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https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-23 09:04:21 +00:00
Fixed Format Issues
This commit is contained in:
parent
3b298fea26
commit
1d7f4332c8
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@ -45,9 +45,7 @@ Creating a SensorMsg class called SensorMsgTest2 that holds a string referenced
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class SensorMsg##Type : public al::SensorMsg { \
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SEAD_RTTI_OVERRIDE(SensorMsg##Type, al::SensorMsg) \
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public: \
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inline SensorMsg##Type(PARAM_LIST(__VA_ARGS__)) { \
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SET_MEMBER_PARAM_MULTI(__VA_ARGS__); \
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} \
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inline SensorMsg##Type(PARAM_LIST(__VA_ARGS__)) { SET_MEMBER_PARAM_MULTI(__VA_ARGS__); } \
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\
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DECL_GET_MULTI(__VA_ARGS__) \
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\
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@ -91,9 +91,7 @@ al::initNerveAction(this, "Hide", &NrvExampleUseCase.collector, 0);
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(keeper->getParent<Class>())->exe##ActionFunc(); \
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} \
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\
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const char* getActionName() const override { \
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return #Action; \
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} \
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const char* getActionName() const override { return #Action; } \
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};
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#define NERVE_ACTION_IMPL(Class, Action) NERVE_ACTION_IMPL_(Class, Action, Action)
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@ -108,7 +106,5 @@ al::initNerveAction(this, "Hide", &NrvExampleUseCase.collector, 0);
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\
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alNerveFunction::NerveActionCollector collector; \
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\
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NrvStruct##Class() { \
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FOR_EACH(NERVE_ACTION_CONSTRUCT, Class, __VA_ARGS__) \
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} \
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NrvStruct##Class() { FOR_EACH(NERVE_ACTION_CONSTRUCT, Class, __VA_ARGS__) } \
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} Nrv##Class;
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@ -50,9 +50,7 @@ SEAD_ENUM(YamlParamType,
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return YamlParamType::text(YamlParamType::Name); \
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} \
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\
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YamlParamType getParamType() const override { \
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return YamlParamType::Name; \
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} \
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YamlParamType getParamType() const override { return YamlParamType::Name; } \
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};
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class ParameterBase {
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@ -77,7 +77,6 @@ bool StackerStatePanic::receiveMsg(const al::SensorMsg* self, al::HitSensor* oth
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if (al::isNerve(this, &NrvStackerStatePanic.Wait) ||
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al::isNerve(this, &NrvStackerStatePanic.Surprise) ||
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al::isNerve(this, &NrvStackerStatePanic.CapHit)) {
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if (rs::isMsgCapReflect(self) || rs::isMsgStackerCapBoostAttack(self)) {
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_30 = 10;
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al::faceToTarget(mActor, rs::getPlayerPos(mActor));
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@ -87,17 +86,15 @@ bool StackerStatePanic::receiveMsg(const al::SensorMsg* self, al::HitSensor* oth
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al::setNerve(this, &NrvStackerStatePanic.CapHit);
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return true;
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}
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} else {
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if (rs::isMsgCapAttack(self) || rs::isMsgStackerCapBoostAttack(self)) {
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_30 = 10;
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al::faceToTarget(mActor, rs::getPlayerPos(mActor));
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al::startHitReaction(mActor, "逃げ中帽子ヒット");
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rs::requestHitReactionToAttacker(self, hitSensor, other);
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al::startAction(mActor, "PanicStart");
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al::setNerve(this, &NrvStackerStatePanic.CapHit);
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return true;
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}
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}
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} else if (rs::isMsgCapAttack(self) || rs::isMsgStackerCapBoostAttack(self)) {
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_30 = 10;
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al::faceToTarget(mActor, rs::getPlayerPos(mActor));
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al::startHitReaction(mActor, "逃げ中帽子ヒット");
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rs::requestHitReactionToAttacker(self, hitSensor, other);
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al::startAction(mActor, "PanicStart");
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al::setNerve(this, &NrvStackerStatePanic.CapHit);
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return true;
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}
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return false;
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}
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