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use super :: * ;
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- # [ acmd_script ( agent = "gamewatch" , script = "game_attackairn" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_attack_air_n_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_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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if is_excute ( fighter) {
@@ -75,8 +75,8 @@ unsafe fn gamewatch_attack_air_n_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "game_attackairf" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_attack_air_f_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_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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if is_excute ( fighter) {
@@ -115,8 +115,8 @@ unsafe fn gamewatch_attack_air_f_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "game_landingairf" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_landing_air_f_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_landing_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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if is_excute ( fighter) {
@@ -125,8 +125,8 @@ unsafe fn gamewatch_landing_air_f_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "expression_attackairf" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn gamewatch_attack_air_f_expression ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_attack_air_f_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) {
@@ -143,8 +143,8 @@ unsafe fn gamewatch_attack_air_f_expression(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "game_attackairb" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_attack_air_b_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_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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if is_excute ( fighter) {
@@ -205,8 +205,8 @@ unsafe fn gamewatch_attack_air_b_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "game_landingairb" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_landing_air_b_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_landing_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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if is_excute ( fighter) {
@@ -215,8 +215,8 @@ unsafe fn gamewatch_landing_air_b_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "game_attackairhi" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_attack_air_hi_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_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, 1.0 ) ;
@@ -240,8 +240,8 @@ unsafe fn gamewatch_attack_air_hi_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "sound_attackairhi" , category = ACMD_SOUND , low_priority ) ]
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- unsafe fn gamewatch_attack_air_hi_sound ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_attack_air_hi_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, 9.0 ) ;
@@ -250,15 +250,15 @@ unsafe fn gamewatch_attack_air_hi_sound(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "gamewatch_breath" , script = "game_attackairhi" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_breath_attack_air_hi_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_breath_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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}
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- # [ acmd_script ( agent = "gamewatch" , script = "expression_attackairhi" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn gamewatch_attack_air_hi_expression ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_attack_air_hi_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) {
@@ -276,8 +276,8 @@ unsafe fn gamewatch_attack_air_hi_expression(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "game_attackairlw" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_attack_air_lw_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_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, 6.0 ) ;
@@ -316,15 +316,15 @@ unsafe fn gamewatch_attack_air_lw_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "gamewatch" , script = "game_landingairlw" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn gamewatch_landing_air_lw_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_landing_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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}
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- # [ acmd_script ( agent = "gamewatch" , script = "expression_landingairlw" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn gamewatch_landing_air_lw_expression ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn gamewatch_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) {
@@ -338,20 +338,26 @@ unsafe fn gamewatch_landing_air_lw_expression(fighter: &mut L2CAgentBase) {
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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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- gamewatch_attack_air_n_game,
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- gamewatch_attack_air_f_game,
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- gamewatch_landing_air_f_game,
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- gamewatch_attack_air_f_expression,
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- gamewatch_attack_air_b_game,
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- gamewatch_landing_air_b_game,
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- gamewatch_attack_air_hi_game,
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- gamewatch_attack_air_hi_sound,
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- gamewatch_breath_attack_air_hi_game,
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- gamewatch_attack_air_hi_expression,
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- gamewatch_attack_air_lw_game,
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- gamewatch_landing_air_lw_game,
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- gamewatch_landing_air_lw_expression,
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- ) ;
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- }
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+ smashline:: Agent :: new ( "gamewatch_breath" )
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+ . acmd ( "game_attackairhi" , gamewatch_breath_attack_air_hi_game)
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+ . install ( ) ;
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+ smashline:: Agent :: new ( "gamewatch" )
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+ . acmd ( "game_attackairn" , gamewatch_attack_air_n_game)
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+ . acmd ( "game_attackairf" , gamewatch_attack_air_f_game)
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+ . acmd ( "game_landingairf" , gamewatch_landing_air_f_game)
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+ . acmd ( "expression_attackairf" , gamewatch_attack_air_f_expression)
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+ . acmd ( "game_attackairb" , gamewatch_attack_air_b_game)
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+ . acmd ( "game_landingairb" , gamewatch_landing_air_b_game)
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+ . acmd ( "game_attackairhi" , gamewatch_attack_air_hi_game)
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+ . acmd ( "sound_attackairhi" , gamewatch_attack_air_hi_sound)
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+ . acmd ( "expression_attackairhi" , gamewatch_attack_air_hi_expression)
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+ . acmd ( "game_attackairlw" , gamewatch_attack_air_lw_game)
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+ . acmd ( "game_landingairlw" , gamewatch_landing_air_lw_game)
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+ . acmd (
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+ "expression_landingairlw" ,
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+ gamewatch_landing_air_lw_expression,
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+ )
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+ . install ( ) ;
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+ }
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