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use super :: * ;
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- # [ acmd_script ( agent = "ridley" , script = "game_attackairn" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn ridley_attack_air_n_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_n_game ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 3.0 ) ;
@@ -37,8 +37,8 @@ unsafe fn ridley_attack_air_n_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "ridley" , script = "effect_attackairn" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn ridley_attack_air_n_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_n_effect ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 8.0 ) ;
@@ -48,8 +48,8 @@ unsafe fn ridley_attack_air_n_effect(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "ridley" , script = "game_attackairf" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn ridley_attack_air_f_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_f_game ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 3.0 ) ;
@@ -109,8 +109,8 @@ unsafe fn ridley_attack_air_f_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "ridley" , script = "game_attackairb" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn ridley_attack_air_b_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_b_game ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 1.0 ) ;
@@ -145,8 +145,8 @@ unsafe fn ridley_attack_air_b_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "ridley" , script = "effect_attackairb" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn ridley_attack_air_b_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_b_effect ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 10.0 ) ;
@@ -155,8 +155,8 @@ unsafe fn ridley_attack_air_b_effect(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "ridley" , script = "game_attackairhi" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn ridley_attack_air_hi_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_hi_game ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 4.0 ) ;
@@ -194,8 +194,8 @@ unsafe fn ridley_attack_air_hi_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "ridley" , script = "game_attackairlw" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn ridley_attack_air_lw_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_lw_game ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 1.0 ) ;
@@ -240,8 +240,8 @@ unsafe fn ridley_attack_air_lw_game(fighter : &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "ridley" , script = "effect_attackairlw" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn ridley_attack_air_lw_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_lw_effect ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 20.0 ) ;
@@ -251,8 +251,8 @@ unsafe fn ridley_attack_air_lw_effect(fighter : &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "ridley" , script = "sound_attackairlw" , category = ACMD_SOUND , low_priority ) ]
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- unsafe fn ridley_attack_air_lw_sound ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_lw_sound ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 16.0 ) ;
@@ -261,8 +261,8 @@ unsafe fn ridley_attack_air_lw_sound(fighter : &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "ridley" , script = "expression_attackairlw" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn ridley_attack_air_lw_expression ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_attack_air_lw_expression ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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if is_excute ( fighter) {
@@ -275,8 +275,8 @@ unsafe fn ridley_attack_air_lw_expression(fighter : &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "ridley" , script = "sound_landingairlw" , category = ACMD_SOUND , low_priority ) ]
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- unsafe fn ridley_landing_air_lw_sound ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_landing_air_lw_sound ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 2.0 ) ;
@@ -285,8 +285,8 @@ unsafe fn ridley_landing_air_lw_sound(fighter : &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "ridley" , script = "expression_landingairlw" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn ridley_landing_air_lw_expression ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn ridley_landing_air_lw_expression ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
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if is_excute ( fighter) {
@@ -295,20 +295,22 @@ unsafe fn ridley_landing_air_lw_expression(fighter : &mut L2CAgentBase) {
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}
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}
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+
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+
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+
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pub fn install ( ) {
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- install_acmd_scripts ! (
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- ridley_attack_air_n_game ,
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- ridley_attack_air_n_effect ,
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- ridley_attack_air_f_game ,
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- ridley_attack_air_b_game ,
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- ridley_attack_air_b_effect ,
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- ridley_attack_air_hi_game ,
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- ridley_attack_air_lw_game ,
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- ridley_attack_air_lw_effect ,
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- ridley_attack_air_lw_sound ,
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- ridley_attack_air_lw_expression ,
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- ridley_landing_air_lw_sound ,
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- ridley_landing_air_lw_expression ,
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- ) ;
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+ smashline :: Agent :: new ( "ridley" )
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+ . acmd ( "game_attackairn" , ridley_attack_air_n_game )
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+ . acmd ( "effect_attackairn" , ridley_attack_air_n_effect )
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+ . acmd ( "game_attackairf" , ridley_attack_air_f_game )
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+ . acmd ( "game_attackairb" , ridley_attack_air_b_game )
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+ . acmd ( "effect_attackairb" , ridley_attack_air_b_effect )
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+ . acmd ( "game_attackairhi" , ridley_attack_air_hi_game )
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+ . acmd ( "game_attackairlw" , ridley_attack_air_lw_game )
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+ . acmd ( "effect_attackairlw" , ridley_attack_air_lw_effect )
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+ . acmd ( "sound_attackairlw" , ridley_attack_air_lw_sound )
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+ . acmd ( "expression_attackairlw" , ridley_attack_air_lw_expression )
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+ . acmd ( "sound_landingairlw" , ridley_landing_air_lw_sound )
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+ . acmd ( "expression_landingairlw" , ridley_landing_air_lw_expression )
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+ . install ( ) ;
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}
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-
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