#pragma once #include "acmd_wrapper.h" #include "useful/const_value_table.h" #include "../taunt_toggles.h" // Uncomment the line below to debug using syslogger. // #define DEBUG #ifdef DEBUG struct LogPacket { bool dirty = false; bool to_sd = false; char buffer[256]; } logger; #define syslog(...) snprintf(logger.buffer, 256, __VA_ARGS__); logger.dirty = true; logger.to_sd = true; #else #define syslog(...) #endif using namespace app::lua_bind; int major, minor, patch; u64 fighter_manager_addr; u64 is_training_mode(void) asm("_ZN3app9smashball16is_training_modeEv") LINKABLE; u8 get_category(u64 module_accessor) { return (u8)(*(u32*)(module_accessor + 8) >> 28); } bool is_operation_cpu(u64 module_accessor) { if (get_category(module_accessor) != BATTLE_OBJECT_CATEGORY_FIGHTER) return false; int entry_id = WorkModule::get_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID); u64 fighter_information = FighterManager::get_fighter_information(LOAD64(fighter_manager_addr), entry_id); return FighterInformation::is_operation_cpu(fighter_information); } bool is_in_hitstun(u64 module_accessor) { int status_kind = StatusModule::status_kind(module_accessor); return status_kind >= FIGHTER_STATUS_KIND_DAMAGE && status_kind <= FIGHTER_STATUS_KIND_DAMAGE_FALL; } bool is_in_shieldstun(u64 module_accessor) { int status_kind = StatusModule::status_kind(module_accessor); int prev_status = StatusModule::prev_status_kind(module_accessor, 0); // If we are taking shield damage or we are droping shield from taking shield damage we are in hitstun if(status_kind == FIGHTER_STATUS_KIND_GUARD_DAMAGE || (prev_status == FIGHTER_STATUS_KIND_GUARD_DAMAGE && status_kind == FIGHTER_STATUS_KIND_GUARD_OFF)) { return true; } return false; } bool is_in_landing(u64 module_accessor) { int status_kind = StatusModule::status_kind(module_accessor); return status_kind >= FIGHTER_STATUS_KIND_LANDING && status_kind <= FIGHTER_STATUS_KIND_LANDING_DAMAGE_LIGHT; } void perform_defensive_option(u64 module_accessor, int& flag) { if (menu.DEFENSIVE_STATE == RANDOM_DEFENSIVE) { const int NUM_DEFENSIVE_CMDS = 4; int random_cmds[NUM_DEFENSIVE_CMDS] = { FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE, FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F, FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B, FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N }; int random_cmd_index = app::sv_math::rand(hash40("fighter"), NUM_DEFENSIVE_CMDS); flag |= random_cmds[random_cmd_index]; } else if (menu.DEFENSIVE_STATE == DEFENSIVE_ROLL) { if (app::sv_math::rand(hash40("fighter"), 2)) flag |= FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_F; else flag |= FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE_B; } else if (menu.DEFENSIVE_STATE == DEFENSIVE_SPOTDODGE) flag |= FIGHTER_PAD_CMD_CAT1_FLAG_ESCAPE; else if (menu.DEFENSIVE_STATE == DEFENSIVE_JAB) flag |= FIGHTER_PAD_CMD_CAT1_FLAG_ATTACK_N; }