@@ -36,7 +36,7 @@ unsafe fn bayonetta_special_s_game(fighter: &mut L2CAgentBase) {
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}
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frame ( lua_state, 15.0 ) ;
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if is_excute ( fighter) {
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- fighter. on_flag ( * FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION ) ;
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+ // fighter.on_flag(*FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION);
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GroundModule :: set_correct ( boma, app:: GroundCorrectKind ( * GROUND_CORRECT_KIND_GROUND ) ) ;
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ATTACK ( fighter, 0 , 0 , Hash40 :: new ( "footr" ) , 8.0 , 42 , 8 , 0 , 95 , 4.0 , 0.0 , 0.0 , 0.0 , Some ( -8.0 ) , Some ( 0.0 ) , Some ( 0.0 ) , 0.9 , 1.0 , * ATTACK_SETOFF_KIND_OFF , * ATTACK_LR_CHECK_F , true , 0 , 0.0 , 0 , false , false , false , false , true , * COLLISION_SITUATION_MASK_GA , * COLLISION_CATEGORY_MASK_NO_FLOOR , * COLLISION_PART_MASK_ALL , false , Hash40 :: new ( "collision_attr_normal" ) , * ATTACK_SOUND_LEVEL_L , * COLLISION_SOUND_ATTR_KICK , * ATTACK_REGION_KICK ) ;
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}
@@ -57,8 +57,8 @@ unsafe fn bayonetta_special_s_game(fighter: &mut L2CAgentBase) {
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FT_MOTION_RATE_RANGE ( fighter, 40.0 , 62.0 , 17.0 ) ;
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if is_excute ( fighter) {
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AttackModule :: clear_all ( boma) ;
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- fighter. set_int ( * FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT_END , * FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SHOOTING_STEP ) ;
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- fighter. off_flag ( * FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION ) ;
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+ // fighter.set_int(*FIGHTER_BAYONETTA_SHOOTING_STEP_WAIT_END, *FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_SHOOTING_STEP);
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+ // fighter.off_flag(*FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION);
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fighter. off_flag ( * FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_WALL_CHECK ) ;
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}
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}
@@ -72,13 +72,13 @@ unsafe fn bayonetta_special_s_hold_end_game(fighter: &mut L2CAgentBase) {
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if is_excute ( fighter) {
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notify_event_msc_cmd ! ( fighter, Hash40 :: new_raw( 0x2d51fcdb09 ) , * FIGHTER_BAYONETTA_SHOOTING_SLOT_R_LEG , false , false , true , 2 , 0 , 0 , 0 , false ) ;
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ATTACK ( fighter, 0 , 0 , Hash40 :: new ( "footr" ) , 7.0 , 70 , 8 , 0 , 50 , 4.0 , 0.5 , 0.0 , 0.0 , Some ( -8.0 ) , Some ( 0.0 ) , Some ( 0.0 ) , 1.0 , 1.0 , * ATTACK_SETOFF_KIND_OFF , * ATTACK_LR_CHECK_F , true , 0 , 0.0 , 0 , false , false , false , false , true , * COLLISION_SITUATION_MASK_GA , * COLLISION_CATEGORY_MASK_NO_FLOOR , * COLLISION_PART_MASK_ALL , false , Hash40 :: new ( "collision_attr_normal" ) , * ATTACK_SOUND_LEVEL_S , * COLLISION_SOUND_ATTR_KICK , * ATTACK_REGION_KICK ) ;
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- fighter. on_flag ( * FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION ) ;
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+ // fighter.on_flag(*FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_ACTION);
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}
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frame ( lua_state, 23.0 ) ;
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if is_excute ( fighter) {
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- fighter. on_flag ( * FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_CHECK_END ) ;
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+ // fighter.on_flag(*FIGHTER_BAYONETTA_INSTANCE_WORK_ID_FLAG_SHOOTING_CHECK_END);
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AttackModule :: clear_all ( fighter. module_accessor ) ;
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- fighter. on_flag ( * FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S ) ;
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+ // fighter.on_flag(*FIGHTER_BAYONETTA_STATUS_WORK_ID_SPECIAL_S_FLAG_END_SPECIAL_S);
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}
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frame ( lua_state, 34.5 ) ;
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FT_MOTION_RATE ( fighter, 1.0 ) ;
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