2
2
use super :: * ;
3
3
4
4
5
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairn" , category = ACMD_GAME , low_priority ) ]
6
- unsafe fn bayonetta_attack_air_n_game ( fighter : & mut L2CAgentBase ) {
5
+
6
+ unsafe extern "C" fn bayonetta_attack_air_n_game ( fighter : & mut L2CAgentBase ) {
7
7
let lua_state = fighter. lua_state_agent ;
8
8
let boma = fighter. boma ( ) ;
9
9
frame ( lua_state, 1.0 ) ;
@@ -52,8 +52,8 @@ unsafe fn bayonetta_attack_air_n_game(fighter: &mut L2CAgentBase) {
52
52
53
53
}
54
54
55
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairnhold" , category = ACMD_GAME , low_priority ) ]
56
- unsafe fn bayonetta_attack_air_n_hold_game ( fighter : & mut L2CAgentBase ) {
55
+
56
+ unsafe extern "C" fn bayonetta_attack_air_n_hold_game ( fighter : & mut L2CAgentBase ) {
57
57
let lua_state = fighter. lua_state_agent ;
58
58
let boma = fighter. boma ( ) ;
59
59
FT_MOTION_RATE ( fighter, 1.0 ) ;
@@ -91,8 +91,8 @@ unsafe fn bayonetta_attack_air_n_hold_game(fighter: &mut L2CAgentBase) {
91
91
92
92
}
93
93
94
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairf" , category = ACMD_GAME , low_priority ) ]
95
- unsafe fn bayonetta_attack_air_f_game ( fighter : & mut L2CAgentBase ) {
94
+
95
+ unsafe extern "C" fn bayonetta_attack_air_f_game ( fighter : & mut L2CAgentBase ) {
96
96
let lua_state = fighter. lua_state_agent ;
97
97
let boma = fighter. boma ( ) ;
98
98
frame ( lua_state, 1.0 ) ;
@@ -137,8 +137,8 @@ unsafe fn bayonetta_attack_air_f_game(fighter: &mut L2CAgentBase) {
137
137
}
138
138
}
139
139
140
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairf2" , category = ACMD_GAME , low_priority ) ]
141
- unsafe fn bayonetta_attack_air_f2_game ( fighter : & mut L2CAgentBase ) {
140
+
141
+ unsafe extern "C" fn bayonetta_attack_air_f2_game ( fighter : & mut L2CAgentBase ) {
142
142
let lua_state = fighter. lua_state_agent ;
143
143
let boma = fighter. boma ( ) ;
144
144
frame ( lua_state, 1.0 ) ;
@@ -185,8 +185,8 @@ unsafe fn bayonetta_attack_air_f2_game(fighter: &mut L2CAgentBase) {
185
185
}
186
186
}
187
187
188
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairf3" , category = ACMD_GAME , low_priority ) ]
189
- unsafe fn bayonetta_attack_air_f3_game ( fighter : & mut L2CAgentBase ) {
188
+
189
+ unsafe extern "C" fn bayonetta_attack_air_f3_game ( fighter : & mut L2CAgentBase ) {
190
190
let lua_state = fighter. lua_state_agent ;
191
191
let boma = fighter. boma ( ) ;
192
192
frame ( lua_state, 1.0 ) ;
@@ -229,8 +229,8 @@ unsafe fn bayonetta_attack_air_f3_game(fighter: &mut L2CAgentBase) {
229
229
}
230
230
}
231
231
232
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairb" , category = ACMD_GAME , low_priority ) ]
233
- unsafe fn bayonetta_attack_air_b_game ( fighter : & mut L2CAgentBase ) {
232
+
233
+ unsafe extern "C" fn bayonetta_attack_air_b_game ( fighter : & mut L2CAgentBase ) {
234
234
let lua_state = fighter. lua_state_agent ;
235
235
let boma = fighter. boma ( ) ;
236
236
frame ( lua_state, 1.0 ) ;
@@ -266,8 +266,8 @@ unsafe fn bayonetta_attack_air_b_game(fighter: &mut L2CAgentBase) {
266
266
}
267
267
}
268
268
269
- # [ acmd_script ( agent = "bayonetta" , script = "expression_attackairb" , category = ACMD_EXPRESSION , low_priority ) ]
270
- unsafe fn bayonetta_attack_air_b_expression ( fighter : & mut L2CAgentBase ) {
269
+
270
+ unsafe extern "C" fn bayonetta_attack_air_b_expression ( fighter : & mut L2CAgentBase ) {
271
271
let lua_state = fighter. lua_state_agent ;
272
272
let boma = fighter. boma ( ) ;
273
273
frame ( lua_state, 17.0 ) ;
@@ -280,8 +280,8 @@ unsafe fn bayonetta_attack_air_b_expression(fighter: &mut L2CAgentBase) {
280
280
}
281
281
}
282
282
283
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairhi" , category = ACMD_GAME , low_priority ) ]
284
- unsafe fn bayonetta_attack_air_hi_game ( fighter : & mut L2CAgentBase ) {
283
+
284
+ unsafe extern "C" fn bayonetta_attack_air_hi_game ( fighter : & mut L2CAgentBase ) {
285
285
let lua_state = fighter. lua_state_agent ;
286
286
let boma = fighter. boma ( ) ;
287
287
frame ( lua_state, 1.0 ) ;
@@ -325,8 +325,8 @@ unsafe fn bayonetta_attack_air_hi_game(fighter: &mut L2CAgentBase) {
325
325
}
326
326
}
327
327
328
- # [ acmd_script ( agent = "bayonetta" , script = "effect_attackairhi" , category = ACMD_EFFECT , low_priority ) ]
329
- unsafe fn bayonetta_attack_air_hi_effect ( fighter : & mut L2CAgentBase ) {
328
+
329
+ unsafe extern "C" fn bayonetta_attack_air_hi_effect ( fighter : & mut L2CAgentBase ) {
330
330
frame ( fighter. lua_state_agent , 10.0 ) ;
331
331
if is_excute ( fighter) {
332
332
EFFECT_FOLLOW_WORK ( fighter, * FIGHTER_BAYONETTA_INSTANCE_WORK_ID_INT_EFFECT_KIND_BAYONETTA_ATTACK_ARC1 , Hash40 :: new ( "top" ) , 0 , 14.6 , -0.1 , 0 , -55 , -90 , 1.14 , true ) ;
@@ -339,8 +339,8 @@ unsafe fn bayonetta_attack_air_hi_effect(fighter: &mut L2CAgentBase) {
339
339
}
340
340
341
341
342
- # [ acmd_script ( agent = "bayonetta" , script = "expression_attackairhi" , category = ACMD_EXPRESSION , low_priority ) ]
343
- unsafe fn bayonetta_attack_air_hi_expression ( fighter : & mut L2CAgentBase ) {
342
+
343
+ unsafe extern "C" fn bayonetta_attack_air_hi_expression ( fighter : & mut L2CAgentBase ) {
344
344
let lua_state = fighter. lua_state_agent ;
345
345
let boma = fighter. boma ( ) ;
346
346
frame ( lua_state, 8.0 ) ;
@@ -357,8 +357,8 @@ unsafe fn bayonetta_attack_air_hi_expression(fighter: &mut L2CAgentBase) {
357
357
}
358
358
}
359
359
360
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairhihold" , category = ACMD_GAME , low_priority ) ]
361
- unsafe fn bayonetta_attack_air_hi_hold_game ( fighter : & mut L2CAgentBase ) {
360
+
361
+ unsafe extern "C" fn bayonetta_attack_air_hi_hold_game ( fighter : & mut L2CAgentBase ) {
362
362
let lua_state = fighter. lua_state_agent ;
363
363
let boma = fighter. boma ( ) ;
364
364
frame ( lua_state, 1.0 ) ;
@@ -372,8 +372,8 @@ unsafe fn bayonetta_attack_air_hi_hold_game(fighter: &mut L2CAgentBase) {
372
372
}
373
373
}
374
374
375
- # [ acmd_script ( agent = "bayonetta" , script = "game_attackairlw" , category = ACMD_GAME , low_priority ) ]
376
- unsafe fn bayonetta_attack_air_lw_game ( fighter : & mut L2CAgentBase ) {
375
+
376
+ unsafe extern "C" fn bayonetta_attack_air_lw_game ( fighter : & mut L2CAgentBase ) {
377
377
let lua_state = fighter. lua_state_agent ;
378
378
let boma = fighter. boma ( ) ;
379
379
frame ( lua_state, 1.0 ) ;
@@ -432,8 +432,8 @@ unsafe fn bayonetta_attack_air_lw_game(fighter: &mut L2CAgentBase) {
432
432
}
433
433
}
434
434
435
- # [ acmd_script ( agent = "bayonetta" , script = "game_landingairlw" , category = ACMD_GAME , low_priority ) ]
436
- unsafe fn bayonetta_landing_air_lw_game ( fighter : & mut L2CAgentBase ) {
435
+
436
+ unsafe extern "C" fn bayonetta_landing_air_lw_game ( fighter : & mut L2CAgentBase ) {
437
437
let lua_state = fighter. lua_state_agent ;
438
438
let boma = fighter. boma ( ) ;
439
439
frame ( lua_state, 1.0 ) ;
@@ -454,19 +454,19 @@ unsafe fn bayonetta_landing_air_lw_game(fighter: &mut L2CAgentBase) {
454
454
455
455
456
456
pub fn install ( ) {
457
- install_acmd_scripts ! (
458
- bayonetta_attack_air_n_game ,
459
- bayonetta_attack_air_n_hold_game ,
460
- bayonetta_attack_air_f_game ,
461
- bayonetta_attack_air_f2_game ,
462
- bayonetta_attack_air_f3_game ,
463
- bayonetta_attack_air_b_game ,
464
- bayonetta_attack_air_b_expression ,
465
- bayonetta_attack_air_hi_game ,
466
- bayonetta_attack_air_hi_effect ,
467
- bayonetta_attack_air_hi_expression ,
468
- bayonetta_attack_air_hi_hold_game ,
469
- bayonetta_attack_air_lw_game ,
470
- bayonetta_landing_air_lw_game
471
- ) ;
472
- }
457
+ smashline :: Agent :: new ( "bayonetta" )
458
+ . acmd ( "game_attackairn" , bayonetta_attack_air_n_game )
459
+ . acmd ( "game_attackairnhold" , bayonetta_attack_air_n_hold_game )
460
+ . acmd ( "game_attackairf" , bayonetta_attack_air_f_game )
461
+ . acmd ( "game_attackairf2" , bayonetta_attack_air_f2_game )
462
+ . acmd ( "game_attackairf3" , bayonetta_attack_air_f3_game )
463
+ . acmd ( "game_attackairb" , bayonetta_attack_air_b_game )
464
+ . acmd ( "expression_attackairb" , bayonetta_attack_air_b_expression )
465
+ . acmd ( "game_attackairhi" , bayonetta_attack_air_hi_game )
466
+ . acmd ( "effect_attackairhi" , bayonetta_attack_air_hi_effect )
467
+ . acmd ( "expression_attackairhi" , bayonetta_attack_air_hi_expression )
468
+ . acmd ( "game_attackairhihold" , bayonetta_attack_air_hi_hold_game )
469
+ . acmd ( "game_attackairlw" , bayonetta_attack_air_lw_game )
470
+ . acmd ( "game_landingairlw" , bayonetta_landing_air_lw_game)
471
+ . install ( ) ;
472
+ }
0 commit comments