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smashes, tilts
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fighters/falco/src/acmd/smashes.rs

+34
Original file line numberDiff line numberDiff line change
@@ -125,11 +125,45 @@ unsafe fn falco_attack_hi4_game(fighter: &mut L2CAgentBase) {
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}
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#[acmd_script( agent = "falco", script = "game_attacklw4", category = ACMD_GAME, low_priority )]
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unsafe fn game_attacklw4(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, 2.0);
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if is_excute(agent) {
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WorkModule::on_flag(boma, *FIGHTER_STATUS_ATTACK_FLAG_START_SMASH_HOLD);
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}
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frame(lua_state, 3.0);
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if is_excute(agent) {
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HIT_NODE(agent, Hash40::new("kneer"), *HIT_STATUS_XLU);
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HIT_NODE(agent, Hash40::new("kneel"), *HIT_STATUS_XLU);
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HIT_NODE(agent, Hash40::new("legr"), *HIT_STATUS_XLU);
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HIT_NODE(agent, Hash40::new("legl"), *HIT_STATUS_XLU);
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}
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frame(lua_state, 8.0);
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if is_excute(agent) {
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ATTACK(agent, 0, 0, Hash40::new("top"), 16.0, 25, 70, 0, 20, 4.3, 0.0, 1.7, 9.1, None, None, None, 1.0, 1.0, *ATTACK_SETOFF_KIND_ON, *ATTACK_LR_CHECK_POS, false, 0, 0.4, 0, false, false, false, false, true, *COLLISION_SITUATION_MASK_GA, *COLLISION_CATEGORY_MASK_ALL, *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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ATTACK(agent, 1, 0, Hash40::new("top"), 16.0, 25, 70, 0, 20, 4.3, 0.0, 1.7, -12.0, None, None, None, 1.0, 1.0, *ATTACK_SETOFF_KIND_ON, *ATTACK_LR_CHECK_POS, false, 0, 0.4, 0, false, false, false, false, true, *COLLISION_SITUATION_MASK_GA, *COLLISION_CATEGORY_MASK_ALL, *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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ATTACK(agent, 2, 0, Hash40::new("top"), 13.0, 361, 70, 0, 20, 3.5, 0.0, 1.7, 3.0, None, None, None, 1.0, 1.0, *ATTACK_SETOFF_KIND_ON, *ATTACK_LR_CHECK_POS, false, 0, 0.4, 0, false, false, false, false, true, *COLLISION_SITUATION_MASK_GA, *COLLISION_CATEGORY_MASK_ALL, *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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ATTACK(agent, 3, 0, Hash40::new("top"), 13.0, 361, 70, 0, 20, 3.5, 0.0, 1.7, -5.1, None, None, None, 1.0, 1.0, *ATTACK_SETOFF_KIND_ON, *ATTACK_LR_CHECK_POS, false, 0, 0.4, 0, false, false, false, false, true, *COLLISION_SITUATION_MASK_GA, *COLLISION_CATEGORY_MASK_ALL, *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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AttackModule::set_attack_height_all(boma, AttackHeight(*ATTACK_HEIGHT_LOW), false);
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}
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wait(lua_state, 1.0);
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if is_excute(agent) {
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HitModule::set_status_all(boma, HitStatus(*HIT_STATUS_NORMAL), 0);
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}
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wait(lua_state, 2.0);
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if is_excute(agent) {
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AttackModule::clear_all(boma);
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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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falco_attack_s4_s_game,
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falco_attack_s4_s_expression,
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falco_attack_hi4_game,
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game_attacklw4
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);
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}
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