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struct VirtualAllocation | |
{ | |
void* data; | |
HANDLE mapping; | |
size_t size; | |
}; | |
VirtualAllocation CreatePlaceholderVirtualAllocation(uint64_t size) | |
{ | |
BOOL result; |
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@echo off | |
setlocal | |
@REM https://github.com/llvm/llvm-project/releases/download/llvmorg-18.1.8/clang+llvm-18.1.8-x86_64-pc-windows-msvc.tar.xz | |
@REM note the "tools" directory, which was specific to my project | |
start /wait /b powershell -command "Start-BitsTransfer -Source https://github.com/llvm/llvm-project/releases/download/llvmorg-18.1.8/clang+llvm-18.1.8-x86_64-pc-windows-msvc.tar.xz -Destination tools/clang.tar.xz" | |
IF %ERRORLEVEL% NEQ 0 (echo Error:%ERRORLEVEL% && exit /b) | |
@REM start /wait /b powershell -command "Expand-Archive tools/clang.zip tools/clang_inner" |
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@echo off | |
setlocal ENABLEDELAYEDEXPANSION | |
:: unpack cmd line args | |
for %%a in (%*) do set "%%a=1" | |
set root=%~dp0 | |
:: remove trailing backslash | |
set root=%root:~0,-1% |
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REGISTER_ENUM(MSG_PlayerSighted) | |
REGISTER_ENUM(MSG_HeardSound) | |
REGISTER_ENUM(MSG_SetTarget) | |
REGISTER_ENUM(MSG_Arrived) | |
REGISTER_ENUM(MSG_Reset) |
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Shader "Pine/ToonShading" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
[MainColor] _Color ("Main Color", Color) = (1,1,1,1) | |
[HDR] _AmbientColor ("Ambient Color", Color) = (0.4, 0.4, 0.4, 1) | |
[HDR] _SpecularColor ("Specular Color", Color) = (0.9, 0.9, 0.9, 1) | |
_Glossiness ("Glossiness", Range(0, 100)) = 32 | |
[HDR] _RimColor ("Rim Color", Color) = (1,1,1,1) |
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#![feature(proc_macro_hygiene)] | |
use smash::lib::lua_const::*; | |
const PERCENT_CHANCE_FOR_LAG: i32 = 5; // 5% chance for lag on every frame | |
const LAG_SPIKE_DURATION_RANGE: i32 = 75; // Max "lag spike" is 75 miliseconds. | |
pub fn sys_line(fighter: &mut smash::lua2cpp::L2CFighterCommon) { | |
unsafe { | |
let lua_state = fighter.lua_state_agent; |
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#![feature(proc_macro_hygiene)] | |
#![allow(non_snake_case)] | |
#![allow(unused_imports)] | |
#![allow(non_upper_case_globals)] | |
#![allow(unused_mut)] | |
#![allow(unused_variables)] | |
#![allow(unused_assignments)] | |
#![allow(dead_code)] | |
#![allow(unused_parens)] |
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/* | |
Calling this function in smash::lua2cpp::L2CFighterCommon_sys_line_system_control_fighter | |
this isn't a copy-paste type deal... theres stuff like get_player_number that is left out. | |
If your looking to implement this yourself and don't know/understand how to do so, feel free to ask me! | |
*/ | |
static mut moonwalk_mul: [f32;8] = [1.0;8]; | |
unsafe fn moonwalks(boma: &mut app::BattleObjectModuleAccessor, status_kind: i32, stick_value_x: f32, facing: f32) { | |
/* Moonwalk melee calculation: (stick_pos.x * run_accel_mul) + (sign(stick_pos.x) * run_accel_add) */ |
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#![feature(proc_macro_hygiene)] | |
#![allow(non_snake_case)] | |
use skyline::nro::{self, NroInfo}; | |
use smash::app::{self, lua_bind::*, sv_system}; | |
use smash::lib::{lua_const::*, L2CValue}; | |
use smash::lua2cpp::L2CFighterCommon; | |
fn get_category(boma: &mut app::BattleObjectModuleAccessor) -> i32{ | |
return (boma.info >> 28) as u8 as i32; |
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/* | |
All credits to jugeeya for implementing this ATTACK replacement. I simply did the random number-related stuff. | |
Also, don't forget to call script_replacement(); in main somewhere if you are trying to recreate/compile the mod yourself. | |
*/ | |
#include <switch_min.h> | |
#include <stdint.h> | |
#include <stdlib.h> |
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