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use super :: * ;
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- # [ acmd_script ( agent = "mario" , script = "game_attackairn" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn mario_attack_air_n_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn mario_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 ) ;
@@ -26,8 +26,8 @@ unsafe fn mario_attack_air_n_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "mario" , script = "game_attackairf" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn mario_attack_air_f_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn mario_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, 4.0 ) ;
@@ -71,8 +71,8 @@ unsafe fn mario_attack_air_f_game(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "mario" , script = "effect_attackairf" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn mario_attack_air_f_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn mario_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 ) ;
@@ -104,8 +104,8 @@ unsafe fn mario_attack_air_f_effect(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "mario" , script = "game_attackairb" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn mario_attack_air_b_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn mario_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, 6.0 ) ;
@@ -133,8 +133,8 @@ unsafe fn mario_attack_air_b_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "mario" , script = "effect_attackairb" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn mario_attack_air_b_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn mario_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, 4.0 ) ;
@@ -149,8 +149,8 @@ unsafe fn mario_attack_air_b_effect(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "mario" , script = "game_attackairhi" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn mario_attack_air_hi_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn mario_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 ) ;
@@ -183,8 +183,8 @@ unsafe fn mario_attack_air_hi_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "mario" , script = "game_attackairlw" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn mario_attack_air_lw_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn mario_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, 3.0 ) ;
@@ -207,8 +207,8 @@ unsafe fn mario_attack_air_lw_game(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "mario" , script = "effect_attackairlw" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn effect_attackairlw ( agent : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn effect_attackairlw ( agent : & mut L2CAgentBase ) {
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let lua_state = agent. lua_state_agent ;
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let boma = agent. boma ( ) ;
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frame ( lua_state, 7.0 ) ;
@@ -225,8 +225,8 @@ unsafe fn effect_attackairlw(agent: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "mario" , script = "sound_attackairlw" , category = ACMD_SOUND , low_priority ) ]
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- unsafe fn sound_attackairlw ( agent : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn sound_attackairlw ( agent : & mut L2CAgentBase ) {
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let lua_state = agent. lua_state_agent ;
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let boma = agent. boma ( ) ;
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frame ( lua_state, 7.0 ) ;
@@ -235,8 +235,8 @@ unsafe fn sound_attackairlw(agent: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "mario" , script = "expression_attackairlw" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn expression_attackairlw ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn expression_attackairlw ( 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, 5.0 ) ;
@@ -253,8 +253,8 @@ unsafe fn expression_attackairlw(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "mario" , script = "game_landingairlw" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn mario_landing_air_lw_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn mario_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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/*
@@ -270,17 +270,17 @@ unsafe fn mario_landing_air_lw_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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- mario_attack_air_n_game ,
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- mario_attack_air_f_game ,
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- mario_attack_air_f_effect ,
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- mario_attack_air_b_game ,
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- mario_attack_air_b_effect ,
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- mario_attack_air_hi_game ,
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- mario_attack_air_lw_game ,
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- effect_attackairlw,
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- sound_attackairlw,
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- expression_attackairlw,
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- mario_landing_air_lw_game ,
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- ) ;
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- }
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+ smashline :: Agent :: new ( "mario" )
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+ . game_acmd ( "game_attackairn" , mario_attack_air_n_game )
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+ . game_acmd ( "game_attackairf" , mario_attack_air_f_game )
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+ . effect_acmd ( "effect_attackairf" , mario_attack_air_f_effect )
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+ . game_acmd ( "game_attackairb" , mario_attack_air_b_game )
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+ . effect_acmd ( "effect_attackairb" , mario_attack_air_b_effect )
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+ . game_acmd ( "game_attackairhi" , mario_attack_air_hi_game )
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+ . game_acmd ( "game_attackairlw" , mario_attack_air_lw_game )
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+ . effect_acmd ( " effect_attackairlw" , effect_attackairlw )
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+ . sound_acmd ( " sound_attackairlw" , sound_attackairlw )
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+ . expression_acmd ( " expression_attackairlw" , expression_attackairlw )
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+ . game_acmd ( "game_landingairlw" , mario_landing_air_lw_game )
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+ . install ( ) ;
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+ }
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