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use super :: * ;
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- # [ acmd_script ( agent = "samus" , script = "game_attackairn" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn attack_air_n ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn attack_air_n ( 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 ) ;
@@ -47,8 +47,8 @@ unsafe fn attack_air_n(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "samus" , script = "effect_attackairn" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn attack_air_n_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn 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, 3.0 ) ;
@@ -63,8 +63,8 @@ unsafe fn attack_air_n_effect(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "samus" , script = "sound_attackairn" , category = ACMD_SOUND , low_priority ) ]
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- unsafe fn attack_air_n_sound ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn attack_air_n_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, 6.0 ) ;
@@ -75,8 +75,8 @@ unsafe fn attack_air_n_sound(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "samus" , script = "expression_attackairn" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn attack_air_n_expression ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn attack_air_n_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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frame ( lua_state, 4.0 ) ;
@@ -89,8 +89,8 @@ unsafe fn attack_air_n_expression(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "samus" , script = "game_attackairf" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn attack_air_f ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn attack_air_f ( 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 ) ;
@@ -138,8 +138,8 @@ unsafe fn attack_air_f(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "samus" , script = "effect_attackairf" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn samus_attack_air_f_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn samus_attack_air_f_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, 4.0 ) ;
@@ -164,8 +164,8 @@ unsafe fn samus_attack_air_f_effect(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "samus" , script = "game_attackairb" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn attack_air_b ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn attack_air_b ( 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 ) ;
@@ -191,8 +191,8 @@ unsafe fn attack_air_b(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "samus" , script = "effect_attackairb" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn effect_air_b ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn effect_air_b ( 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 ) ;
@@ -206,8 +206,8 @@ unsafe fn effect_air_b(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "samus" , script = "game_attackairhi" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn attack_air_hi ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn attack_air_hi ( 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 ) ;
@@ -254,8 +254,8 @@ unsafe fn attack_air_hi(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "samus" , script = "game_attackairlw" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn attack_air_lw ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn attack_air_lw ( 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 ) ;
@@ -292,8 +292,8 @@ unsafe fn attack_air_lw(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "samus" , script = "effect_attackairlw" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn samus_attack_air_lw_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn samus_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, 9.0 ) ;
@@ -309,8 +309,8 @@ unsafe fn samus_attack_air_lw_effect(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "samus" , script = "game_aircatchlanding" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn samus_landing_air_catch_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn samus_landing_air_catch_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) {
@@ -319,19 +319,21 @@ unsafe fn samus_landing_air_catch_game(fighter: &mut L2CAgentBase) {
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}
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- pub fn install ( ) {
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- install_acmd_scripts ! (
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- attack_air_n,
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- attack_air_n_effect,
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- attack_air_n_sound,
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- attack_air_n_expression,
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- attack_air_f,
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- samus_attack_air_f_effect,
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- attack_air_b,
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- effect_air_b,
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- attack_air_hi,
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- attack_air_lw,
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- samus_attack_air_lw_effect,
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- samus_landing_air_catch_game,
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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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+ smashline:: Agent :: new ( "samus" )
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+ . acmd ( "game_attackairn" , attack_air_n)
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+ . acmd ( "effect_attackairn" , attack_air_n_effect)
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+ . acmd ( "sound_attackairn" , attack_air_n_sound)
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+ . acmd ( "expression_attackairn" , attack_air_n_expression)
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+ . acmd ( "game_attackairf" , attack_air_f)
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+ . acmd ( "effect_attackairf" , samus_attack_air_f_effect)
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+ . acmd ( "game_attackairb" , attack_air_b)
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+ . acmd ( "effect_attackairb" , effect_air_b)
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+ . acmd ( "game_attackairhi" , attack_air_hi)
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+ . acmd ( "game_attackairlw" , attack_air_lw)
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+ . acmd ( "effect_attackairlw" , samus_attack_air_lw_effect)
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+ . acmd ( "game_aircatchlanding" , samus_landing_air_catch_game)
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+ . install ( ) ;
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+ }
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