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use super :: * ;
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- # [ acmd_script ( agent = "reflet" , script = "game_attackairn" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn reflet_attack_air_n_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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, 1.0 ) ;
@@ -69,8 +69,8 @@ unsafe fn reflet_attack_air_n_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "reflet" , script = "effect_attackairn" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn reflet_attack_air_n_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_attack_air_n_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 ) ;
@@ -111,8 +111,8 @@ unsafe fn reflet_attack_air_n_effect(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "reflet" , script = "game_attackairf" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn reflet_attack_air_f_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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, 1.0 ) ;
@@ -166,8 +166,8 @@ unsafe fn reflet_attack_air_f_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "reflet" , script = "expression_attackairf" , category = ACMD_EXPRESSION , low_priority ) ]
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- unsafe fn reflet_attack_air_f_expression ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_attack_air_f_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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if WorkModule :: is_flag ( boma, * FIGHTER_REFLET_INSTANCE_WORK_ID_FLAG_THUNDER_SWORD_ON ) {
@@ -190,8 +190,8 @@ unsafe fn reflet_attack_air_f_expression(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "reflet" , script = "effect_attackairf" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn reflet_attack_air_f_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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, 10.0 ) ;
@@ -218,8 +218,8 @@ unsafe fn reflet_attack_air_f_effect(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "reflet" , script = "game_attackairb" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn reflet_attack_air_b_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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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if is_excute ( fighter) {
@@ -269,8 +269,8 @@ unsafe fn reflet_attack_air_b_game(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "reflet" , script = "effect_attackairb" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn reflet_attack_air_b_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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, 7.0 ) ;
@@ -299,8 +299,8 @@ unsafe fn reflet_attack_air_b_effect(fighter: &mut L2CAgentBase) {
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}
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- # [ acmd_script ( agent = "reflet" , script = "game_attackairhi" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn reflet_attack_air_hi_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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 ) ;
@@ -354,8 +354,8 @@ unsafe fn reflet_attack_air_hi_game(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "reflet" , script = "effect_attackairhi" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn reflet_attack_air_hi_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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, 9.0 ) ;
@@ -380,8 +380,8 @@ unsafe fn reflet_attack_air_hi_effect(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "reflet" , script = "game_attackairlw" , category = ACMD_GAME , low_priority ) ]
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- unsafe fn reflet_attack_air_lw_game ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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, 2.0 ) ;
@@ -449,8 +449,8 @@ unsafe fn reflet_attack_air_lw_game(fighter: &mut L2CAgentBase) {
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}
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}
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- # [ acmd_script ( agent = "reflet" , script = "effect_attackairlw" , category = ACMD_EFFECT , low_priority ) ]
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- unsafe fn reflet_attack_air_lw_effect ( fighter : & mut L2CAgentBase ) {
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+
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+ unsafe extern "C" fn reflet_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, 5.0 ) ;
@@ -498,18 +498,19 @@ unsafe fn reflet_attack_air_lw_effect(fighter: &mut L2CAgentBase) {
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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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- reflet_attack_air_n_game ,
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- reflet_attack_air_n_effect ,
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- reflet_attack_air_f_game ,
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- reflet_attack_air_f_effect ,
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- reflet_attack_air_f_expression ,
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- reflet_attack_air_b_game ,
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- reflet_attack_air_b_effect ,
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- reflet_attack_air_hi_game ,
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- reflet_attack_air_hi_effect ,
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- reflet_attack_air_lw_game ,
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- reflet_attack_air_lw_effect ,
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- ) ;
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- }
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+ smashline :: Agent :: new ( "reflet" )
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+ . acmd ( "game_attackairn" , reflet_attack_air_n_game )
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+ . acmd ( "effect_attackairn" , reflet_attack_air_n_effect )
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+ . acmd ( "game_attackairf" , reflet_attack_air_f_game )
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+ . acmd ( "expression_attackairf" , reflet_attack_air_f_expression )
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+ . acmd ( "effect_attackairf" , reflet_attack_air_f_effect )
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+ . acmd ( "game_attackairb" , reflet_attack_air_b_game )
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+ . acmd ( "effect_attackairb" , reflet_attack_air_b_effect )
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+ . acmd ( "game_attackairhi" , reflet_attack_air_hi_game )
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+ . acmd ( "effect_attackairhi" , reflet_attack_air_hi_effect )
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+ . acmd ( "game_attackairlw" , reflet_attack_air_lw_game )
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+ . acmd ( "effect_attackairlw" , reflet_attack_air_lw_effect )
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+ . install ( ) ;
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+ }
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