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//status_jump_squat_hook, //Smash4 shorthop aerials (aerials can be buffered out of jumpsquat - no shorthop aerial macro)
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status_main_jumpsquat_hook,//Melee shorthop aerials (no buffered aerials - no shorthop aerial macro)
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);
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},
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_ => (),
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}
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}
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/*
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Thought process here... for smash4 you can buffer an aerial out of jumpsquat...
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so we clear buffer right before jumpsquat (status_JumpSquat runs once right as you enter that status)
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For melee, you can't buffer aerials in jumpsquat, so we clear the buffer just after jumpsquat (or in this case since status_end_JumpSquat just didn't cooperate, during Jumpsquat)
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so that any aerials you buffered during JS aren't taken into account.
#[skyline::hook(replace = smash::lua2cpp::L2CFighterCommon_status_JumpSquat_Main)]//prolly better to use status_end_JumpSquat but for some reason it seemed like it wasn't being called
let boma = app::sv_system::battle_object_module_accessor(fighter.lua_state_agent);
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ifMotionModule::frame(boma) <= 3.0 && (ControlModule::get_command_flag_cat(boma,0)&*FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE) == 0{//during JS and you're not inputting an airdodge...
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