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use super :: * ;
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- # [ acmd_script ( agent = "donkey" , 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, 1.0 ) ;
@@ -35,8 +35,8 @@ unsafe fn attack_air_n(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "donkey" , 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, 8.0 ) ;
@@ -54,8 +54,8 @@ unsafe fn attack_air_n_expression(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "donkey" , 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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if is_excute ( fighter) {
@@ -89,8 +89,8 @@ unsafe fn attack_air_f(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "donkey" , 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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@@ -118,8 +118,8 @@ unsafe fn attack_air_b(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "donkey" , script = "effect_attackairhi" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn donkey_attack_air_hi_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn donkey_attack_air_hi_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, 5.0 ) ;
@@ -134,8 +134,8 @@ unsafe fn donkey_attack_air_hi_effect(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "donkey" , script = "effect_attackairb" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn donkey_attack_air_b_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn donkey_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, 6.0 ) ;
@@ -149,8 +149,8 @@ unsafe fn donkey_attack_air_b_effect(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "donkey" , 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, 1.0 ) ;
@@ -181,8 +181,8 @@ unsafe fn attack_air_hi(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "donkey" , script = "expression_attackairhi" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn attack_air_hi_expression ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn 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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frame ( lua_state, 4.0 ) ;
@@ -195,8 +195,8 @@ unsafe fn attack_air_hi_expression(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "donkey" , 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, 3.0 ) ;
@@ -227,8 +227,8 @@ unsafe fn attack_air_lw(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "donkey" , script = "effect_attackairlw" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn donkey_attack_air_lw_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn donkey_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 ) ;
@@ -245,18 +245,20 @@ unsafe fn donkey_attack_air_lw_effect(fighter: &mut L2CAgentBase) {
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}
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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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- install_acmd_scripts ! (
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- attack_air_n ,
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- attack_air_n_expression ,
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- attack_air_f ,
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- attack_air_b ,
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- attack_air_hi ,
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- attack_air_hi_expression ,
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- attack_air_lw ,
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- donkey_attack_air_b_effect ,
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- donkey_attack_air_hi_effect ,
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- donkey_attack_air_lw_effect ,
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- ) ;
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+ smashline :: Agent :: new ( "donkey" )
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+ . acmd ( "game_attackairn" , attack_air_n )
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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 ( "game_attackairb" , attack_air_b )
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+ . acmd ( "effect_attackairhi" , donkey_attack_air_hi_effect )
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+ . acmd ( "effect_attackairb" , donkey_attack_air_b_effect )
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+ . acmd ( "game_attackairhi" , attack_air_hi )
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+ . acmd ( "expression_attackairhi" , attack_air_hi_expression )
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+ . acmd ( "game_attackairlw" , attack_air_lw )
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+ . acmd ( "effect_attackairlw" , donkey_attack_air_lw_effect )
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+ . install ( ) ;
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}
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-
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