@@ -118,11 +118,11 @@ unsafe fn falco_special_hi_game(fighter: &mut L2CAgentBase) {
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let boma = fighter. boma ( ) ;
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frame ( lua_state, 1.0 ) ;
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if is_excute ( fighter) {
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- ATTACK ( fighter, 0 , 0 , Hash40 :: new ( "hip " ) , 16.0 , 80 , 60 , 0 , 80 , 5 .0, 2.5 , - 2 .0, 0.0 , None , None , None , 1.0 , 1.0 , * ATTACK_SETOFF_KIND_ON , * ATTACK_LR_CHECK_F , false , 5 , 0.0 , 0 , false , false , false , false , true , * COLLISION_SITUATION_MASK_GA , * COLLISION_CATEGORY_MASK_ALL , * COLLISION_PART_MASK_ALL , false , Hash40 :: new ( "collision_attr_fire" ) , * ATTACK_SOUND_LEVEL_L , * COLLISION_SOUND_ATTR_FIRE , * ATTACK_REGION_BODY ) ;
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+ ATTACK ( fighter, 0 , 0 , Hash40 :: new ( "neck " ) , 16.0 , 80 , 60 , 0 , 80 , 4 .0, 0.0 , 0 .0, 0.0 , None , None , None , 1.0 , 1.0 , * ATTACK_SETOFF_KIND_ON , * ATTACK_LR_CHECK_F , false , 5 , 0.0 , 0 , false , false , false , false , true , * COLLISION_SITUATION_MASK_GA , * COLLISION_CATEGORY_MASK_ALL , * COLLISION_PART_MASK_ALL , false , Hash40 :: new ( "collision_attr_fire" ) , * ATTACK_SOUND_LEVEL_L , * COLLISION_SOUND_ATTR_FIRE , * ATTACK_REGION_BODY ) ;
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}
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wait ( lua_state, 4.0 ) ;
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if is_excute ( fighter) {
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- ATTACK ( fighter, 0 , 0 , Hash40 :: new ( "hip " ) , 11.0 , 80 , 60 , 0 , 80 , 5 .0, 2.5 , - 2 .0, 0.0 , None , None , None , 1.0 , 1.0 , * ATTACK_SETOFF_KIND_ON , * ATTACK_LR_CHECK_F , false , 5 , 0.0 , 0 , false , false , false , false , true , * COLLISION_SITUATION_MASK_GA , * COLLISION_CATEGORY_MASK_ALL , * COLLISION_PART_MASK_ALL , false , Hash40 :: new ( "collision_attr_fire" ) , * ATTACK_SOUND_LEVEL_L , * COLLISION_SOUND_ATTR_FIRE , * ATTACK_REGION_BODY ) ;
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+ ATTACK ( fighter, 0 , 0 , Hash40 :: new ( "neck " ) , 11.0 , 80 , 60 , 0 , 80 , 4 .0, 0.0 , 0 .0, 0.0 , None , None , None , 1.0 , 1.0 , * ATTACK_SETOFF_KIND_ON , * ATTACK_LR_CHECK_F , false , 5 , 0.0 , 0 , false , false , false , false , true , * COLLISION_SITUATION_MASK_GA , * COLLISION_CATEGORY_MASK_ALL , * COLLISION_PART_MASK_ALL , false , Hash40 :: new ( "collision_attr_fire" ) , * ATTACK_SOUND_LEVEL_L , * COLLISION_SOUND_ATTR_FIRE , * ATTACK_REGION_BODY ) ;
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}
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}
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