_const("ITEM_CRAZYHAND_STATUS_KIND_FINDER") #define ITEM_CRAZYHAND_STATUS_KIND_WFINGER_BEAM_START lua_const("ITEM_CRAZYHAND_STATUS_KIND_WFINGER_BEAM_START") #define ITEM_VARIATION_CRAZYHAND_MASTERHAND_STANDARD lua_const("ITEM_VARIATION_CRAZYHAND_MASTERHAND_STANDARD") #define ITEM_MASTERHAND_STATUS_KIND_DOWN_START lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_START") #define ITEM_MASTERHAND_STATUS_KIND_DOWN_FALL lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_FALL") #define ITEM_MASTERHAND_STATUS_KIND_DOWN_LANDING lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_LANDING") #define ITEM_MASTERHAND_STATUS_KIND_DOWN_LOOP lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_LOOP") #define ITEM_MASTERHAND_STATUS_KIND_DOWN_END lua_const("ITEM_MASTERHAND_STATUS_KIND_DOWN_END") #define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_READY lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_READY") #define ITEM_MASTERHAND_MESSAGE_KIND_MASTERHAND_DEAD lua_const("ITEM_MASTERHAND_MESSAGE_KIND_MASTERHAND_DEAD") #define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDGRAVITYBALL_REMOVE lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDGRAVITYBALL_REMOVE") #define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_CHACE_START lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_CHACE_START") #define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_ATTACK lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_ATTACK") #define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_END lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDLOOK_END") #define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDWFINGERBEAM_SE_END lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHANDWFINGERBEAM_SE_END") #define ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHAND_DEAD lua_const("ITEM_MASTERHAND_MESSAGE_KIND_CRAZYHAND_DEAD") #define ITEM_KIND_CRAZYHAND lua_const("ITEM_KIND_CRAZYHAND") #define ITEM_KIND_MASTERHAND lua_const("ITEM_KIND_MASTERHAND") #define ITEM_VARIATION_MASTERHAND_CRAZYHAND_STANDARD lua_const("ITEM_VARIATION_MASTERHAND_CRAZYHAND_STANDARD") #define ITEM_VARIATION_CRAZYHAND_ADVENTURE1 lua_const("ITEM_VARIATION_CRAZYHAND_ADVENTURE1") #define ITEM_VARIATION_CRAZYHAND_ADVENTURE2 lua_const("ITEM_VARIATION_CRAZYHAND_ADVENTURE2") #define ITEM_VARIATION_CRAZYHAND_ADVENTURE3 lua_const("ITEM_VARIATION_CRAZYHAND_ADVENTURE3") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_YUBIBEAM_BEAMSTART lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_YUBIBEAM_BEAMSTART") #define ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_1 lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_1") #define ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_2 lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_2") #define ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_3 lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_3") #define ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_4 lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_4") #define ITEM_KIND_CRAZYHANDBOMB lua_const("ITEM_KIND_CRAZYHANDBOMB") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_INDEX lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_INDEX") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_MIDDLE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_MIDDLE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_RING lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_RING") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_PINKY lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_PINKY") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_CHASE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_BOMB_CHASE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_CHASE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_CHASE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_JOSTLE_OFF lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_JOSTLE_OFF") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_JOSTLE_ON lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_NOTAUTSU_JOSTLE_ON") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_HIPPATAKU_GA_HEIGHT lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_HIPPATAKU_GA_HEIGHT") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_CATCH_HOMING_END lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_CATCH_HOMING_END") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_THROW") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_RELEASE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_RELEASE") #define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_START lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_START") #define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_GOOPAA lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_GOOPAA") #define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_SCRATCH_BLOW lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_SCRATCH_BLOW") #define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_BARK lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_BARK") #define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_ELECTROSHOCK lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_ELECTROSHOCK") #define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_FINDER lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_FINDER") #define ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_WFINGER_BEAM lua_const("ITEM_MASTERHAND_MESSAGE_KIND_COMPOUND_WFINGER_BEAM") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SCRATCH_JOSTLE_OFF lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SCRATCH_JOSTLE_OFF") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SCRATCH_JOSTLE_ON lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SCRATCH_JOSTLE_ON") #define ITEM_KIND_CRAZYHANDFIRE lua_const("ITEM_KIND_CRAZYHANDFIRE") #define ITEM_CRAZYHAND_INSTANCE_WORK_INT_FIRE_CHARIOT_MODE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_INT_FIRE_CHARIOT_MODE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_RADIUS lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_RADIUS") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_ROTATE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_ROTATE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_SPEED lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLOAT_FIRE_CHARIOT_SPEED") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_INDEX lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_INDEX") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_RELEASE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_RELEASE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_MIDDLE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_MIDDLE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_RING lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_RING") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_PINKY lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_PINKY") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_THUMB lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_THUMB") #define ITEM_CRAZYHANDFIRE_ACTION_RELEASE lua_const("ITEM_CRAZYHANDFIRE_ACTION_RELEASE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_END_PURGE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FIRE_CHARIOT_END_PURGE") #define ITEM_CRAZYHANDFIRE_ACTION_PURGE lua_const("ITEM_CRAZYHANDFIRE_ACTION_PURGE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_GROW_FINGER_HOMING_END lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_GROW_FINGER_HOMING_END") #define ITEM_KIND_CRAZYHANDSEARCHLIGHT lua_const("ITEM_KIND_CRAZYHANDSEARCHLIGHT") #define ITEM_CRAZYHANDGRAVITYBALL_ACTION_SET_DUET lua_const("ITEM_CRAZYHANDGRAVITYBALL_ACTION_SET_DUET") #define ITEM_CRAZYHANDGRAVITYBALL_ACTION_SET_RAD lua_const("ITEM_CRAZYHANDGRAVITYBALL_ACTION_SET_RAD") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SHOCK_WAVE_CREATE lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_SHOCK_WAVE_CREATE") #define ITEM_KIND_CRAZYHANDSHOCKWAVE lua_const("ITEM_KIND_CRAZYHANDSHOCKWAVE") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FINDER_SHIRINK_START lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_FINDER_SHIRINK_START") #define ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_START lua_const("ITEM_CRAZYHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_START") #define ITEM_MASTERHAND_STATUS_KIND_WFINGER_BEAM_START lua_const("ITEM_MASTERHAND_STATUS_KIND_WFINGER_BEAM_START") #define ITEM_MASTERHAND_STATUS_KIND_HIKOUKI_START lua_const("ITEM_MASTERHAND_STATUS_KIND_HIKOUKI_START") #define ITEM_MASTERHAND_STATUS_KIND_HIKOUKI lua_const("ITEM_MASTERHAND_STATUS_KIND_HIKOUKI") #define ITEM_MASTERHAND_STATUS_KIND_HIKOUKI_END lua_const("ITEM_MASTERHAND_STATUS_KIND_HIKOUKI_END") #define ITEM_MASTERHAND_STATUS_KIND_YUBI_BEAM lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBI_BEAM") #define ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_START lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_START") #define ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_HOMING lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_HOMING") #define ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU") #define ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_END lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIDEPPOU_END") #define ITEM_MASTERHAND_STATUS_KIND_HIPPATAKU_HOLD lua_const("ITEM_MASTERHAND_STATUS_KIND_HIPPATAKU_HOLD") #define ITEM_MASTERHAND_STATUS_KIND_HIPPATAKU lua_const("ITEM_MASTERHAND_STATUS_KIND_HIPPATAKU") #define ITEM_MASTERHAND_STATUS_KIND_DRILL_START lua_const("ITEM_MASTERHAND_STATUS_KIND_DRILL_START") #define ITEM_MASTERHAND_STATUS_KIND_DRILL_ATTACK lua_const("ITEM_MASTERHAND_STATUS_KIND_DRILL_ATTACK") #define ITEM_MASTERHAND_STATUS_KIND_DRILL_END lua_const("ITEM_MASTERHAND_STATUS_KIND_DRILL_END") #define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_START lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_START") #define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_START_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_START_MOVE") #define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOMING lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOMING") #define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOLD lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOLD") #define ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_END lua_const("ITEM_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_END") #define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_HOMING lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_HOMING") #define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CAPTURE lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CAPTURE") #define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CENTER_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CENTER_MOVE") #define ITEM_MASTERHAND_STATUS_KIND_NIGIRU lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU") #define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_THROW_END_1 lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_THROW_END_1") #define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_MISS_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_MISS_MOVE") #define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_MISS_END lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_MISS_END") #define ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CANCEL lua_const("ITEM_MASTERHAND_STATUS_KIND_NIGIRU_CANCEL") #define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_START lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_START") #define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_HOMING lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_HOMING") #define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN") #define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END_START lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END_START") #define ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END lua_const("ITEM_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END") #define ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_PRE_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_PRE_MOVE") #define ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_START lua_const("ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_START") #define ITEM_MASTERHAND_STATUS_KIND_IRON_BALL lua_const("ITEM_MASTERHAND_STATUS_KIND_IRON_BALL") #define ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_END lua_const("ITEM_MASTERHAND_STATUS_KIND_IRON_BALL_END") #define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_START lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_START") #define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_HOLD lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_HOLD") #define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_FIRING lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_FIRING") #define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_SHOOT lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_SHOOT") #define ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_END lua_const("ITEM_MASTERHAND_STATUS_KIND_SATELLITE_GUN_END") #define ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL_START lua_const("ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL_START") #define ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL lua_const("ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL") #define ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL_END lua_const("ITEM_MASTERHAND_STATUS_KIND_PAINT_BALL_END") #define ITEM_MASTERHAND_STATUS_KIND_KENZAN_PRE_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_KENZAN_PRE_MOVE") #define ITEM_MASTERHAND_STATUS_KIND_KENZAN_START lua_const("ITEM_MASTERHAND_STATUS_KIND_KENZAN_START") #define ITEM_MASTERHAND_STATUS_KIND_KENZAN lua_const("ITEM_MASTERHAND_STATUS_KIND_KENZAN") #define ITEM_MASTERHAND_STATUS_KIND_KENZAN_END lua_const("ITEM_MASTERHAND_STATUS_KIND_KENZAN_END") #define ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_PRE_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_PRE_MOVE") #define ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_START lua_const("ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_START") #define ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_END lua_const("ITEM_MASTERHAND_STATUS_KIND_CHAKRAM_END") #define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_START_UP lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_START_UP") #define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_START_DOWN lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_START_DOWN") #define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_CHARGE_LOOP lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_CHARGE_LOOP") #define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT") #define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_LOOP lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_LOOP") #define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_RUSH lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_RUSH") #define ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_RUSH_END lua_const("ITEM_MASTERHAND_STATUS_KIND_ENERGY_SHOT_RUSH_END") #define ITEM_CRAZYHANDFIRE_STATUS_KIND_PURGE lua_const("ITEM_CRAZYHANDFIRE_STATUS_KIND_PURGE") #define ITEM_CRAZYHANDGRAVITYBALL_STATUS_KIND_ATTACK lua_const("ITEM_CRAZYHANDGRAVITYBALL_STATUS_KIND_ATTACK") #define ITEM_CRAZYHANDGRAVITYBALL_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_CRAZYHANDGRAVITYBALL_INSTANCE_WORK_FLAG_THROW") #define ITEM_CRAZYHANDGRAVITYBALL_INSTANCE_WORK_FLAG_LOST lua_const("ITEM_CRAZYHANDGRAVITYBALL_INSTANCE_WORK_FLAG_LOST") #define ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_1 lua_const("ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_1") #define ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_2 lua_const("ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_2") #define ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_3 lua_const("ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_3") #define ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_4 lua_const("ITEM_CRAZYHANDSEARCHLIGHT_STATUS_KIND_SEARCH_4") #define ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_INT_EFFECT_GROUND lua_const("ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_INT_EFFECT_GROUND") #define ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_FLAG_CHASE_END lua_const("ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_FLAG_CHASE_END") #define ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_FLAG_ATTACK_END lua_const("ITEM_CRAZYHANDSEARCHLIGHT_INSTANCE_WORK_FLAG_ATTACK_END") #define ITEM_DARZ_STATUS_KIND_TELEPORT lua_const("ITEM_DARZ_STATUS_KIND_TELEPORT") #define ITEM_DARZ_STATUS_KIND_MANAGER_WAIT lua_const("ITEM_DARZ_STATUS_KIND_MANAGER_WAIT") #define ITEM_DARZ_STATUS_KIND_MANAGER_VANISH lua_const("ITEM_DARZ_STATUS_KIND_MANAGER_VANISH") #define ITEM_DARZ_STATUS_KIND_CHANGE_ANGRY lua_const("ITEM_DARZ_STATUS_KIND_CHANGE_ANGRY") #define ITEM_DARZ_STATUS_KIND_DOWN_START lua_const("ITEM_DARZ_STATUS_KIND_DOWN_START") #define ITEM_DARZ_STATUS_KIND_DOWN_LOOP lua_const("ITEM_DARZ_STATUS_KIND_DOWN_LOOP") #define ITEM_DARZ_STATUS_KIND_DOWN_END lua_const("ITEM_DARZ_STATUS_KIND_DOWN_END") #define ITEM_DARZ_STATUS_KIND_DOWN_CHASE_SPEAR lua_const("ITEM_DARZ_STATUS_KIND_DOWN_CHASE_SPEAR") #define ITEM_DARZ_STATUS_KIND_CROSS_BOMB lua_const("ITEM_DARZ_STATUS_KIND_CROSS_BOMB") #define ITEM_DARZ_STATUS_KIND_GATLING_START lua_const("ITEM_DARZ_STATUS_KIND_GATLING_START") #define ITEM_DARZ_STATUS_KIND_GATLING_HOLD_LOOP lua_const("ITEM_DARZ_STATUS_KIND_GATLING_HOLD_LOOP") #define ITEM_DARZ_STATUS_KIND_GATLING_LOOP lua_const("ITEM_DARZ_STATUS_KIND_GATLING_LOOP") #define ITEM_DARZ_STATUS_KIND_GATLING_ANGER lua_const("ITEM_DARZ_STATUS_KIND_GATLING_ANGER") #define ITEM_DARZ_STATUS_KIND_GATLING_END lua_const("ITEM_DARZ_STATUS_KIND_GATLING_END") #define ITEM_DARZ_STATUS_KIND_TEAR_UP_START lua_const("ITEM_DARZ_STATUS_KIND_TEAR_UP_START") #define ITEM_DARZ_STATUS_KIND_TEAR_UP lua_const("ITEM_DARZ_STATUS_KIND_TEAR_UP") #define ITEM_DARZ_STATUS_KIND_TEAR_UP_ANGER lua_const("ITEM_DARZ_STATUS_KIND_TEAR_UP_ANGER") #define ITEM_DARZ_STATUS_KIND_SPACE_RUSH_START lua_const("ITEM_DARZ_STATUS_KIND_SPACE_RUSH_START") #define ITEM_DARZ_STATUS_KIND_SPACE_RUSH_LOOP lua_const("ITEM_DARZ_STATUS_KIND_SPACE_RUSH_LOOP") #define ITEM_DARZ_STATUS_KIND_SPACE_RUSH_END lua_const("ITEM_DARZ_STATUS_KIND_SPACE_RUSH_END") #define ITEM_DARZ_STATUS_KIND_CENTIPEDE_START lua_const("ITEM_DARZ_STATUS_KIND_CENTIPEDE_START") #define ITEM_DARZ_STATUS_KIND_CENTIPEDE_LOOP lua_const("ITEM_DARZ_STATUS_KIND_CENTIPEDE_LOOP") #define ITEM_DARZ_STATUS_KIND_CHASE_HAMMER lua_const("ITEM_DARZ_STATUS_KIND_CHASE_HAMMER") #define ITEM_DARZ_STATUS_KIND_PIERCE_START lua_const("ITEM_DARZ_STATUS_KIND_PIERCE_START") #define ITEM_DARZ_STATUS_KIND_PIERCE_LOOP lua_const("ITEM_DARZ_STATUS_KIND_PIERCE_LOOP") #define ITEM_DARZ_STATUS_KIND_DARK_PILLAR_START lua_const("ITEM_DARZ_STATUS_KIND_DARK_PILLAR_START") #define ITEM_DARZ_STATUS_KIND_DARK_PILLAR_LOOP lua_const("ITEM_DARZ_STATUS_KIND_DARK_PILLAR_LOOP") #define ITEM_DARZ_STATUS_KIND_DARK_PILLAR lua_const("ITEM_DARZ_STATUS_KIND_DARK_PILLAR") #define ITEM_DARZ_STATUS_KIND_DARK_PILLAR_END lua_const("ITEM_DARZ_STATUS_KIND_DARK_PILLAR_END") #define ITEM_DARZ_STATUS_KIND_SUMMON_FIGHTER lua_const("ITEM_DARZ_STATUS_KIND_SUMMON_FIGHTER") #define ITEM_DARZ_STATUS_KIND_SUMMON_FIGHTER_WAIT lua_const("ITEM_DARZ_STATUS_KIND_SUMMON_FIGHTER_WAIT") #define ITEM_DARZ_STATUS_KIND_TORRENT lua_const("ITEM_DARZ_STATUS_KIND_TORRENT") #define ITEM_KIILADARZ_INSTANCE_WORK_FLAG_KIILA_VANISH lua_const("ITEM_KIILADARZ_INSTANCE_WORK_FLAG_KIILA_VANISH") #define ITEM_VARIATION_DARZ_DARKMAP lua_const("ITEM_VARIATION_DARZ_DARKMAP") #define ITEM_VARIATION_DARZ_FINALMAP lua_const("ITEM_VARIATION_DARZ_FINALMAP") #define ITEM_VARIATION_DARZ_KIILA lua_const("ITEM_VARIATION_DARZ_KIILA") #define ITEM_KIND_DARZTEARUP lua_const("ITEM_KIND_DARZTEARUP") #define ITEM_KIILADARZ_INSTANCE_WORK_FLAG_KIILA_DOWN_CHASE_ENABLE lua_const("ITEM_KIILADARZ_INSTANCE_WORK_FLAG_KIILA_DOWN_CHASE_ENABLE") #define ITEM_TEAM_NO_KIILA lua_const("ITEM_TEAM_NO_KIILA") #define ITEM_KIILA_STATUS_KIND_CHASE_SPEAR lua_const("ITEM_KIILA_STATUS_KIND_CHASE_SPEAR") #define ITEM_KIILADARZ_MESSAGE_KIND_TERM lua_const("ITEM_KIILADARZ_MESSAGE_KIND_TERM") #define ITEM_DARZ_MESSAGE_KIND_CENTIPEDE_FINISH lua_const("ITEM_DARZ_MESSAGE_KIND_CENTIPEDE_FINISH") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_CROSS_BOMB lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_CROSS_BOMB") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_GATLING lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_GATLING") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_TEAR_UP lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_TEAR_UP") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_SPACE_RUSH lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_SPACE_RUSH") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_CENTIPEDE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_CENTIPEDE") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_PIERCE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_PIERCE") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_DARK_PILLAR lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_DARK_PILLAR") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_SUMMON_FIGHTER lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_SUMMON_FIGHTER") #define ITEM_KIILADARZ_MESSAGE_KIND_DARZ_TORRENT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_DARZ_TORRENT") #define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_WAIT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_WAIT") #define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_VANISH lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_VANISH") #define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_ATTACK_CHASE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_ATTACK_CHASE") #define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_CHASE_DAMAGED_START lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_CHASE_DAMAGED_START") #define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_CHASE_DAMAGED_END lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_CHASE_DAMAGED_END") #define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_SAME_ATTACK lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_SAME_ATTACK") #define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_TRANS_PHASE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_TRANS_PHASE") #define ITEM_KIILADARZ_MESSAGE_KIND_COMMON_PARTNER_DEAD lua_const("ITEM_KIILADARZ_MESSAGE_KIND_COMMON_PARTNER_DEAD") #define ITEM_KIND_FOR_DUET_DARZ lua_const("ITEM_KIND_FOR_DUET_DARZ") #define ITEM_KIND_DARZ lua_const("ITEM_KIND_DARZ") #define ITEM_VARIATION_BOSS_COMMON_STANDARD lua_const("ITEM_VARIATION_BOSS_COMMON_STANDARD") #define ITEM_TEAM_NO_DARZ lua_const("ITEM_TEAM_NO_DARZ") #define ITEM_DARZ_INSTANCE_WORK_FLAG_SHOW_STAGE_FLOATING_PLATES lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_SHOW_STAGE_FLOATING_PLATES") #define ITEM_DARZ_INSTANCE_WORK_FLAG_DEAD_HIDE_HUD lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_DEAD_HIDE_HUD") #define ITEM_DARZ_INSTANCE_WORK_FLAG_STOP_STAGE_SOUND lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_STOP_STAGE_SOUND") #define ITEM_DARZ_INSTANCE_WORK_FLAG_STOP_INGAME_SE lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_STOP_INGAME_SE") #define CAMERA_QUAKE_KIND_KEEPMIDDLE lua_const("CAMERA_QUAKE_KIND_KEEPMIDDLE") #define CAMERA_QUAKE_KIND_KEEPLARGE lua_const("CAMERA_QUAKE_KIND_KEEPLARGE") #define CAMERA_QUAKE_KIND_KEEP_MORE_LARGE lua_const("CAMERA_QUAKE_KIND_KEEP_MORE_LARGE") #define ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_IN lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_IN") #define ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_OUT lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_OUT") #define ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_END lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_ZOOM_END") #define ITEM_DARZ_INSTANCE_WORK_FLAG_DOWN_FALL lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_DOWN_FALL") #define ITEM_DARZ_INSTANCE_WORK_FLAG_DOWN_LANDING lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_DOWN_LANDING") #define ITEM_DARZ_INSTANCE_WORK_FLAG_SPAWN_SHOT lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_SPAWN_SHOT") #define ITEM_KIND_DARZCROSSBOMB lua_const("ITEM_KIND_DARZCROSSBOMB") #define ITEM_DARZBOMB_INSTANCE_WORK_INT_DELAY lua_const("ITEM_DARZBOMB_INSTANCE_WORK_INT_DELAY") #define ITEM_KIND_DARZGATLINGSHOT lua_const("ITEM_KIND_DARZGATLINGSHOT") #define ITEM_KIND_DARZTENTACLESHOT lua_const("ITEM_KIND_DARZTENTACLESHOT") #define ITEM_DARZ_INSTANCE_WORK_FLAG_HOMING_END lua_const("ITEM_DARZ_INSTANCE_WORK_FLAG_HOMING_END") #define ITEM_DARZ_INSTANCE_WORK_START_BRAKE lua_const("ITEM_DARZ_INSTANCE_WORK_START_BRAKE") #define ITEM_DARZTEARUP_KIND_ANGER lua_const("ITEM_DARZTEARUP_KIND_ANGER") #define ITEM_DARZSPACERUSHSTENCIL_CONSTRAINT_ID_STENCIL_A lua_const("ITEM_DARZSPACERUSHSTENCIL_CONSTRAINT_ID_STENCIL_A") #define ITEM_KIND_DARZSPACERUSHSTENCIL lua_const("ITEM_KIND_DARZSPACERUSHSTENCIL") #define ITEM_KIND_DARZSPACERUSH lua_const("ITEM_KIND_DARZSPACERUSH") #define ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_PARAM_HASH lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_PARAM_HASH") #define ITEM_DARZ_MESSAGE_KIND_STENCIL_LOST_REQUEST lua_const("ITEM_DARZ_MESSAGE_KIND_STENCIL_LOST_REQUEST") #define ITEM_KIND_DARZCENTIPEDE lua_const("ITEM_KIND_DARZCENTIPEDE") #define ITEM_DARZ_MESSAGE_KIND_CENTIPEDE_LOST_REQUEST lua_const("ITEM_DARZ_MESSAGE_KIND_CENTIPEDE_LOST_REQUEST") #define ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_POS_X lua_const("ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_POS_X") #define ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_POS_Y lua_const("ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_POS_Y") #define ITEM_KIND_DARZPIERCE lua_const("ITEM_KIND_DARZPIERCE") #define ITEM_DARZ_MESSAGE_KIND_PIERCE_RIDE lua_const("ITEM_DARZ_MESSAGE_KIND_PIERCE_RIDE") #define ITEM_DARZ_MESSAGE_KIND_PIERCE_LOST_REQUEST lua_const("ITEM_DARZ_MESSAGE_KIND_PIERCE_LOST_REQUEST") #define ITEM_DARZ_MESSAGE_KIND_PIERCE_ATTACK lua_const("ITEM_DARZ_MESSAGE_KIND_PIERCE_ATTACK") #define ITEM_KIND_DARZPILLAR lua_const("ITEM_KIND_DARZPILLAR") #define ITEM_DARZ_MESSAGE_KIND_TEARUP_LOST_REQUEST lua_const("ITEM_DARZ_MESSAGE_KIND_TEARUP_LOST_REQUEST") #define ITEM_KIND_DARZTORRENT lua_const("ITEM_KIND_DARZTORRENT") #define ITEM_KIILATORRENT_INSTANCE_WORK_INT_PARAMETER_IDX lua_const("ITEM_KIILATORRENT_INSTANCE_WORK_INT_PARAMETER_IDX") #define ITEM_KIILATORRENT_INSTANCE_WORK_FLAG_IS_DUET lua_const("ITEM_KIILATORRENT_INSTANCE_WORK_FLAG_IS_DUET") #define ITEM_KIILATORRENT_ACTION_START lua_const("ITEM_KIILATORRENT_ACTION_START") #define ITEM_KIILATORRENT_ACTION_START_REVERSE lua_const("ITEM_KIILATORRENT_ACTION_START_REVERSE") #define ITEM_DARZTEARUP_KIND_1 lua_const("ITEM_DARZTEARUP_KIND_1") #define ITEM_DARZTEARUP_KIND_2 lua_const("ITEM_DARZTEARUP_KIND_2") #define ITEM_DARZTEARUP_KIND_3 lua_const("ITEM_DARZTEARUP_KIND_3") #define ITEM_DARZCENTIPEDE_STATUS_KIND_HEAD_RUN lua_const("ITEM_DARZCENTIPEDE_STATUS_KIND_HEAD_RUN") #define ITEM_DARZCENTIPEDE_STATUS_KIND_FOLLOW_RUN lua_const("ITEM_DARZCENTIPEDE_STATUS_KIND_FOLLOW_RUN") #define ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_ROT_Z lua_const("ITEM_DARZCENTIPEDE_INSTANCE_WORK_FLOAT_ROT_Z") #define ITEM_KIILACROSSBOMB_STATUS_KIND_DEAD lua_const("ITEM_KIILACROSSBOMB_STATUS_KIND_DEAD") #define ITEM_KIILABOMB_INSTANCE_WORK_INT_DELAY lua_const("ITEM_KIILABOMB_INSTANCE_WORK_INT_DELAY") #define ITEM_KIND_KIILA lua_const("ITEM_KIND_KIILA") #define ITEM_DARZPIERCE_STATUS_KIND_PIERCE_START lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE_START") #define ITEM_DARZPIERCE_STATUS_KIND_PIERCE_HOLD_LOOP lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE_HOLD_LOOP") #define ITEM_DARZPIERCE_STATUS_KIND_PIERCE lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE") #define ITEM_DARZPIERCE_STATUS_KIND_PIERCE_LOOP lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE_LOOP") #define ITEM_DARZPIERCE_STATUS_KIND_PIERCE_END lua_const("ITEM_DARZPIERCE_STATUS_KIND_PIERCE_END") #define ITEM_DARZPIERCE_INSTANCE_WORK_FLAG_ODD lua_const("ITEM_DARZPIERCE_INSTANCE_WORK_FLAG_ODD") #define ITEM_DARZPIERCE_INSTANCE_WORK_FLAG_ATTACKED lua_const("ITEM_DARZPIERCE_INSTANCE_WORK_FLAG_ATTACKED") #define ITEM_DARZPILLAR_STATUS_KIND_SHOOT lua_const("ITEM_DARZPILLAR_STATUS_KIND_SHOOT") #define ITEM_DARZPILLAR_INSTANCE_WORK_INT_MAIN_EFFECT_HANDLE lua_const("ITEM_DARZPILLAR_INSTANCE_WORK_INT_MAIN_EFFECT_HANDLE") #define ITEM_DARZPILLAR_INSTANCE_WORK_INT_FLOOR_EFFECT_HANDLE lua_const("ITEM_DARZPILLAR_INSTANCE_WORK_INT_FLOOR_EFFECT_HANDLE") #define ITEM_DARZPILLAR_INSTANCE_WORK_FLOAT_MAIN_EFFECT_SCALE lua_const("ITEM_DARZPILLAR_INSTANCE_WORK_FLOAT_MAIN_EFFECT_SCALE") #define ITEM_DARZPILLAR_INSTANCE_WORK_FLOAT_FLOOR_EFFECT_SCALE lua_const("ITEM_DARZPILLAR_INSTANCE_WORK_FLOAT_FLOOR_EFFECT_SCALE") #define ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_ENTRANCE_EFFECT_HANDLE lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_ENTRANCE_EFFECT_HANDLE") #define ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_EXIT_EFFECT_HANDLE lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_INT_EXIT_EFFECT_HANDLE") #define ITEM_DARZSPACERUSH_INSTANCE_WORK_FLAG_SE_OPEN_IN lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_FLAG_SE_OPEN_IN") #define ITEM_DARZSPACERUSH_INSTANCE_WORK_FLAG_SE_OPEN_OUT lua_const("ITEM_DARZSPACERUSH_INSTANCE_WORK_FLAG_SE_OPEN_OUT") #define CONSTRAINT_FLAG_OFFSET_SCALE lua_const("CONSTRAINT_FLAG_OFFSET_SCALE") #define ITEM_DARZSPACERUSHSTENCIL_CONSTRAINT_ID_STENCIL_B lua_const("ITEM_DARZSPACERUSHSTENCIL_CONSTRAINT_ID_STENCIL_B") #define ITEM_KIND_KIILATORRENT lua_const("ITEM_KIND_KIILATORRENT") #define ITEM_DRACULA2_STATUS_KIND_WAIT lua_const("ITEM_DRACULA2_STATUS_KIND_WAIT") #define ITEM_DRACULA2_STATUS_KIND_FRONT_JUMP lua_const("ITEM_DRACULA2_STATUS_KIND_FRONT_JUMP") #define ITEM_DRACULA2_STATUS_KIND_BACK_JUMP lua_const("ITEM_DRACULA2_STATUS_KIND_BACK_JUMP") #define ITEM_DRACULA2_STATUS_KIND_TURN lua_const("ITEM_DRACULA2_STATUS_KIND_TURN") #define ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_START lua_const("ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_START") #define ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_LOOP lua_const("ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_LOOP") #define ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_END lua_const("ITEM_DRACULA2_STATUS_KIND_FIRE_SHOT_END") #define ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_START lua_const("ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_START") #define ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_LOOP lua_const("ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_LOOP") #define ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_END lua_const("ITEM_DRACULA2_STATUS_KIND_HOMING_SHOT_END") #define ITEM_DRACULA2_STATUS_KIND_SHOCK_WAVE lua_const("ITEM_DRACULA2_STATUS_KIND_SHOCK_WAVE") #define ITEM_DRACULA2_STATUS_KIND_SHOCK_WAVE_TURN lua_const("ITEM_DRACULA2_STATUS_KIND_SHOCK_WAVE_TURN") #define ITEM_DRACULA2_STATUS_KIND_SLASH lua_const("ITEM_DRACULA2_STATUS_KIND_SLASH") #define ITEM_DRACULA2_STATUS_KIND_SLASH_THREE lua_const("ITEM_DRACULA2_STATUS_KIND_SLASH_THREE") #define ITEM_DRACULA2_STATUS_KIND_STEP_SLASH lua_const("ITEM_DRACULA2_STATUS_KIND_STEP_SLASH") #define ITEM_DRACULA2_STATUS_KIND_TURN_SLASH lua_const("ITEM_DRACULA2_STATUS_KIND_TURN_SLASH") #define ITEM_DRACULA2_STATUS_KIND_STRIKE lua_const("ITEM_DRACULA2_STATUS_KIND_STRIKE") #define ITEM_DRACULA2_STATUS_KIND_STEP_STRIKE lua_const("ITEM_DRACULA2_STATUS_KIND_STEP_STRIKE") #define ITEM_DRACULA2_STATUS_KIND_SQUASH_START lua_const("ITEM_DRACULA2_STATUS_KIND_SQUASH_START") #define ITEM_DRACULA2_STATUS_KIND_SQUASH_END lua_const("ITEM_DRACULA2_STATUS_KIND_SQUASH_END") #define ITEM_DRACULA2_STATUS_KIND_SQUASH_END_TURN lua_const("ITEM_DRACULA2_STATUS_KIND_SQUASH_END_TURN") #define ITEM_DRACULA2_INSTANCE_WORK_FLAG_VANISH_MODEL lua_const("ITEM_DRACULA2_INSTANCE_WORK_FLAG_VANISH_MODEL") #define ITEM_KIND_DRACULA2FIRESHOT lua_const("ITEM_KIND_DRACULA2FIRESHOT") #define ITEM_DRACULA2_MESSAGE_KIND_SHOT_ANGLE lua_const("ITEM_DRACULA2_MESSAGE_KIND_SHOT_ANGLE") #define ITEM_DRACULA2_FIRESHOT_KIND_ENABLE_FIRE_PILLAR lua_const("ITEM_DRACULA2_FIRESHOT_KIND_ENABLE_FIRE_PILLAR") #define ITEM_DRACULA2_FIRESHOT_KIND_UNABLE_FIRE_PILLAR lua_const("ITEM_DRACULA2_FIRESHOT_KIND_UNABLE_FIRE_PILLAR") #define ITEM_DRACULA2_INSTANCE_WORK_FLAG_SPAWN_SHOT lua_const("ITEM_DRACULA2_INSTANCE_WORK_FLAG_SPAWN_SHOT") #define ITEM_KIND_DRACULA2HOMINGSHOT lua_const("ITEM_KIND_DRACULA2HOMINGSHOT") #define ITEM_KIND_DRACULA2SHOCKWAVE lua_const("ITEM_KIND_DRACULA2SHOCKWAVE") #define ITEM_KIND_DRACULA2SQUASHSHOCKWAVE lua_const("ITEM_KIND_DRACULA2SQUASHSHOCKWAVE") #define ITEM_KIND_DRACULA2 lua_const("ITEM_KIND_DRACULA2") #define ITEM_DRACULA2FIRESHOT_STATUS_KIND_FIRE_PILLAR lua_const("ITEM_DRACULA2FIRESHOT_STATUS_KIND_FIRE_PILLAR") #define ITEM_DRACULA3WAY_ACTION_SET_SPEED_Y_MUL lua_const("ITEM_DRACULA3WAY_ACTION_SET_SPEED_Y_MUL") #define ITEM_KIND_DRACULA lua_const("ITEM_KIND_DRACULA") #define ITEM_DRACULA3WAY_ACTION_SET_TURN_SPEED_Y_MUL lua_const("ITEM_DRACULA3WAY_ACTION_SET_TURN_SPEED_Y_MUL") #define ITEM_DRACULA3WAY_ACTION_SET_ANGLE lua_const("ITEM_DRACULA3WAY_ACTION_SET_ANGLE") #define ITEM_KIND_DRACULA3WAY lua_const("ITEM_KIND_DRACULA3WAY") #define ITEM_DRACULA_STATUS_KIND_CHANGE_START lua_const("ITEM_DRACULA_STATUS_KIND_CHANGE_START") #define ITEM_DRACULA_STATUS_KIND_WAIT lua_const("ITEM_DRACULA_STATUS_KIND_WAIT") #define ITEM_DRACULA_STATUS_KIND_TELEPORT_START lua_const("ITEM_DRACULA_STATUS_KIND_TELEPORT_START") #define ITEM_DRACULA_STATUS_KIND_TELEPORT_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_TELEPORT_MAIN") #define ITEM_DRACULA_STATUS_KIND_TELEPORT_END lua_const("ITEM_DRACULA_STATUS_KIND_TELEPORT_END") #define ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_START") #define ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_MAIN") #define ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_3WAY_END") #define ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_START") #define ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_MAIN") #define ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_TURN_3WAY_END") #define ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_START") #define ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_MAIN") #define ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_STRAIGHT_END") #define ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_START") #define ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_MAIN") #define ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_PILLAR_END") #define ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_START") #define ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_MAIN") #define ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_FILL_END") #define ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_START lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_START") #define ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_MAIN lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_MAIN") #define ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_END lua_const("ITEM_DRACULA_STATUS_KIND_ATTACK_RUSH_END") #define ITEM_KIND_DRACULAPILLAR lua_const("ITEM_KIND_DRACULAPILLAR") #define ITEM_DRACULAPILLAR_ACTION_TYPE_FENCE_LAST lua_const("ITEM_DRACULAPILLAR_ACTION_TYPE_FENCE_LAST") #define ITEM_DRACULAPILLAR_ACTION_TYPE_CHASE lua_const("ITEM_DRACULAPILLAR_ACTION_TYPE_CHASE") #define ITEM_KIND_DRACULAFILL lua_const("ITEM_KIND_DRACULAFILL") #define ITEM_DRACULAFILL_ACTION_SET_ANGLE lua_const("ITEM_DRACULAFILL_ACTION_SET_ANGLE") #define ITEM_DRACULAFILL_ACTION_TYPE_STRAIGHT lua_const("ITEM_DRACULAFILL_ACTION_TYPE_STRAIGHT") #define ITEM_DRACULAFILL_ACTION_TYPE_CURVE lua_const("ITEM_DRACULAFILL_ACTION_TYPE_CURVE") #define ITEM_DRACULAFILL_ACTION_SET_SHOT_LEVEL lua_const("ITEM_DRACULAFILL_ACTION_SET_SHOT_LEVEL") #define ITEM_DRACULA_INSTANCE_WORK_FLAG_UNVISIBLE lua_const("ITEM_DRACULA_INSTANCE_WORK_FLAG_UNVISIBLE") #define ITEM_DRACULA_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_DRACULA_INSTANCE_WORK_FLAG_SHOOT") #define ITEM_KIND_DRACULASTRAIGHT lua_const("ITEM_KIND_DRACULASTRAIGHT") #define ITEM_KIND_DRACULABAT lua_const("ITEM_KIND_DRACULABAT") #define ITEM_DRACULABAT_ACTION_SET_GOAL_X lua_const("ITEM_DRACULABAT_ACTION_SET_GOAL_X") #define ITEM_DRACULABAT_ACTION_SET_ANGRY lua_const("ITEM_DRACULABAT_ACTION_SET_ANGRY") #define ITEM_DRACULAPILLAR_STATUS_KIND_SHOOT lua_const("ITEM_DRACULAPILLAR_STATUS_KIND_SHOOT") #define ITEM_DRACULAPILLAR_INSTANCE_WORK_INT_MAIN_EFFECT_HANDLE lua_const("ITEM_DRACULAPILLAR_INSTANCE_WORK_INT_MAIN_EFFECT_HANDLE") #define ITEM_DRACULAPILLAR_INSTANCE_WORK_INT_FLOOR_EFFECT_HANDLE lua_const("ITEM_DRACULAPILLAR_INSTANCE_WORK_INT_FLOOR_EFFECT_HANDLE") #define ITEM_DRACULAPILLAR_INSTANCE_WORK_FLOAT_MAIN_EFFECT_SCALE lua_const("ITEM_DRACULAPILLAR_INSTANCE_WORK_FLOAT_MAIN_EFFECT_SCALE") #define ITEM_DRACULAPILLAR_INSTANCE_WORK_FLOAT_FLOOR_EFFECT_SCALE lua_const("ITEM_DRACULAPILLAR_INSTANCE_WORK_FLOAT_FLOOR_EFFECT_SCALE") #define ITEM_GALLEOM_STATUS_KIND_WAIT lua_const("ITEM_GALLEOM_STATUS_KIND_WAIT") #define ITEM_GALLEOM_STATUS_KIND_WALK_FRONT lua_const("ITEM_GALLEOM_STATUS_KIND_WALK_FRONT") #define ITEM_GALLEOM_STATUS_KIND_WALK_BACK lua_const("ITEM_GALLEOM_STATUS_KIND_WALK_BACK") #define ITEM_GALLEOM_STATUS_KIND_TURN lua_const("ITEM_GALLEOM_STATUS_KIND_TURN") #define ITEM_GALLEOM_STATUS_KIND_ANGER lua_const("ITEM_GALLEOM_STATUS_KIND_ANGER") #define ITEM_GALLEOM_STATUS_KIND_STEP_CRUSH lua_const("ITEM_GALLEOM_STATUS_KIND_STEP_CRUSH") #define ITEM_GALLEOM_STATUS_KIND_UPPERCUT lua_const("ITEM_GALLEOM_STATUS_KIND_UPPERCUT") #define ITEM_GALLEOM_STATUS_KIND_MISSILE lua_const("ITEM_GALLEOM_STATUS_KIND_MISSILE") #define ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_SQUAT lua_const("ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_SQUAT") #define ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_CHARGE lua_const("ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_CHARGE") #define ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_DOUBLE_LARIAT_MAIN") #define ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_SQUAT lua_const("ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_SQUAT") #define ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_CHARGE lua_const("ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_CHARGE") #define ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_MAIN") #define ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_LANDING lua_const("ITEM_GALLEOM_STATUS_KIND_LARGE_JUMP_LANDING") #define ITEM_GALLEOM_STATUS_KIND_DOUBLE_ARM_PRESS lua_const("ITEM_GALLEOM_STATUS_KIND_DOUBLE_ARM_PRESS") #define ITEM_GALLEOM_STATUS_KIND_HAMMER_KNUCKLE lua_const("ITEM_GALLEOM_STATUS_KIND_HAMMER_KNUCKLE") #define ITEM_GALLEOM_STATUS_KIND_FALL_DOWN lua_const("ITEM_GALLEOM_STATUS_KIND_FALL_DOWN") #define ITEM_GALLEOM_STATUS_KIND_RUSH_TRANSFORM lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_TRANSFORM") #define ITEM_GALLEOM_STATUS_KIND_RUSH_CHARGE lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_CHARGE") #define ITEM_GALLEOM_STATUS_KIND_RUSH_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_MAIN") #define ITEM_GALLEOM_STATUS_KIND_RUSH_RETURN lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_RETURN") #define ITEM_GALLEOM_STATUS_KIND_RUSH_FINISH_START lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FINISH_START") #define ITEM_GALLEOM_STATUS_KIND_RUSH_FINISH_END lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FINISH_END") #define ITEM_GALLEOM_STATUS_KIND_RUSH_RETURN_TRANSFORM lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_RETURN_TRANSFORM") #define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_TRANSFORM lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_TRANSFORM") #define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_CHARGE lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_CHARGE") #define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_MAIN") #define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_WAIT lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_WAIT") #define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_RETURN lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_RETURN") #define ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_RETURN_TRANSFORM lua_const("ITEM_GALLEOM_STATUS_KIND_RUSH_FALL_RETURN_TRANSFORM") #define ITEM_GALLEOM_STATUS_KIND_SHOOT_START lua_const("ITEM_GALLEOM_STATUS_KIND_SHOOT_START") #define ITEM_GALLEOM_STATUS_KIND_SHOOT_MAIN lua_const("ITEM_GALLEOM_STATUS_KIND_SHOOT_MAIN") #define ITEM_GALLEOM_STATUS_KIND_SHOOT_END lua_const("ITEM_GALLEOM_STATUS_KIND_SHOOT_END") #define ITEM_GALLEOM_STATUS_KIND_GRAB lua_const("ITEM_GALLEOM_STATUS_KIND_GRAB") #define ITEM_GALLEOM_STATUS_KIND_GRAB_CRUSH lua_const("ITEM_GALLEOM_STATUS_KIND_GRAB_CRUSH") #define ITEM_GALLEOM_STATUS_KIND_GRAB_CRUSH_MISS lua_const("ITEM_GALLEOM_STATUS_KIND_GRAB_CRUSH_MISS") #define ITEM_GALLEOM_STATUS_KIND_GRAB_MISS lua_const("ITEM_GALLEOM_STATUS_KIND_GRAB_MISS") #define ITEM_GALLEOM_STATUS_KIND_TURN_GRAB lua_const("ITEM_GALLEOM_STATUS_KIND_TURN_GRAB") #define ITEM_KIND_GALLEOM lua_const("ITEM_KIND_GALLEOM") #define ITEM_GALLEOM_INSTANCE_WORK_FLAG_CHANGE_FORM lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_CHANGE_FORM") #define ITEM_GALLEOM_INSTANCE_WORK_FLAG_TANK_DEAD lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_TANK_DEAD") #define ITEM_GALLEOM_INSTANCE_WORK_FLAG_MISSILE lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_MISSILE") #define ITEM_KIND_GALLEOMMISSILE lua_const("ITEM_KIND_GALLEOMMISSILE") #define ITEM_GALLEOMMISSILE_ACTION_SET_TYPE_MISSILE lua_const("ITEM_GALLEOMMISSILE_ACTION_SET_TYPE_MISSILE") #define ITEM_GALLEOM_INSTANCE_WORK_FLAG_SHOCKWAVE lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_SHOCKWAVE") #define ITEM_KIND_GALLEOMSHOCKWAVE lua_const("ITEM_KIND_GALLEOMSHOCKWAVE") #define ITEM_GALLEOMMISSILE_ACTION_SET_TYPE_SHOOT lua_const("ITEM_GALLEOMMISSILE_ACTION_SET_TYPE_SHOOT") #define ITEM_GALLEOM_INSTANCE_WORK_FLAG_CATCH lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_CATCH") #define ITEM_GALLEOM_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_THROW") #define ITEM_GALLEOM_INSTANCE_WORK_FLAG_DISABLE_CLATTER lua_const("ITEM_GALLEOM_INSTANCE_WORK_FLAG_DISABLE_CLATTER") #define ITEM_GALLEOMMISSILE_STATUS_KIND_TAKE_FROM_POCKET lua_const("ITEM_GALLEOMMISSILE_STATUS_KIND_TAKE_FROM_POCKET") #define ITEM_GANONBOSS_STATUS_KIND_DOWN_START lua_const("ITEM_GANONBOSS_STATUS_KIND_DOWN_START") #define ITEM_GANONBOSS_STATUS_KIND_DOWN_LOOP lua_const("ITEM_GANONBOSS_STATUS_KIND_DOWN_LOOP") #define ITEM_GANONBOSS_STATUS_KIND_DOWN_END lua_const("ITEM_GANONBOSS_STATUS_KIND_DOWN_END") #define ITEM_GANONBOSS_STATUS_KIND_WALK_FRONT lua_const("ITEM_GANONBOSS_STATUS_KIND_WALK_FRONT") #define ITEM_GANONBOSS_STATUS_KIND_WALK_BACK lua_const("ITEM_GANONBOSS_STATUS_KIND_WALK_BACK") #define ITEM_GANONBOSS_STATUS_KIND_BACK_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_BACK_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_TURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_TURN_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_RETURN_START lua_const("ITEM_GANONBOSS_STATUS_KIND_RETURN_START") #define ITEM_GANONBOSS_STATUS_KIND_RETURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_RETURN_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_RETURN_WALK lua_const("ITEM_GANONBOSS_STATUS_KIND_RETURN_WALK") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_START") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_TURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_TURN") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_EXEC lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_DOUBLE_SLASH_EXEC") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_START") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_LOOP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_LOOP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_END") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_END_REVERSE lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SPIN_SLASH_END_REVERSE") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_START") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_TURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_TURN") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_CHARGE lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_CHARGE") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_EXEC lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_JUMP_SLASH_EXEC") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_SLASH_UP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_SLASH_UP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_START") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_TURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_TURN") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_EXEC lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_EXEC") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_RETURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_THUNDER_SLASH_RETURN") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BACK_SLASH lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BACK_SLASH") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_INIT lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_INIT") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_BACK_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_BACK_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_TURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_TURN_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_KEEP_BACK_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_KEEP_BACK_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_KEEP_TURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_KEEP_TURN_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_HOLD lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_HOLD") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_START") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_LOOP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_LOOP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BODY_ATTACK_END") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_ENTRY lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_ENTRY") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_BACK lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_BACK") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_TURN lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_TURN") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_HOLD lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_HOLD") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_START") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_SHOOT lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_HOMING_BOMB_SHOOT") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP_END") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP_LANDING lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_BIG_JUMP_LANDING") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_BACK_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_BACK_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_TURN_JUMP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_READY_TURN_JUMP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_HOLD lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_HOLD") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_START lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_START") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_LOOP lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_LOOP") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_LOOP_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_LOOP_END") #define ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_END lua_const("ITEM_GANONBOSS_STATUS_KIND_ATTACK_LASER_BEAM_END") #define ITEM_GANONBOSS_INSTANCE_WORK_FLAG_IS_TOUCH lua_const("ITEM_GANONBOSS_INSTANCE_WORK_FLAG_IS_TOUCH") #define ITEM_GANONBOSS_INSTANCE_WORK_INT_DOWN_EFFECT_HANDLE_1 lua_const("ITEM_GANONBOSS_INSTANCE_WORK_INT_DOWN_EFFECT_HANDLE_1") #define ITEM_KIND_GANONBOSSSHOT lua_const("ITEM_KIND_GANONBOSSSHOT") #define ITEM_GANONBOSSSHOT_ACTION_SET_ANGLE lua_const("ITEM_GANONBOSSSHOT_ACTION_SET_ANGLE") #define ITEM_GANONBOSS_INSTANCE_WORK_FLAG_VANISH_MODEL lua_const("ITEM_GANONBOSS_INSTANCE_WORK_FLAG_VANISH_MODEL") #define ITEM_KIND_GANONBOSS lua_const("ITEM_KIND_GANONBOSS") #define ITEM_GANONBOSS_INSTANCE_WORK_FLAG_WAIT_END lua_const("ITEM_GANONBOSS_INSTANCE_WORK_FLAG_WAIT_END") #define ITEM_GANONBOSS_INSTANCE_WORK_FLAG_HOMING_BOMB_SHOOT lua_const("ITEM_GANONBOSS_INSTANCE_WORK_FLAG_HOMING_BOMB_SHOOT") #define ITEM_KIND_GANONBOSSSHOT2 lua_const("ITEM_KIND_GANONBOSSSHOT2") #define ITEM_GANONBOSSSHOT2_STATUS_KIND_TARGET_HOMING_MOVE lua_const("ITEM_GANONBOSSSHOT2_STATUS_KIND_TARGET_HOMING_MOVE") #define ITEM_GANONBOSSSHOT2_STATUS_KIND_STRAIGHT_MOVE lua_const("ITEM_GANONBOSSSHOT2_STATUS_KIND_STRAIGHT_MOVE") #define ITEM_GANONBOSSSHOT2_INSTANCE_WORK_FLAG_VALUE_BOMB_END lua_const("ITEM_GANONBOSSSHOT2_INSTANCE_WORK_FLAG_VALUE_BOMB_END") #define ITEM_GANONBOSSSHOT2_INSTANCE_WORK_FLOAT_VALUE_BOMB_SCALE lua_const("ITEM_GANONBOSSSHOT2_INSTANCE_WORK_FLOAT_VALUE_BOMB_SCALE") #define ITEM_KIILA_STATUS_KIND_TELEPORT lua_const("ITEM_KIILA_STATUS_KIND_TELEPORT") #define ITEM_KIILA_STATUS_KIND_MANAGER_WAIT lua_const("ITEM_KIILA_STATUS_KIND_MANAGER_WAIT") #define ITEM_KIILA_STATUS_KIND_MANAGER_VANISH lua_const("ITEM_KIILA_STATUS_KIND_MANAGER_VANISH") #define ITEM_KIILA_STATUS_KIND_DOWN_START lua_const("ITEM_KIILA_STATUS_KIND_DOWN_START") #define ITEM_KIILA_STATUS_KIND_DOWN_FALL lua_const("ITEM_KIILA_STATUS_KIND_DOWN_FALL") #define ITEM_KIILA_STATUS_KIND_DOWN_LOOP lua_const("ITEM_KIILA_STATUS_KIND_DOWN_LOOP") #define ITEM_KIILA_STATUS_KIND_DOWN_END lua_const("ITEM_KIILA_STATUS_KIND_DOWN_END") #define ITEM_KIILA_STATUS_KIND_DOWN_CHASE_HUMMER lua_const("ITEM_KIILA_STATUS_KIND_DOWN_CHASE_HUMMER") #define ITEM_KIILA_STATUS_KIND_CHANGE_ANGRY lua_const("ITEM_KIILA_STATUS_KIND_CHANGE_ANGRY") #define ITEM_KIILA_STATUS_KIND_CROSS_BOMB lua_const("ITEM_KIILA_STATUS_KIND_CROSS_BOMB") #define ITEM_KIILA_STATUS_KIND_CRUSH_DOWN_START lua_const("ITEM_KIILA_STATUS_KIND_CRUSH_DOWN_START") #define ITEM_KIILA_STATUS_KIND_CRUSH_DOWN_LOOP lua_const("ITEM_KIILA_STATUS_KIND_CRUSH_DOWN_LOOP") #define ITEM_KIILA_STATUS_KIND_CRUSH_DOWN lua_const("ITEM_KIILA_STATUS_KIND_CRUSH_DOWN") #define ITEM_KIILA_STATUS_KIND_LASER_RUSH_START lua_const("ITEM_KIILA_STATUS_KIND_LASER_RUSH_START") #define ITEM_KIILA_STATUS_KIND_LASER_RUSH_LOOP lua_const("ITEM_KIILA_STATUS_KIND_LASER_RUSH_LOOP") #define ITEM_KIILA_STATUS_KIND_LASER_RUSH_END lua_const("ITEM_KIILA_STATUS_KIND_LASER_RUSH_END") #define ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_START lua_const("ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_START") #define ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_LOOP lua_const("ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_LOOP") #define ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT lua_const("ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT") #define ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_END lua_const("ITEM_KIILA_STATUS_KIND_EXPLODE_SHOT_END") #define ITEM_KIILA_STATUS_KIND_THREAT_START lua_const("ITEM_KIILA_STATUS_KIND_THREAT_START") #define ITEM_KIILA_STATUS_KIND_THREAT_LOOP lua_const("ITEM_KIILA_STATUS_KIND_THREAT_LOOP") #define ITEM_KIILA_STATUS_KIND_THREAT_END lua_const("ITEM_KIILA_STATUS_KIND_THREAT_END") #define ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_START lua_const("ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_START") #define ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_LOOP lua_const("ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_LOOP") #define ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_END lua_const("ITEM_KIILA_STATUS_KIND_STATIC_MISSILE_END") #define ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_START lua_const("ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_START") #define ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_HOLD lua_const("ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_HOLD") #define ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB lua_const("ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB") #define ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_END lua_const("ITEM_KIILA_STATUS_KIND_ENERGY_SMART_BOMB_END") #define ITEM_KIILA_STATUS_KIND_SUMMON_FIGHTER lua_const("ITEM_KIILA_STATUS_KIND_SUMMON_FIGHTER") #define ITEM_KIILA_STATUS_KIND_SUMMON_FIGHTER_WAIT lua_const("ITEM_KIILA_STATUS_KIND_SUMMON_FIGHTER_WAIT") #define ITEM_KIILA_STATUS_KIND_TORRENT lua_const("ITEM_KIILA_STATUS_KIND_TORRENT") #define ITEM_KIILADARZ_INSTANCE_WORK_FLAG_DARZ_VANISH lua_const("ITEM_KIILADARZ_INSTANCE_WORK_FLAG_DARZ_VANISH") #define ITEM_VARIATION_KIILA_LIGHTMAP lua_const("ITEM_VARIATION_KIILA_LIGHTMAP") #define ITEM_VARIATION_KIILA_FINALMAP lua_const("ITEM_VARIATION_KIILA_FINALMAP") #define ITEM_VARIATION_KIILA_DARZ lua_const("ITEM_VARIATION_KIILA_DARZ") #define ITEM_KIILADARZ_INSTANCE_WORK_FLAG_DARZ_DOWN_CHASE_ENABLE lua_const("ITEM_KIILADARZ_INSTANCE_WORK_FLAG_DARZ_DOWN_CHASE_ENABLE") #define ITEM_KIILA_INSTANCE_WORK_INT_EFFECT_AURA lua_const("ITEM_KIILA_INSTANCE_WORK_INT_EFFECT_AURA") #define ITEM_KIILA_INSTANCE_WORK_INT_EFFECT_AURA_ANGER lua_const("ITEM_KIILA_INSTANCE_WORK_INT_EFFECT_AURA_ANGER") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_CROSS_BOMB lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_CROSS_BOMB") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_CRUSH_DOWN lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_CRUSH_DOWN") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_LASER_RUSH lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_LASER_RUSH") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_EXPLODE_SHOT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_EXPLODE_SHOT") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_THREAT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_THREAT") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_STATIC_MISSILE lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_STATIC_MISSILE") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_SMART_BOMB lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_SMART_BOMB") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_SUMMON_FIGHTER lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_SUMMON_FIGHTER") #define ITEM_KIILADARZ_MESSAGE_KIND_KIILA_TORRENT lua_const("ITEM_KIILADARZ_MESSAGE_KIND_KIILA_TORRENT") #define ITEM_KIILACORE_ACTION_DAMAGE_FOR_DARZ lua_const("ITEM_KIILACORE_ACTION_DAMAGE_FOR_DARZ") #define ITEM_KIILACORE_ACTION_DAMAGE lua_const("ITEM_KIILACORE_ACTION_DAMAGE") #define ITEM_KIND_FOR_DUET_KIILA lua_const("ITEM_KIND_FOR_DUET_KIILA") #define ITEM_KIILA_INSTANCE_WORK_FLAG_SHOW_STAGE_FLOATING_PLATES lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_SHOW_STAGE_FLOATING_PLATES") #define ITEM_KIILA_INSTANCE_WORK_FLAG_DEAD_HIDE_HUD lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_DEAD_HIDE_HUD") #define ITEM_KIILA_INSTANCE_WORK_FLAG_STOP_STAGE_SOUND lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_STOP_STAGE_SOUND") #define ITEM_KIILA_INSTANCE_WORK_FLAG_STOP_INGAME_SE lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_STOP_INGAME_SE") #define ITEM_KIILA_INSTANCE_WORK_FLAG_DOWN_LANDING lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_DOWN_LANDING") #define ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_IN lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_IN") #define ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_OUT lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_OUT") #define ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_END lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_ZOOM_END") #define ITEM_KIILA_INSTANCE_WORK_FLAG_CROSS_BOMB_START lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_CROSS_BOMB_START") #define ITEM_KIND_KIILACROSSBOMB lua_const("ITEM_KIND_KIILACROSSBOMB") #define ITEM_KIILACRUSHWING_INSTANCE_WORK_FLAG_ATTACK_END lua_const("ITEM_KIILACRUSHWING_INSTANCE_WORK_FLAG_ATTACK_END") #define ITEM_KIND_KIILACRUSHWING lua_const("ITEM_KIND_KIILACRUSHWING") #define ITEM_KIND_KIILALASER lua_const("ITEM_KIND_KIILALASER") #define ITEM_KIILALASER_INSTANCE_WORK_FLOAT_X1 lua_const("ITEM_KIILALASER_INSTANCE_WORK_FLOAT_X1") #define ITEM_KIILALASER_INSTANCE_WORK_FLOAT_Y1 lua_const("ITEM_KIILALASER_INSTANCE_WORK_FLOAT_Y1") #define ITEM_KIILALASER_INSTANCE_WORK_FLOAT_X2 lua_const("ITEM_KIILALASER_INSTANCE_WORK_FLOAT_X2") #define ITEM_KIILALASER_INSTANCE_WORK_FLOAT_Y2 lua_const("ITEM_KIILALASER_INSTANCE_WORK_FLOAT_Y2") #define ITEM_KIILALASER_ACTION_ADD_ATTACK lua_const("ITEM_KIILALASER_ACTION_ADD_ATTACK") #define ITEM_KIILALASER_ACTION_INITIALIZE lua_const("ITEM_KIILALASER_ACTION_INITIALIZE") #define ITEM_KIILA_INSTANCE_WORK_FLAG_EXPLODE_SHOT_CREATE lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_EXPLODE_SHOT_CREATE") #define ITEM_KIND_KIILAEXPLODESHOT1 lua_const("ITEM_KIND_KIILAEXPLODESHOT1") #define ITEM_KIND_KIILASHOCKWAVE lua_const("ITEM_KIND_KIILASHOCKWAVE") #define ITEM_KIND_KIILACORE lua_const("ITEM_KIND_KIILACORE") #define ITEM_KIILACORE_ACTION_INIT_POS lua_const("ITEM_KIILACORE_ACTION_INIT_POS") #define ITEM_KIILACORE_ACTION_INIT_DIRECTION lua_const("ITEM_KIILACORE_ACTION_INIT_DIRECTION") #define ITEM_KIILA_INSTANCE_WORK_FLAG_STATIC_MISSILE_CORE_HIT_CHANGE lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_STATIC_MISSILE_CORE_HIT_CHANGE") #define ITEM_KIILACORE_ACTION_ATTACK_START lua_const("ITEM_KIILACORE_ACTION_ATTACK_START") #define ITEM_KIILACORE_ACTION_ATTACK_END lua_const("ITEM_KIILACORE_ACTION_ATTACK_END") #define ITEM_KIILA_INSTANCE_WORK_FLAG_ENERGY_SHOT_SHOOT lua_const("ITEM_KIILA_INSTANCE_WORK_FLAG_ENERGY_SHOT_SHOOT") #define ITEM_KIND_KIILASMARTBOMB lua_const("ITEM_KIND_KIILASMARTBOMB") #define ITEM_KIILACORE_STATUS_KIND_ATTACK lua_const("ITEM_KIILACORE_STATUS_KIND_ATTACK") #define ITEM_KIILACORE_STATUS_KIND_ATTACK_STOP lua_const("ITEM_KIILACORE_STATUS_KIND_ATTACK_STOP") #define ITEM_KIILACORE_STATUS_KIND_ATTACK_END lua_const("ITEM_KIILACORE_STATUS_KIND_ATTACK_END") #define ITEM_KIND_KIILASTRAIGHTSHOT lua_const("ITEM_KIND_KIILASTRAIGHTSHOT") #define ITEM_KIILACRUSHWING_STATUS_KIND_CHARGE lua_const("ITEM_KIILACRUSHWING_STATUS_KIND_CHARGE") #define ITEM_KIILACRUSHWING_STATUS_KIND_ATTACK lua_const("ITEM_KIILACRUSHWING_STATUS_KIND_ATTACK") #define ITEM_KIILADARZ_STATUS_KIND_BOSS_SINGLE_WAIT lua_const("ITEM_KIILADARZ_STATUS_KIND_BOSS_SINGLE_WAIT") #define ITEM_KIND_KIILAEXPLODESHOT2 lua_const("ITEM_KIND_KIILAEXPLODESHOT2") #define ITEM_KIILAEXPLODESHOT2_ACTION_SET_ANGLE lua_const("ITEM_KIILAEXPLODESHOT2_ACTION_SET_ANGLE") #define ITEM_KIILAEXPLODESHOT2_INSTANCE_WORK_INT_WAIT_FRAME lua_const("ITEM_KIILAEXPLODESHOT2_INSTANCE_WORK_INT_WAIT_FRAME") #define ITEM_KIILAEXPLODESHOT2_INSTANCE_WORK_INT_SE_NO lua_const("ITEM_KIILAEXPLODESHOT2_INSTANCE_WORK_INT_SE_NO") #define ITEM_KIILAEXPLODESHOT2_STATUS_KIND_SHOOT1 lua_const("ITEM_KIILAEXPLODESHOT2_STATUS_KIND_SHOOT1") #define ITEM_KIILAEXPLODESHOT2_STATUS_KIND_SHOOT2 lua_const("ITEM_KIILAEXPLODESHOT2_STATUS_KIND_SHOOT2") #define ITEM_KIILALASER_STATUS_KIND_SHOOT lua_const("ITEM_KIILALASER_STATUS_KIND_SHOOT") #define ITEM_LIOLEUSBOSS_STATUS_KIND_WAIT lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_WAIT") #define ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE") #define ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_TURN lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_MOVE_TACKLE_TURN") #define ITEM_LIOLEUSBOSS_STATUS_KIND_TURN lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_TURN") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_TURN lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_TURN") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_JUMP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TACKLE_JUMP") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3 lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL2 lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_BACK_JUMP_FIREBALL2") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_START_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_START_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_HOLD lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_HOLD") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_CHARGE_FIREBALL_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TAIL lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_TAIL") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_HOWLING lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_HOWLING") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_ASSAULT_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_ASSAULT_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_ASSAULT lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_ASSAULT") #define ITEM_LIOLEUSBOSS_STATUS_KIND_WAIT_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_WAIT_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_FLY lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_FLY") #define ITEM_LIOLEUSBOSS_STATUS_KIND_FLY_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_FLY_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_FLY_TURN lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_FLY_TURN") #define ITEM_LIOLEUSBOSS_STATUS_KIND_TURN_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_TURN_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_STEP_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_STEP_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_FIREBALL3_AIR_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_NAIL_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_NAIL_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_HOWLING_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_HOWLING_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_END2 lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_ATTACK_GLIDE_END2") #define ITEM_LIOLEUSBOSS_STATUS_KIND_CHANGE_MODE_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_CHANGE_MODE_AIR") #define ITEM_LIOLEUSBOSS_STATUS_KIND_CHANGE_MODE_GROUND lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_CHANGE_MODE_GROUND") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_LOOP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_LOOP") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_LOOP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_LOOP") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_AIR_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_TAIL_CUT_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_TAIL_CUT_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_TAIL_CUT_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DOWN_TAIL_CUT_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_LOOP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_LOOP") #define ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_KIZETSU_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_LOOP lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_LOOP") #define ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_END lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_HOLE_END") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DEAD_AIR_START lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DEAD_AIR_START") #define ITEM_LIOLEUSBOSS_STATUS_KIND_DEAD_AIR lua_const("ITEM_LIOLEUSBOSS_STATUS_KIND_DEAD_AIR") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_MOVING_ON_Z_AXIS lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_MOVING_ON_Z_AXIS") #define ITEM_LIOLEUSBOSS_DEAD_KIND_HOLE lua_const("ITEM_LIOLEUSBOSS_DEAD_KIND_HOLE") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_INT_DEAD_KIND lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_INT_DEAD_KIND") #define ITEM_LIOLEUSBOSS_DEAD_KIND_GROUND lua_const("ITEM_LIOLEUSBOSS_DEAD_KIND_GROUND") #define ITEM_LIOLEUSBOSS_DEAD_KIND_AIR lua_const("ITEM_LIOLEUSBOSS_DEAD_KIND_AIR") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_START_ENERGY lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_START_ENERGY") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_SHOOT lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_SHOOT") #define ITEM_KIND_LIOLEUSBOSSSHOT lua_const("ITEM_KIND_LIOLEUSBOSSSHOT") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_RESTART lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_RESTART") #define ITEM_KIND_LIOLEUSBOSSSHOT2 lua_const("ITEM_KIND_LIOLEUSBOSSSHOT2") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_START_BRAKE lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_START_BRAKE") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_LANDING lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_LANDING") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_TAIL_CUT_CREATE_ITEM lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_TAIL_CUT_CREATE_ITEM") #define ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_STOP_HOLE_EFFECT lua_const("ITEM_LIOLEUSBOSS_INSTANCE_WORK_FLAG_STOP_HOLE_EFFECT") #define ITEM_MARX_STATUS_KIND_DEAD_REACTION lua_const("ITEM_MARX_STATUS_KIND_DEAD_REACTION") #define ITEM_MARX_STATUS_KIND_MOVE_STRAIGHT lua_const("ITEM_MARX_STATUS_KIND_MOVE_STRAIGHT") #define ITEM_MARX_STATUS_KIND_MOVE_TELEPORT lua_const("ITEM_MARX_STATUS_KIND_MOVE_TELEPORT") #define ITEM_MARX_STATUS_KIND_AVOID_TELEPORT lua_const("ITEM_MARX_STATUS_KIND_AVOID_TELEPORT") #define ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_READY lua_const("ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_READY") #define ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_START") #define ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_LOOP") #define ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_BLACK_HOLE_END") #define ITEM_MARX_STATUS_KIND_ATTACK_4_CUTTER lua_const("ITEM_MARX_STATUS_KIND_ATTACK_4_CUTTER") #define ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT_HOMING lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT_HOMING") #define ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT_HOMING_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT_HOMING_END") #define ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FLY_OUT") #define ITEM_MARX_STATUS_KIND_ATTACK_PLANT_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_PLANT_START") #define ITEM_MARX_STATUS_KIND_ATTACK_PLANT_SOW_SEED lua_const("ITEM_MARX_STATUS_KIND_ATTACK_PLANT_SOW_SEED") #define ITEM_MARX_STATUS_KIND_ATTACK_PLANT_GROWS lua_const("ITEM_MARX_STATUS_KIND_ATTACK_PLANT_GROWS") #define ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_START") #define ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_LOOP") #define ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_SHOOT lua_const("ITEM_MARX_STATUS_KIND_ATTACK_ICE_BOMB_SHOOT") #define ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_START") #define ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_LOOP") #define ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FOLLOW_EYE_END") #define ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_START") #define ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_LOOP") #define ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_THICK_LASER_END") #define ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_START") #define ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_LOOP lua_const("ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_LOOP") #define ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_CAPILLARY_END") #define ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER_START lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER_START") #define ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER") #define ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER_END lua_const("ITEM_MARX_STATUS_KIND_ATTACK_FACET_EYE_LASER_END") #define ITEM_MARX_INSTANCE_WORK_FLAG_IS_CAMERANGE_INSIDE_TELEPORT_READY lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_IS_CAMERANGE_INSIDE_TELEPORT_READY") #define ITEM_MARX_PLANT_MESSAGE_KIND_EXTINCTION_START lua_const("ITEM_MARX_PLANT_MESSAGE_KIND_EXTINCTION_START") #define ITEM_MARX_INSTANCE_WORK_FLAG_PLANT_EXTINCTION_START lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_PLANT_EXTINCTION_START") #define ITEM_MARX_PLANT_MESSAGE_KIND_GROWS_CANCEL lua_const("ITEM_MARX_PLANT_MESSAGE_KIND_GROWS_CANCEL") #define ITEM_MARX_INSTANCE_WORK_FLAG_ENTRY_STOP lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_ENTRY_STOP") #define ITEM_MARX_INSTANCE_WORK_FLAG_ENTRY_FIGHTER_VISIBLE lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_ENTRY_FIGHTER_VISIBLE") #define ITEM_MARX_INSTANCE_WORK_FLAG_FLIP_RESET lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_FLIP_RESET") #define ITEM_MARX_INSTANCE_WORK_INT_BLACK_HOLE_EFFECT lua_const("ITEM_MARX_INSTANCE_WORK_INT_BLACK_HOLE_EFFECT") #define ITEM_MARX_INSTANCE_WORK_FLAG_BLACK_HOLE_VANISH lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_BLACK_HOLE_VANISH") #define ITEM_MARX_INSTANCE_WORK_FLAG_FLY_OUT_HIT_ENABLE lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_FLY_OUT_HIT_ENABLE") #define ITEM_KIND_MARX lua_const("ITEM_KIND_MARX") #define ITEM_KIND_MARXPLANTSEED lua_const("ITEM_KIND_MARXPLANTSEED") #define ITEM_MARXPLANTSEED_INSTANDE_WORK_INT_INFO_INDEX lua_const("ITEM_MARXPLANTSEED_INSTANDE_WORK_INT_INFO_INDEX") #define ITEM_KIND_MARXPLANTBODY lua_const("ITEM_KIND_MARXPLANTBODY") #define ITEM_MARX_INSTANCE_WORK_FLAG_ICE_BOMB_SHOOT lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_ICE_BOMB_SHOOT") #define ITEM_KIND_MARXICEBOMB1 lua_const("ITEM_KIND_MARXICEBOMB1") #define ITEM_KIND_MARXCUTTER lua_const("ITEM_KIND_MARXCUTTER") #define ITEMMARXCUTTER_ACTION_SET_ANGLE lua_const("ITEMMARXCUTTER_ACTION_SET_ANGLE") #define ITEM_MARX_INSTANCE_WORK_FLAG_4_CUTTER lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_4_CUTTER") #define ITEM_MARX_INSTANCE_WORK_FLAG_FOLLOW_EYE_CREATE lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_FOLLOW_EYE_CREATE") #define ITEM_KIND_MARXCHASEEYE lua_const("ITEM_KIND_MARXCHASEEYE") #define ITEM_MARXCHASEEYE_INSTANCE_WORK_FLAG_INIT_VISIBLE lua_const("ITEM_MARXCHASEEYE_INSTANCE_WORK_FLAG_INIT_VISIBLE") #define ITEM_MARX_CHASE_EYE_MESSAGE_KIND_CHASE_START lua_const("ITEM_MARX_CHASE_EYE_MESSAGE_KIND_CHASE_START") #define ITEM_MARX_INSTANCE_WORK_INT_THICK_LASER_SIGN_WAIT_FRAME lua_const("ITEM_MARX_INSTANCE_WORK_INT_THICK_LASER_SIGN_WAIT_FRAME") #define ITEM_MARX_INSTANCE_WORK_FLOAT_THICK_LASER_MOVE_LR lua_const("ITEM_MARX_INSTANCE_WORK_FLOAT_THICK_LASER_MOVE_LR") #define ITEM_MARX_INSTANCE_WORK_FLOAT_THICK_LASER_GA_HEIGHT lua_const("ITEM_MARX_INSTANCE_WORK_FLOAT_THICK_LASER_GA_HEIGHT") #define ITEM_MARX_INSTANCE_WORK_INT_THICK_LASER_EFFECT lua_const("ITEM_MARX_INSTANCE_WORK_INT_THICK_LASER_EFFECT") #define ITEM_MARX_INSTANCE_WORK_FLAG_THICK_LASER_START lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_THICK_LASER_START") #define ITEM_MARX_INSTANCE_WORK_FLAG_THICK_LASER_END lua_const("ITEM_MARX_INSTANCE_WORK_FLAG_THICK_LASER_END") #define ITEM_MARX_EYELASER_MESSAGE_KIND_FACET_LOST lua_const("ITEM_MARX_EYELASER_MESSAGE_KIND_FACET_LOST") #define ITEM_KIND_MARXEYELASER lua_const("ITEM_KIND_MARXEYELASER") #define ITEM_MARX_EYELASER_MESSAGE_KIND_FACET_LR lua_const("ITEM_MARX_EYELASER_MESSAGE_KIND_FACET_LR") #define ITEM_MARXEYELASER_STATUS_KIND_LASER_END lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_END") #define ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_1 lua_const("ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_1") #define ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_2 lua_const("ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_2") #define ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_3 lua_const("ITEM_VARIATION_MARXPLANTBODY_MARXPLANTBODY_3") #define ITEM_MARXCHASEEYE_STATUS_KIND_START lua_const("ITEM_MARXCHASEEYE_STATUS_KIND_START") #define ITEM_MARXCUTTER_INSTANCE_WORK_FLAG_LEFT_ROTATION lua_const("ITEM_MARXCUTTER_INSTANCE_WORK_FLAG_LEFT_ROTATION") #define ITEM_MARXEYELASER_STATUS_KIND_LASER_START lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_START") #define ITEM_MARXEYELASER_STATUS_KIND_LASER_HOLD lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_HOLD") #define ITEM_MARXEYELASER_STATUS_KIND_LASER_LOOP lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_LOOP") #define ITEM_MARXEYELASER_STATUS_KIND_LASER_FINISH lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_FINISH") #define ITEM_MARXEYELASER_STATUS_KIND_LASER_LOST_READY lua_const("ITEM_MARXEYELASER_STATUS_KIND_LASER_LOST_READY") #define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_1 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_1") #define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_2 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_2") #define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_3 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_3") #define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_4 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_4") #define ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_5 lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_INT_LASER_EFFECT_5") #define ITEM_MARXEYELASER_INSTANCE_WORK_FLAG_VISIBILITY_ON lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_FLAG_VISIBILITY_ON") #define ITEM_MARXEYELASER_INSTANCE_WORK_FLAG_VISIBILITY_OFF lua_const("ITEM_MARXEYELASER_INSTANCE_WORK_FLAG_VISIBILITY_OFF") #define ITEM_KIND_MARXICEBOMB2 lua_const("ITEM_KIND_MARXICEBOMB2") #define ITEM_MARXPLANTBODY_STATUS_KIND_GROW lua_const("ITEM_MARXPLANTBODY_STATUS_KIND_GROW") #define ITEM_MARXPLANTBODY_STATUS_KIND_WITHER lua_const("ITEM_MARXPLANTBODY_STATUS_KIND_WITHER") #define ITEM_MARXPLANTBODY_STATUS_KIND_EXTINCTION_START lua_const("ITEM_MARXPLANTBODY_STATUS_KIND_EXTINCTION_START") #define ITEM_MARXPLANTBODY_STATUS_KIND_EXTINCTION_EXEC lua_const("ITEM_MARXPLANTBODY_STATUS_KIND_EXTINCTION_EXEC") #define ITEM_MARXPLANTBODY_INSTANCE_WORK_INT_WITHER_FRAME lua_const("ITEM_MARXPLANTBODY_INSTANCE_WORK_INT_WITHER_FRAME") #define ITEM_MASTERHAND_STATUS_KIND_PH_RANDOM_TIME_WAIT lua_const("ITEM_MASTERHAND_STATUS_KIND_PH_RANDOM_TIME_WAIT") #define ITEM_MASTERHAND_STATUS_KIND_PH_ATTACK lua_const("ITEM_MASTERHAND_STATUS_KIND_PH_ATTACK") #define ITEM_MASTERHAND_STATUS_KIND_PH_ATTACK_MOVE lua_const("ITEM_MASTERHAND_STATUS_KIND_PH_ATTACK_MOVE") #define ITEM_MASTERHAND_STATUS_KIND_RND_WAIT lua_const("ITEM_MASTERHAND_STATUS_KIND_RND_WAIT") #define ITEM_MASTERHAND_STATUS_KIND_COMPOUND_ATTACK_WAIT lua_const("ITEM_MASTERHAND_STATUS_KIND_COMPOUND_ATTACK_WAIT") #define ITEM_MASTERHAND_STATUS_KIND_GOOPAA lua_const("ITEM_MASTERHAND_STATUS_KIND_GOOPAA") #define ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW_START lua_const("ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW_START") #define ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW_LOOP lua_const("ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW_LOOP") #define ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW lua_const("ITEM_MASTERHAND_STATUS_KIND_SCRATCH_BLOW") #define ITEM_MASTERHAND_STATUS_KIND_TURN lua_const("ITEM_MASTERHAND_STATUS_KIND_TURN") #define ITEM_MASTERHAND_STATUS_KIND_WAIT_TO_POINT lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_TO_POINT") #define ITEM_MASTERHAND_STATUS_KIND_WAIT_FEINT lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_FEINT") #define ITEM_MASTERHAND_STATUS_KIND_WAIT_TELEPORT lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_TELEPORT") #define ITEM_MASTERHAND_STATUS_KIND_WAIT_CHASE lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_CHASE") #define ITEM_MASTERHAND_STATUS_KIND_WAIT_TIME lua_const("ITEM_MASTERHAND_STATUS_KIND_WAIT_TIME") #define ITEM_MASTERHAND_STATUS_KIND_BARK lua_const("ITEM_MASTERHAND_STATUS_KIND_BARK") #define ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK_START lua_const("ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK_START") #define ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK lua_const("ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK") #define ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK_END lua_const("ITEM_MASTERHAND_STATUS_KIND_ELECTROSHOCK_END") #define ITEM_MASTERHAND_STATUS_KIND_FINDER lua_const("ITEM_MASTERHAND_STATUS_KIND_FINDER") #define ITEM_MASTERHAND_MESSAGE_KIND_PAINTBALL_BORN lua_const("ITEM_MASTERHAND_MESSAGE_KIND_PAINTBALL_BORN") #define ITEM_INSTANCE_WORK_INT_INK_COLOR lua_const("ITEM_INSTANCE_WORK_INT_INK_COLOR") #define ITEM_VARIATION_MASTERHAND_ADVENTURE1 lua_const("ITEM_VARIATION_MASTERHAND_ADVENTURE1") #define ITEM_VARIATION_MASTERHAND_ADVENTURE2 lua_const("ITEM_VARIATION_MASTERHAND_ADVENTURE2") #define ITEM_VARIATION_MASTERHAND_ADVENTURE3 lua_const("ITEM_VARIATION_MASTERHAND_ADVENTURE3") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_YUBIBEAM_BEAMSTART lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_YUBIBEAM_BEAMSTART") #define ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_1 lua_const("ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_1") #define ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_2 lua_const("ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_2") #define ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_3 lua_const("ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_3") #define ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_4 lua_const("ITEM_MASTERHAND_INSTANCE_WORK_INT_YUBIBEAM_EFFECT_4") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_YUBIDEPPOU lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_YUBIDEPPOU") #define ITEM_KIND_MASTERHANDBULLET lua_const("ITEM_KIND_MASTERHANDBULLET") #define ITEM_MASTERHANDBULLET_ACTION_CHANGE_MOTION_SHOOT2 lua_const("ITEM_MASTERHANDBULLET_ACTION_CHANGE_MOTION_SHOOT2") #define ITEM_MASTERHANDBULLET_ACTION_SET_ANGLE lua_const("ITEM_MASTERHANDBULLET_ACTION_SET_ANGLE") #define ITEM_MASTERHANDBULLET_ACTION_SET_ANGLE_DELAY lua_const("ITEM_MASTERHANDBULLET_ACTION_SET_ANGLE_DELAY") #define ITEM_MASTERHAND_INSTANCE_WORK_FLOAT_HIPPATAKU_GA_HEIGHT lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLOAT_HIPPATAKU_GA_HEIGHT") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CATCH_HOMING_END lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CATCH_HOMING_END") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_THROW lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_THROW") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_RELEASE lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_RELEASE") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_IRON_BALL_CREATE lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_IRON_BALL_CREATE") #define ITEM_KIND_MASTERHANDIRONBALL lua_const("ITEM_KIND_MASTERHANDIRONBALL") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_IRON_BALL_THROW lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_IRON_BALL_THROW") #define ITEM_MASTERHANDIRONBALL_ACTION_SET_BOUND lua_const("ITEM_MASTERHANDIRONBALL_ACTION_SET_BOUND") #define ITEM_MASTERHANDIRONBALL_ACTION_SET_STRAIGHT lua_const("ITEM_MASTERHANDIRONBALL_ACTION_SET_STRAIGHT") #define ITEM_KIND_MASTERHANDSATELLITE lua_const("ITEM_KIND_MASTERHANDSATELLITE") #define ITEM_MASTERHANDSATELLITE_ACTION_SET_ROT lua_const("ITEM_MASTERHANDSATELLITE_ACTION_SET_ROT") #define ITEM_KIND_MASTERHANDSATELLITESHOT lua_const("ITEM_KIND_MASTERHANDSATELLITESHOT") #define ITEM_MASTERHANDSATELLITESHOT_ACTION_SET_DUET lua_const("ITEM_MASTERHANDSATELLITESHOT_ACTION_SET_DUET") #define ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_INT_POS_IDX lua_const("ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_INT_POS_IDX") #define ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_FLAG_SATELLITE_BEAM_MOVE_DONE lua_const("ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_FLAG_SATELLITE_BEAM_MOVE_DONE") #define ITEM_MASTERHANDSATELLITE_ACTION_HIT_BEAM lua_const("ITEM_MASTERHANDSATELLITE_ACTION_HIT_BEAM") #define ITEM_MASTERHANDSATELLITESHOT_ACTION_BEAM_SHOOT lua_const("ITEM_MASTERHANDSATELLITESHOT_ACTION_BEAM_SHOOT") #define ITEM_MASTERHANDSATELLITE_ACTION_SHRINK lua_const("ITEM_MASTERHANDSATELLITE_ACTION_SHRINK") #define ITEM_MASTERHANDSATELLITESHOT_ACTION_BEAM_DELETE lua_const("ITEM_MASTERHANDSATELLITESHOT_ACTION_BEAM_DELETE") #define ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_FLAG_SATELLITE_BEAM_END lua_const("ITEM_MASTERHANDSATELLITESHOT_INSTANCE_WORK_FLAG_SATELLITE_BEAM_END") #define ITEM_MASTERHANDSATELLITE_ACTION_LOST lua_const("ITEM_MASTERHANDSATELLITE_ACTION_LOST") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_PAINT_BALL_CREATE lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_PAINT_BALL_CREATE") #define ITEM_KIND_MASTERHANDPAINTBALL lua_const("ITEM_KIND_MASTERHANDPAINTBALL") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_PAINT_BALL_THROW lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_PAINT_BALL_THROW") #define ITEM_MASTERHANDPAINTBALL_ACTION_ROT lua_const("ITEM_MASTERHANDPAINTBALL_ACTION_ROT") #define ITEM_KIND_MASTERHANDKENZAN lua_const("ITEM_KIND_MASTERHANDKENZAN") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CHAKRAM_CREATE lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CHAKRAM_CREATE") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CHAKRAM_THROW lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_CHAKRAM_THROW") #define ITEM_KIND_MASTERHANDCHAKRAM lua_const("ITEM_KIND_MASTERHANDCHAKRAM") #define ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT1 lua_const("ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT1") #define ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT3 lua_const("ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT3") #define ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT2 lua_const("ITEM_MASTERHANDCHAKRAM_ACTION_SHOOT2") #define ITEM_KIND_MASTERHANDENERGYSHOT lua_const("ITEM_KIND_MASTERHANDENERGYSHOT") #define ITEM_MASTERHANDENERGYSHOT_ACTION_SHOOT lua_const("ITEM_MASTERHANDENERGYSHOT_ACTION_SHOOT") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_START lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_START") #define ITEM_MASTERHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_SE_STOP lua_const("ITEM_MASTERHAND_INSTANCE_WORK_FLAG_WYUBIBEAM_SE_STOP") #define ITEM_MASTERHANDBULLET_STATUS_KIND_SHOOT lua_const("ITEM_MASTERHANDBULLET_STATUS_KIND_SHOOT") #define ITEM_MASTERHANDENERGYSHOT_STATUS_KIND_THROW2 lua_const("ITEM_MASTERHANDENERGYSHOT_STATUS_KIND_THROW2") #define ITEM_MASTERHANDIRONBALL_STATUS_KIND_MOVE1 lua_const("ITEM_MASTERHANDIRONBALL_STATUS_KIND_MOVE1") #define ITEM_MASTERHANDIRONBALL_STATUS_KIND_MOVE2 lua_const("ITEM_MASTERHANDIRONBALL_STATUS_KIND_MOVE2") #define ITEM_MASTERHANDIRONBALL_STATUS_KIND_PRE_MOVE lua_const("ITEM_MASTERHANDIRONBALL_STATUS_KIND_PRE_MOVE") #define ITEM_MASTERHANDKENZAN_STATUS_KIND_NEEDLE lua_const("ITEM_MASTERHANDKENZAN_STATUS_KIND_NEEDLE") #define ITEM_MASTERHANDSATELLITESHOT_STATUS_KIND_SHOOT lua_const("ITEM_MASTERHANDSATELLITESHOT_STATUS_KIND_SHOOT") #define ITEM_MASTERHANDSATELLITESHOT_STATUS_KIND_SHOOT_END lua_const("ITEM_MASTERHANDSATELLITESHOT_STATUS_KIND_SHOOT_END") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_WAIT lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_WAIT") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_MOVE lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_MOVE") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_TURN lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_TURN") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_START") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_FALL lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_FALL") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_LANDING lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_LANDING") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_LOOP lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_LOOP") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DOWN_END") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_HIPPATAKU_HOLD lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_HIPPATAKU_HOLD") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_HIPPATAKU lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_HIPPATAKU") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_START") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_FALL lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_FALL") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_END") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_SUKA lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_DRILL_SUKA") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOLD lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_HOLD") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_FALL lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_FALL") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_END") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_SUKA lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_PAA_TSUBUSHI_SUKA") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_START") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END_START") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIPACCHIN_END") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBI_BEAM lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBI_BEAM") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_START") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_HOMING lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_HOMING") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_YUBIDEPPOU_END") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL_START") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_IRON_BALL_END") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_CHAKRAM_START lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_CHAKRAM_START") #define ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_CHAKRAM_END lua_const("ITEM_PLAYABLE_MASTERHAND_STATUS_KIND_CHAKRAM_END") #define ITEM_INSTANCE_WORK_INT_NO_GROUND_DAMAGE_FRAME_MAX lua_const("ITEM_INSTANCE_WORK_INT_NO_GROUND_DAMAGE_FRAME_MAX") #define ITEM_VARIATION_PLAYABLE_MASTERHAND_BONUS lua_const("ITEM_VARIATION_PLAYABLE_MASTERHAND_BONUS") #define ITEM_VARIATION_PLAYABLE_MASTERHAND_KUMITE lua_const("ITEM_VARIATION_PLAYABLE_MASTERHAND_KUMITE") #define ITEM_PLAYABLE_MASTERHAND_INSTANCE_WORK_FLAG_YUBIBEAM_MOVE_ENABLE lua_const("ITEM_PLAYABLE_MASTERHAND_INSTANCE_WORK_FLAG_YUBIBEAM_MOVE_ENABLE") #define ITEM_KIND_PLAYABLE_MASTERHANDBULLET lua_const("ITEM_KIND_PLAYABLE_MASTERHANDBULLET") #define ITEM_KIND_PLAYABLE_MASTERHANDIRONBALL lua_const("ITEM_KIND_PLAYABLE_MASTERHANDIRONBALL") #define ITEM_KIND_PLAYABLE_MASTERHANDCHAKRAM lua_const("ITEM_KIND_PLAYABLE_MASTERHANDCHAKRAM") #define ITEM_KIND_PLAYABLE_MASTERHAND lua_const("ITEM_KIND_PLAYABLE_MASTERHAND") #define ITEM_KIND_ARCEUS lua_const("ITEM_KIND_ARCEUS") #define ITEM_DARKRAI_STATUS_KIND_SHOT lua_const("ITEM_DARKRAI_STATUS_KIND_SHOT") #define ITEM_DARKRAI_STATUS_KIND_READY lua_const("ITEM_DARKRAI_STATUS_KIND_READY") #define ITEM_DARKRAI_STATUS_KIND_LOSTWAIT lua_const("ITEM_DARKRAI_STATUS_KIND_LOSTWAIT") #define ITEM_KIND_DARKRAI lua_const("ITEM_KIND_DARKRAI") #define ITEM_KIND_DARKRAISHOT lua_const("ITEM_KIND_DARKRAISHOT") #define ITEM_DARKRAISHOT_STATUS_KIND_ACTIVE lua_const("ITEM_DARKRAISHOT_STATUS_KIND_ACTIVE") #define ITEM_DARKRAISHOT_STATUS_KIND_MOVE lua_const("ITEM_DARKRAISHOT_STATUS_KIND_MOVE") #define ITEM_DEDENNE_STATUS_KIND_CHARGE lua_const("ITEM_DEDENNE_STATUS_KIND_CHARGE") #define ITEM_DEDENNE_STATUS_KIND_JUMP lua_const("ITEM_DEDENNE_STATUS_KIND_JUMP") #define ITEM_DEDENNE_STATUS_KIND_AIR_DISCHARGE lua_const("ITEM_DEDENNE_STATUS_KIND_AIR_DISCHARGE") #define ITEM_KIND_DEDENNE lua_const("ITEM_KIND_DEDENNE") #define ITEM_KIND_DEDENNESHOT lua_const("ITEM_KIND_DEDENNESHOT") #define ITEM_DEOXYS_STATUS_KIND_UPSTART lua_const("ITEM_DEOXYS_STATUS_KIND_UPSTART") #define ITEM_DEOXYS_STATUS_KIND_UP lua_const("ITEM_DEOXYS_STATUS_KIND_UP") #define ITEM_DEOXYS_STATUS_KIND_BEAM lua_const("ITEM_DEOXYS_STATUS_KIND_BEAM") #define ITEM_KIND_DEOXYS lua_const("ITEM_KIND_DEOXYS") #define ITEM_EIEVUI_STATUS_KIND_SEARCH lua_const("ITEM_EIEVUI_STATUS_KIND_SEARCH") #define ITEM_EIEVUI_STATUS_KIND_ATTACK lua_const("ITEM_EIEVUI_STATUS_KIND_ATTACK") #define ITEM_EIEVUI_STATUS_KIND_BRAKE lua_const("ITEM_EIEVUI_STATUS_KIND_BRAKE") #define ITEM_KIND_EIEVUI lua_const("ITEM_KIND_EIEVUI") #define ITEM_EIEVUI_INSTANCE_WORK_INT_CURRENT_FRAME lua_const("ITEM_EIEVUI_INSTANCE_WORK_INT_CURRENT_FRAME") #define ITEM_KIND_FIRE lua_const("ITEM_KIND_FIRE") #define ITEM_FOKKO_STATUS_KIND_SHOT lua_const("ITEM_FOKKO_STATUS_KIND_SHOT") #define ITEM_KIND_FOKKO lua_const("ITEM_KIND_FOKKO") #define ITEM_KIND_FOKKOSHOT lua_const("ITEM_KIND_FOKKOSHOT") #define ITEM_FOKKOSHOT_STATUS_KIND_SHOT lua_const("ITEM_FOKKOSHOT_STATUS_KIND_SHOT") #define ITEM_FOKKOSHOT_STATUS_KIND_HIT lua_const("ITEM_FOKKOSHOT_STATUS_KIND_HIT") #define ITEM_FOKKOSHOT_STATUS_KIND_PILLAR lua_const("ITEM_FOKKOSHOT_STATUS_KIND_PILLAR") #define ITEM_ROKONSHOT_STATUS_KIND_SHOT lua_const("ITEM_ROKONSHOT_STATUS_KIND_SHOT") #define COLLISION_KIND_MASK_AHSRAB lua_const("COLLISION_KIND_MASK_AHSRAB") #define ITEM_GENESECT_STATUS_KIND_WAIT lua_const("ITEM_GENESECT_STATUS_KIND_WAIT") #define ITEM_GENESECT_STATUS_KIND_TURN lua_const("ITEM_GENESECT_STATUS_KIND_TURN") #define ITEM_GENESECT_STATUS_KIND_JUMP lua_const("ITEM_GENESECT_STATUS_KIND_JUMP") #define ITEM_GENESECT_STATUS_KIND_JUMP_AIR lua_const("ITEM_GENESECT_STATUS_KIND_JUMP_AIR") #define ITEM_GENESECT_STATUS_KIND_ATTACK_LASER lua_const("ITEM_GENESECT_STATUS_KIND_ATTACK_LASER") #define ITEM_KIND_GENESECT lua_const("ITEM_KIND_GENESECT") #define ITEM_KIND_GENESECTRAPIDSHOT lua_const("ITEM_KIND_GENESECTRAPIDSHOT") #define ITEM_GIRATINA_STATUS_KIND_BACKSTEP lua_const("ITEM_GIRATINA_STATUS_KIND_BACKSTEP") #define ITEM_GIRATINA_STATUS_KIND_BACKSTEPFALL lua_const("ITEM_GIRATINA_STATUS_KIND_BACKSTEPFALL") #define ITEM_GIRATINA_STATUS_KIND_SHOT lua_const("ITEM_GIRATINA_STATUS_KIND_SHOT") #define ITEM_GIRATINA_STATUS_KIND_WAIT lua_const("ITEM_GIRATINA_STATUS_KIND_WAIT") #define ITEM_SLOPE_TYPE_SLANT_KEEP_Y_ROT lua_const("ITEM_SLOPE_TYPE_SLANT_KEEP_Y_ROT") #define ITEM_KIND_GIRATINA lua_const("ITEM_KIND_GIRATINA") #define ITEM_KIND_GIRATINASHOT lua_const("ITEM_KIND_GIRATINASHOT") #define ITEM_GOGOAT_STATUS_KIND_WAIT lua_const("ITEM_GOGOAT_STATUS_KIND_WAIT") #define ITEM_GOGOAT_STATUS_KIND_RUNSTART lua_const("ITEM_GOGOAT_STATUS_KIND_RUNSTART") #define ITEM_GOGOAT_STATUS_KIND_RUN lua_const("ITEM_GOGOAT_STATUS_KIND_RUN") #define ITEM_GOGOAT_STATUS_KIND_RUNEND lua_const("ITEM_GOGOAT_STATUS_KIND_RUNEND") #define ITEM_GOGOAT_STATUS_KIND_TURN lua_const("ITEM_GOGOAT_STATUS_KIND_TURN") #define ITEM_GOGOAT_STATUS_KIND_TURNWALL lua_const("ITEM_GOGOAT_STATUS_KIND_TURNWALL") #define ITEM_GOGOAT_STATUS_KIND_TURNCLIFF lua_const("ITEM_GOGOAT_STATUS_KIND_TURNCLIFF") #define ITEM_GOGOAT_STATUS_KIND_TURNCAMERA lua_const("ITEM_GOGOAT_STATUS_KIND_TURNCAMERA") #define ITEM_GOGOAT_STATUS_KIND_JUMP lua_const("ITEM_GOGOAT_STATUS_KIND_JUMP") #define ITEM_GOGOAT_STATUS_KIND_TURN_JUMP lua_const("ITEM_GOGOAT_STATUS_KIND_TURN_JUMP") #define FLAG_IMMEDIATE_RELANDING_BAN lua_const("FLAG_IMMEDIATE_RELANDING_BAN") #define ITEM_KIND_GOGOAT lua_const("ITEM_KIND_GOGOAT") #define ITEM_HARIMARON_STATUS_KIND_ATTACK lua_const("ITEM_HARIMARON_STATUS_KIND_ATTACK") #define ITEM_KIND_HARIMARON lua_const("ITEM_KIND_HARIMARON") #define ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_START lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_START") #define ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_LOOP lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_LOOP") #define ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_END lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_GROUND_END") #define ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_START lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_START") #define ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_LOOP lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_LOOP") #define ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_END lua_const("ITEM_HASSAM_STATUS_KIND_ATTACK_AIR_END") #define ITEM_KIND_HASSAM lua_const("ITEM_KIND_HASSAM") #define ITEM_KIND_HITODEMAN lua_const("ITEM_KIND_HITODEMAN") #define ITEM_KIND_HITODEMANSHOT lua_const("ITEM_KIND_HITODEMANSHOT") #define ITEM_KIND_KABIGON lua_const("ITEM_KIND_KABIGON") #define ITEM_KAPUKOKEKO_STATUS_KIND_ELECTRIC_FIELD lua_const("ITEM_KAPUKOKEKO_STATUS_KIND_ELECTRIC_FIELD") #define ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK_START lua_const("ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK_START") #define ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK lua_const("ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK") #define ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK_END lua_const("ITEM_KAPUKOKEKO_STATUS_KIND_ATTACK_END") #define ITEM_KIND_KAPUKOKEKOSHOT lua_const("ITEM_KIND_KAPUKOKEKOSHOT") #define ITEM_KIND_KAPUKOKEKO lua_const("ITEM_KIND_KAPUKOKEKO") #define ITEM_KASEY_STATUS_KIND_TELEPORT_START lua_const("ITEM_KASEY_STATUS_KIND_TELEPORT_START") #define ITEM_KASEY_STATUS_KIND_TELEPORT lua_const("ITEM_KASEY_STATUS_KIND_TELEPORT") #define ITEM_KASEY_STATUS_KIND_TELEPORT_WAIT lua_const("ITEM_KASEY_STATUS_KIND_TELEPORT_WAIT") #define ITEM_KASEY_STATUS_KIND_TELEPORT_END lua_const("ITEM_KASEY_STATUS_KIND_TELEPORT_END") #define ITEM_KASEY_INSTANCE_WORK_FLAG_CATCHED_FIGHTER lua_const("ITEM_KASEY_INSTANCE_WORK_FLAG_CATCHED_FIGHTER") #define ITEM_KASEY_INSTANCE_WORK_FLAG_APPEAR_FIGHTER lua_const("ITEM_KASEY_INSTANCE_WORK_FLAG_APPEAR_FIGHTER") #define ITEM_KIND_KASEY lua_const("ITEM_KIND_KASEY") #define ITEM_KELDEO_STATUS_KIND_WAIT_GROUND lua_const("ITEM_KELDEO_STATUS_KIND_WAIT_GROUND") #define ITEM_KELDEO_STATUS_KIND_TURN lua_const("ITEM_KELDEO_STATUS_KIND_TURN") #define ITEM_KELDEO_STATUS_KIND_RUN lua_const("ITEM_KELDEO_STATUS_KIND_RUN") #define ITEM_KELDEO_STATUS_KIND_SLASH_ATTACK lua_const("ITEM_KELDEO_STATUS_KIND_SLASH_ATTACK") #define ITEM_KELDEO_STATUS_KIND_WARP lua_const("ITEM_KELDEO_STATUS_KIND_WARP") #define ITEM_KIND_KELDEO lua_const("ITEM_KIND_KELDEO") #define ITEM_KIREIHANA_STATUS_KIND_DANCE lua_const("ITEM_KIREIHANA_STATUS_KIND_DANCE") #define ITEM_KIREIHANA_STATUS_KIND_GREET_AIR lua_const("ITEM_KIREIHANA_STATUS_KIND_GREET_AIR") #define ITEM_KIREIHANA_STATUS_KIND_GREET_GROUND lua_const("ITEM_KIREIHANA_STATUS_KIND_GREET_GROUND") #define ITEM_KIND_KIREIHANA lua_const("ITEM_KIND_KIREIHANA") #define ITEM_KITERUGUMA_STATUS_KIND_WALK_START lua_const("ITEM_KITERUGUMA_STATUS_KIND_WALK_START") #define ITEM_KITERUGUMA_STATUS_KIND_WALK lua_const("ITEM_KITERUGUMA_STATUS_KIND_WALK") #define ITEM_KITERUGUMA_STATUS_KIND_ATTACK_FRONT lua_const("ITEM_KITERUGUMA_STATUS_KIND_ATTACK_FRONT") #define ITEM_KITERUGUMA_STATUS_KIND_ATTACK_UPPER lua_const("ITEM_KITERUGUMA_STATUS_KIND_ATTACK_UPPER") #define ITEM_KITERUGUMA_STATUS_KIND_ATTACK_BACK lua_const("ITEM_KITERUGUMA_STATUS_KIND_ATTACK_BACK") #define ITEM_ALUCARD_INSTANCE_WORK_FLAG_ATTACK_MOVE_ENERGY_APPLICATE lua_const("ITEM_ALUCARD_INSTANCE_WORK_FLAG_ATTACK_MOVE_ENERGY_APPLICATE") #define ITEM_KIND_KITERUGUMA lua_const("ITEM_KIND_KITERUGUMA") #define ITEM_KOFUURAI_STATUS_KIND_TURN lua_const("ITEM_KOFUURAI_STATUS_KIND_TURN") #define ITEM_KOFUURAI_STATUS_KIND_WAIT_GROUND lua_const("ITEM_KOFUURAI_STATUS_KIND_WAIT_GROUND") #define ITEM_KOFUURAI_STATUS_KIND_ATTACK lua_const("ITEM_KOFUURAI_STATUS_KIND_ATTACK") #define ITEM_KIND_KOFUURAI lua_const("ITEM_KIND_KOFUURAI") #define ITEM_KYOGRE_STATUS_KIND_FLY lua_const("ITEM_KYOGRE_STATUS_KIND_FLY") #define ITEM_KYOGRE_STATUS_KIND_TURN lua_const("ITEM_KYOGRE_STATUS_KIND_TURN") #define ITEM_KYOGRE_STATUS_KIND_ATTACKSTART lua_const("ITEM_KYOGRE_STATUS_KIND_ATTACKSTART") #define ITEM_KYOGRE_STATUS_KIND_ATTACKLOOP lua_const("ITEM_KYOGRE_STATUS_KIND_ATTACKLOOP") #define ITEM_KIND_KYOGRE lua_const("ITEM_KIND_KYOGRE") #define ITEM_KIND_KYOGRESHOT lua_const("ITEM_KIND_KYOGRESHOT") #define ITEM_KYUREM_STATUS_KIND_ENDATTACK lua_const("ITEM_KYUREM_STATUS_KIND_ENDATTACK") #define ITEM_KIND_KYUREM lua_const("ITEM_KIND_KYUREM") #define ITEM_KIND_LATIASLATIOS lua_const("ITEM_KIND_LATIASLATIOS") #define ITEM_TARGET_TYPE_RANDOM_OUT_OF_CAMERA_LR lua_const("ITEM_TARGET_TYPE_RANDOM_OUT_OF_CAMERA_LR") #define ITEM_LUGIA_STATUS_KIND_ATTACK lua_const("ITEM_LUGIA_STATUS_KIND_ATTACK") #define ITEM_KIND_LUGIA lua_const("ITEM_KIND_LUGIA") #define ITEM_KIND_LUGIASHOT lua_const("ITEM_KIND_LUGIASHOT") #define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_READY lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_READY") #define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_CHARGE lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_CHARGE") #define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_START lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_START") #define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_SHOOT lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_SHOOT") #define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_MAIN lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_MAIN") #define ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_END lua_const("ITEM_LUNALA_STATUS_KIND_SHADOW_RAY_END") #define ITEM_LUNALA_STATUS_KIND_MOVE lua_const("ITEM_LUNALA_STATUS_KIND_MOVE") #define ITEM_KIND_LUNALASHOT lua_const("ITEM_KIND_LUNALASHOT") #define ITEM_LUNALA_INSTANCE_WORK_FLAG_ROT_START lua_const("ITEM_LUNALA_INSTANCE_WORK_FLAG_ROT_START") #define ITEM_LUNALA_MESSAGE_KIND_MOVE_RAY lua_const("ITEM_LUNALA_MESSAGE_KIND_MOVE_RAY") #define ITEM_KIND_LUNALA lua_const("ITEM_KIND_LUNALA") #define ITEM_MAAIIKA_STATUS_KIND_WAIT lua_const("ITEM_MAAIIKA_STATUS_KIND_WAIT") #define ITEM_MAAIIKA_STATUS_KIND_TUMBLE lua_const("ITEM_MAAIIKA_STATUS_KIND_TUMBLE") #define ITEM_KIND_MAAIIKA lua_const("ITEM_KIND_MAAIIKA") #define ITEM_MARSHADOW_STATUS_KIND_DIVE_START lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_START") #define ITEM_MARSHADOW_STATUS_KIND_DIVE_MAIN lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_MAIN") #define ITEM_MARSHADOW_STATUS_KIND_DIVE_WAIT lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_WAIT") #define ITEM_MARSHADOW_STATUS_KIND_DIVE_ATTACK lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_ATTACK") #define ITEM_MARSHADOW_STATUS_KIND_DIVE_END lua_const("ITEM_MARSHADOW_STATUS_KIND_DIVE_END") #define ITEM_MARSHADOW_STATUS_KIND_ATTACK lua_const("ITEM_MARSHADOW_STATUS_KIND_ATTACK") #define ITEM_MARSHADOW_INSTANCE_WORK_FLAG_ATTACK_LANDING lua_const("ITEM_MARSHADOW_INSTANCE_WORK_FLAG_ATTACK_LANDING") #define ITEM_MARSHADOW_INSTANCE_WORK_FLAG_ATTACK_MOVE lua_const("ITEM_MARSHADOW_INSTANCE_WORK_FLAG_ATTACK_MOVE") #define ITEM_MARSHADOW_INSTANCE_WORK_FLAG_SLOPE_SLANT lua_const("ITEM_MARSHADOW_INSTANCE_WORK_FLAG_SLOPE_SLANT") #define ITEM_KIND_MARSHADOW lua_const("ITEM_KIND_MARSHADOW") #define ITEM_MARUMINE_STATUS_KIND_DUD_BORN lua_const("ITEM_MARUMINE_STATUS_KIND_DUD_BORN") #define ITEM_MARUMINE_STATUS_KIND_ENTER_FALL lua_const("ITEM_MARUMINE_STATUS_KIND_ENTER_FALL") #define ITEM_MARUMINE_STATUS_KIND_ENTER_LANDING lua_const("ITEM_MARUMINE_STATUS_KIND_ENTER_LANDING") #define ITEM_KIND_MARUMINE lua_const("ITEM_KIND_MARUMINE") #define ITEM_MELOETTA_STATUS_KIND_TURN lua_const("ITEM_MELOETTA_STATUS_KIND_TURN") #define ITEM_MELOETTA_STATUS_KIND_MOVE lua_const("ITEM_MELOETTA_STATUS_KIND_MOVE") #define ITEM_MELOETTA_STATUS_KIND_ATTACK lua_const("ITEM_MELOETTA_STATUS_KIND_ATTACK") #define ITEM_KIND_MELOETTA lua_const("ITEM_KIND_MELOETTA") #define ITEM_KIND_MELOETTASHOT lua_const("ITEM_KIND_MELOETTASHOT") #define ITEM_METAGROSS_STATUS_KIND_ATTACK lua_const("ITEM_METAGROSS_STATUS_KIND_ATTACK") #define ITEM_METAGROSS_STATUS_KIND_WAIT lua_const("ITEM_METAGROSS_STATUS_KIND_WAIT") #define ITEM_KIND_METAGROSS lua_const("ITEM_KIND_METAGROSS") #define ITEM_METAMON_STATUS_KIND_WAIT lua_const("ITEM_METAMON_STATUS_KIND_WAIT") #define ITEM_METAMON_STATUS_KIND_METAMON_TO_FIGHTER lua_const("ITEM_METAMON_STATUS_KIND_METAMON_TO_FIGHTER") #define ITEM_METAMON_STATUS_KIND_FIGHTER_TO_METAMON lua_const("ITEM_METAMON_STATUS_KIND_FIGHTER_TO_METAMON") #define ITEM_METAMON_ACTION_TIMEUP_STAY lua_const("ITEM_METAMON_ACTION_TIMEUP_STAY") #define ITEM_METAMON_ACTION_TIMEUP lua_const("ITEM_METAMON_ACTION_TIMEUP") #define ITEM_METAMON_ACTION_KO lua_const("ITEM_METAMON_ACTION_KO") #define ITEM_METAMON_ACTION_DEATH lua_const("ITEM_METAMON_ACTION_DEATH") #define ITEM_METAMON_INSTANCE_WORK_EFFECT_SCALE lua_const("ITEM_METAMON_INSTANCE_WORK_EFFECT_SCALE") #define ITEM_METAMON_INSTANCE_WORK_FLAG_FIGHTER_ON lua_const("ITEM_METAMON_INSTANCE_WORK_FLAG_FIGHTER_ON") #define ITEM_KIND_METAMON lua_const("ITEM_KIND_METAMON") #define ITEM_KIND_MEW lua_const("ITEM_KIND_MEW") #define ITEM_MIJUMARU_STATUS_KIND_ATTACKSTART lua_const("ITEM_MIJUMARU_STATUS_KIND_ATTACKSTART") #define ITEM_MIJUMARU_STATUS_KIND_ATTACK lua_const("ITEM_MIJUMARU_STATUS_KIND_ATTACK") #define ITEM_MIJUMARU_STATUS_KIND_TURN lua_const("ITEM_MIJUMARU_STATUS_KIND_TURN") #define ITEM_MIJUMARU_STATUS_KIND_ATTACKEND lua_const("ITEM_MIJUMARU_STATUS_KIND_ATTACKEND") #define ITEM_KIND_MIJUMARU lua_const("ITEM_KIND_MIJUMARU") #define ITEM_MIMIKKYU_STATUS_KIND_WALK lua_const("ITEM_MIMIKKYU_STATUS_KIND_WALK") #define ITEM_MIMIKKYU_STATUS_KIND_RUN lua_const("ITEM_MIMIKKYU_STATUS_KIND_RUN") #define ITEM_MIMIKKYU_STATUS_KIND_TURN lua_const("ITEM_MIMIKKYU_STATUS_KIND_TURN") #define ITEM_MIMIKKYU_STATUS_KIND_JUMP lua_const("ITEM_MIMIKKYU_STATUS_KIND_JUMP") #define ITEM_MIMIKKYU_STATUS_KIND_ATTACK lua_const("ITEM_MIMIKKYU_STATUS_KIND_ATTACK") #define ITEM_MIMIKKYU_STATUS_KIND_ATTACK_AIR lua_const("ITEM_MIMIKKYU_STATUS_KIND_ATTACK_AIR") #define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_START lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_START") #define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP_FALL lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP_FALL") #define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP_LANDING lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP_LANDING") #define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_LOOP") #define ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_END lua_const("ITEM_MIMIKKYU_STATUS_KIND_CAPTURE_END") #define ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_CAPTURED_FIGHTER_SCALE_BEGIN lua_const("ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_CAPTURED_FIGHTER_SCALE_BEGIN") #define ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_COMPLETE_CAPTURE lua_const("ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_COMPLETE_CAPTURE") #define ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_CATCH_CUT lua_const("ITEM_MIMIKKYU_INSTANCE_WORK_FLAG_CATCH_CUT") #define ITEM_KIND_MIMIKKYU lua_const("ITEM_KIND_MIMIKKYU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TOBIDASU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_AIR_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_AIR_TOBIDASU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_CLIFF_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_CLIFF_TOBIDASU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_TURN_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TURN_TOBIDASU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_TURN_CLIFF_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TURN_CLIFF_TOBIDASU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TOBIDASU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_CLIFF_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_CLIFF_TOBIDASU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TURN_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TURN_TOBIDASU") #define ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TURN_CLIFF_TOBIDASU lua_const("ITEM_NAMAKOBUSHI_STATUS_KIND_TREAD_TURN_CLIFF_TOBIDASU") #define ITEM_NAMAKOBUSHI_INSTANCE_WORK_INT_COUNTER_TREAD_UNABLE lua_const("ITEM_NAMAKOBUSHI_INSTANCE_WORK_INT_COUNTER_TREAD_UNABLE") #define ITEM_NAMAKOBUSHI_INSTANCE_WORK_FLAG_IS_ATTACK_CANCEL lua_const("ITEM_NAMAKOBUSHI_INSTANCE_WORK_FLAG_IS_ATTACK_CANCEL") #define ITEM_KIND_NAMAKOBUSHI lua_const("ITEM_KIND_NAMAKOBUSHI") #define ITEM_NASYA_STATUS_KIND_WALK_START lua_const("ITEM_NASYA_STATUS_KIND_WALK_START") #define ITEM_NASYA_STATUS_KIND_WALK lua_const("ITEM_NASYA_STATUS_KIND_WALK") #define ITEM_NASYA_STATUS_KIND_WALK_END lua_const("ITEM_NASYA_STATUS_KIND_WALK_END") #define ITEM_NASYA_INSTANCE_WORK_FLAG_START_UPDATE_COLLISION lua_const("ITEM_NASYA_INSTANCE_WORK_FLAG_START_UPDATE_COLLISION") #define ITEM_NASYA_INSTANCE_WORK_INT_RIGHT_COL_IDX lua_const("ITEM_NASYA_INSTANCE_WORK_INT_RIGHT_COL_IDX") #define ITEM_NASYA_INSTANCE_WORK_INT_LEFT_COL_IDX lua_const("ITEM_NASYA_INSTANCE_WORK_INT_LEFT_COL_IDX") #define ITEM_KIND_NASSYA lua_const("ITEM_KIND_NASSYA") #define ITEM_NYARTH_STATUS_KIND_SHOOT_AIR lua_const("ITEM_NYARTH_STATUS_KIND_SHOOT_AIR") #define ITEM_NYARTH_STATUS_KIND_SHOOT lua_const("ITEM_NYARTH_STATUS_KIND_SHOOT") #define ITEM_KIND_NYARTHSHOT lua_const("ITEM_KIND_NYARTHSHOT") #define ITEM_KIND_NYARTH lua_const("ITEM_KIND_NYARTH") #define ITEM_NYARTHSHOT_STATUS_KIND_SHOOT lua_const("ITEM_NYARTHSHOT_STATUS_KIND_SHOOT") #define ITEM_NYARTHSHOT_STATUS_KIND_SLEEP lua_const("ITEM_NYARTHSHOT_STATUS_KIND_SLEEP") #define ITEM_PALKIA_STATUS_KIND_CUT lua_const("ITEM_PALKIA_STATUS_KIND_CUT") #define ITEM_PALKIA_STATUS_KIND_ROLL lua_const("ITEM_PALKIA_STATUS_KIND_ROLL") #define ITEM_PALKIA_STATUS_KIND_ROLL_END lua_const("ITEM_PALKIA_STATUS_KIND_ROLL_END") #define ITEM_KIND_PALKIA lua_const("ITEM_KIND_PALKIA") #define ITEM_PEROPPAFU_STATUS_KIND_START lua_const("ITEM_PEROPPAFU_STATUS_KIND_START") #define ITEM_PEROPPAFU_STATUS_KIND_ATTACK lua_const("ITEM_PEROPPAFU_STATUS_KIND_ATTACK") #define ITEM_PEROPPAFU_STATUS_KIND_END lua_const("ITEM_PEROPPAFU_STATUS_KIND_END") #define ITEM_KIND_PEROPPAFU lua_const("ITEM_KIND_PEROPPAFU") #define ITEM_RAICHUA_STATUS_KIND_RUN_AIR lua_const("ITEM_RAICHUA_STATUS_KIND_RUN_AIR") #define ITEM_RAICHUA_STATUS_KIND_LANDING_AIR lua_const("ITEM_RAICHUA_STATUS_KIND_LANDING_AIR") #define ITEM_KIND_RAICHUA lua_const("ITEM_KIND_RAICHUA") #define ITEM_SPECIALIZED_PARAM_FLOAT_GRAVITY_ACCEL_MAX lua_const("ITEM_SPECIALIZED_PARAM_FLOAT_GRAVITY_ACCEL_MAX") #define ITEM_ROKONA_STATUS_KIND_SHOT lua_const("ITEM_ROKONA_STATUS_KIND_SHOT") #define ITEM_KIND_ROKONA lua_const("ITEM_KIND_ROKONA") #define ITEM_KIND_ROKONASHOT lua_const("ITEM_KIND_ROKONASHOT") #define ITEM_KIND_ROKON lua_const("ITEM_KIND_ROKON") #define ITEM_KIND_ROKONSHOT lua_const("ITEM_KIND_ROKONSHOT") #define ITEM_ROKONASHOT_STATUS_KIND_SHOT lua_const("ITEM_ROKONASHOT_STATUS_KIND_SHOT") #define ITEM_ROKONSHOT_STATUS_KIND_HIT lua_const("ITEM_ROKONSHOT_STATUS_KIND_HIT") #define ITEM_ROKONSHOT_STATUS_KIND_PILLAR lua_const("ITEM_ROKONSHOT_STATUS_KIND_PILLAR") #define ITEM_SIRNIGHT_STATUS_KIND_ENTRY_AIR lua_const("ITEM_SIRNIGHT_STATUS_KIND_ENTRY_AIR") #define ITEM_SIRNIGHT_STATUS_KIND_ENTRY_GROUND lua_const("ITEM_SIRNIGHT_STATUS_KIND_ENTRY_GROUND") #define ITEM_SIRNIGHT_STATUS_KIND_WALK lua_const("ITEM_SIRNIGHT_STATUS_KIND_WALK") #define ITEM_SIRNIGHT_STATUS_KIND_TURN lua_const("ITEM_SIRNIGHT_STATUS_KIND_TURN") #define ITEM_KIND_SIRNIGHT lua_const("ITEM_KIND_SIRNIGHT") #define ITEM_SOLGALEO_STATUS_KIND_ATTACK_START lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK_START") #define ITEM_SOLGALEO_STATUS_KIND_ATTACK_ROT lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK_ROT") #define ITEM_SOLGALEO_STATUS_KIND_ATTACK lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK") #define ITEM_SOLGALEO_STATUS_KIND_ATTACK_SLEEP lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK_SLEEP") #define ITEM_SOLGALEO_STATUS_KIND_ATTACK_END lua_const("ITEM_SOLGALEO_STATUS_KIND_ATTACK_END") #define ITEM_SOLGALEO_INSTANCE_WORK_FLAG_EFFECT_HANDLE_FIRE2 lua_const("ITEM_SOLGALEO_INSTANCE_WORK_FLAG_EFFECT_HANDLE_FIRE2") #define ITEM_SOLGALEO_INSTANCE_WORK_FLAG_TAKE_OFF lua_const("ITEM_SOLGALEO_INSTANCE_WORK_FLAG_TAKE_OFF") #define ITEM_SOLGALEO_INSTANCE_WORK_FLAG_EFFECT_HANDLE_FIRE lua_const("ITEM_SOLGALEO_INSTANCE_WORK_FLAG_EFFECT_HANDLE_FIRE") #define ITEM_INSTANCE_WORK_FLAG_IGNORE_DELETE_BY_STAGE lua_const("ITEM_INSTANCE_WORK_FLAG_IGNORE_DELETE_BY_STAGE") #define ITEM_TOGEDEMARU_STATUS_KIND_WAIT lua_const("ITEM_TOGEDEMARU_STATUS_KIND_WAIT") #define ITEM_TOGEDEMARU_STATUS_KIND_JUMP lua_const("ITEM_TOGEDEMARU_STATUS_KIND_JUMP") #define ITEM_TOGEDEMARU_STATUS_KIND_JUMP_FALL lua_const("ITEM_TOGEDEMARU_STATUS_KIND_JUMP_FALL") #define ITEM_TOGEDEMARU_STATUS_KIND_JUMP_LANDING lua_const("ITEM_TOGEDEMARU_STATUS_KIND_JUMP_LANDING") #define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK") #define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_FAILED lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_FAILED") #define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_START lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_START") #define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_LOOP lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_LOOP") #define ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_END lua_const("ITEM_TOGEDEMARU_STATUS_KIND_ATTACK_SUCCEEDED_END") #define ITEM_KIND_TOGEDEMARUSHOT lua_const("ITEM_KIND_TOGEDEMARUSHOT") #define ITEM_KIND_TOGEDEMARU lua_const("ITEM_KIND_TOGEDEMARU") #define ITEM_KIND_TOGEPY lua_const("ITEM_KIND_TOGEPY") #define ITEM_TOSAKINTO_STATUS_KIND_JUMP_1 lua_const("ITEM_TOSAKINTO_STATUS_KIND_JUMP_1") #define ITEM_TOSAKINTO_STATUS_KIND_JUMP_2 lua_const("ITEM_TOSAKINTO_STATUS_KIND_JUMP_2") #define ITEM_TOSAKINTO_STATUS_KIND_JUMP_3 lua_const("ITEM_TOSAKINTO_STATUS_KIND_JUMP_3") #define ITEM_KIND_TOSAKINTO lua_const("ITEM_KIND_TOSAKINTO") #define ITEM_KIND_TSUTARJA lua_const("ITEM_KIND_TSUTARJA") #define ITEM_KIND_TSUTARJASHOT lua_const("ITEM_KIND_TSUTARJASHOT") #define ITEM_KIND_VICTINI lua_const("ITEM_KIND_VICTINI") #define ITEM_KIND_XERNEAS lua_const("ITEM_KIND_XERNEAS") #define ITEM_YAYAKOMA_STATUS_KIND_WAIT lua_const("ITEM_YAYAKOMA_STATUS_KIND_WAIT") #define ITEM_YAYAKOMA_STATUS_KIND_JUMPCHECK lua_const("ITEM_YAYAKOMA_STATUS_KIND_JUMPCHECK") #define ITEM_YAYAKOMA_STATUS_KIND_JUMP lua_const("ITEM_YAYAKOMA_STATUS_KIND_JUMP") #define ITEM_YAYAKOMA_STATUS_KIND_FLY lua_const("ITEM_YAYAKOMA_STATUS_KIND_FLY") #define ITEM_YAYAKOMA_STATUS_KIND_WALK lua_const("ITEM_YAYAKOMA_STATUS_KIND_WALK") #define ITEM_KIND_YAYAKOMA lua_const("ITEM_KIND_YAYAKOMA") #define ITEM_YUKINOOH_STATUS_KIND_BLIZZARD lua_const("ITEM_YUKINOOH_STATUS_KIND_BLIZZARD") #define ITEM_YUKINOOH_STATUS_KIND_FREEZEPUNCH lua_const("ITEM_YUKINOOH_STATUS_KIND_FREEZEPUNCH") #define ITEM_YUKINOOH_STATUS_KIND_WAIT lua_const("ITEM_YUKINOOH_STATUS_KIND_WAIT") #define ITEM_YUKINOOH_STATUS_KIND_WALL lua_const("ITEM_YUKINOOH_STATUS_KIND_WALL") #define ITEM_KIND_YUKINOOH lua_const("ITEM_KIND_YUKINOOH") #define ITEM_ZOROARK_STATUS_KIND_THROWUP lua_const("ITEM_ZOROARK_STATUS_KIND_THROWUP") #define ITEM_ZOROARK_STATUS_KIND_PRESWIPE lua_const("ITEM_ZOROARK_STATUS_KIND_PRESWIPE") #define ITEM_ZOROARK_STATUS_KIND_FURYSWIPES lua_const("ITEM_ZOROARK_STATUS_KIND_FURYSWIPES") #define ITEM_ZOROARK_STATUS_KIND_SLAM lua_const("ITEM_ZOROARK_STATUS_KIND_SLAM") #define ITEM_ZOROARK_STATUS_KIND_TELEPORT lua_const("ITEM_ZOROARK_STATUS_KIND_TELEPORT") #define ITEM_ZOROARK_STATUS_KIND_WAIT lua_const("ITEM_ZOROARK_STATUS_KIND_WAIT") #define ITEM_ZOROARK_STATUS_KIND_FAILWAIT lua_const("ITEM_ZOROARK_STATUS_KIND_FAILWAIT") #define ITEM_KIND_ZOROARK lua_const("ITEM_KIND_ZOROARK") #define ITEM_ZOROARK_INSTANCE_WORK_INT_CUR_ACTION lua_const("ITEM_ZOROARK_INSTANCE_WORK_INT_CUR_ACTION") #define ITEM_ZOROARK_INSTANCE_WORK_INT_FURYSWIPES_COUNT lua_const("ITEM_ZOROARK_INSTANCE_WORK_INT_FURYSWIPES_COUNT") #define ITEM_ZOROARK_INSTANCE_WORK_INT_TASK_ID lua_const("ITEM_ZOROARK_INSTANCE_WORK_INT_TASK_ID") #define ITEM_ZOROARK_INSTANCE_WORK_INT_TARGET_STATE lua_const("ITEM_ZOROARK_INSTANCE_WORK_INT_TARGET_STATE") #define ITEM_ZOROARK_INSTANCE_WORK_FLOAT_THROWUP_LR lua_const("ITEM_ZOROARK_INSTANCE_WORK_FLOAT_THROWUP_LR") #define ITEM_ZOROARK_INSTANCE_WORK_FLAG_THROW_UP_GRAVITY_START lua_const("ITEM_ZOROARK_INSTANCE_WORK_FLAG_THROW_UP_GRAVITY_START") #endif // CONST_VALUE_TABLE_H