7 #ifndef MML_STATE_CHECK_H     8 #define MML_STATE_CHECK_H bool breakoutFrame(FunctionArg port, FunctionArg frames)
Checks how frames until player (specified by port) breaks out of a grab. 
Definition: state_check.c:141
 
bool belowHeight(FunctionArg port, FunctionArg height)
Checks if player (specified by port) is below height. 
Definition: state_check.c:63
 
bool aboveHeight(FunctionArg port, FunctionArg height)
Checks if player (specified by port) is above height. 
Definition: state_check.c:68
 
bool nearSurface(FunctionArg port)
Checks if player (specified by port) is near a surface. 
Definition: state_check.c:104
 
Data types for the gamecube. 
 
bool hitlagFrames(FunctionArg port, FunctionArg frame)
Checks if player (specified by port) has exact number of frames in hitlag remaining. 
Definition: state_check.c:53
 
bool fallenDown(FunctionArg port)
Checks if player (specified by port) has fallen down. 
Definition: state_check.c:98
 
bool onGround(FunctionArg port)
Checks if player (specified by port) is in on the ground. 
Definition: state_check.c:78
 
bool inHitlag(FunctionArg port)
Checks if player (specified by port) is in hitlag. 
Definition: state_check.c:48
 
bool actionStateEq(FunctionArg port, ActionState state)
Checks the players (specified by port) action state. 
Definition: state_check.c:83
 
Function Argument. 
Definition: logic.h:26
 
bool pastFrame(FunctionArg frame)
Checks if a certain frame has passed. 
Definition: state_check.c:43
 
bool actionStateGeq(FunctionArg port, ActionState state)
Checks the players (specified by port) action state. 
Definition: state_check.c:88
 
Defines structs for AI logic. 
 
bool inHitstun(FunctionArg port)
Checks if player (specified by port) is in hitstun. 
Definition: state_check.c:38
 
bool inAir(FunctionArg port)
Checks if player (specified by port) is in the air. 
Definition: state_check.c:73
 
bool techSituation(FunctionArg port)
Checks if player (specified by port) needs to tech. 
Definition: state_check.c:125
 
bool offstage(FunctionArg port)
Checks if player (specified by port) is offstage. 
Definition: state_check.c:27
 
bool recoverySituation(FunctionArg port)
Checks if player (specified by port) needs to recover. 
Definition: state_check.c:135
 
ActionState
Definition: action_state.h:11
 
bool actionStateLeq(FunctionArg port, ActionState state)
Checks the players (specified by port) action state. 
Definition: state_check.c:93
 
List of action states, ,. 
 
bool hitstunFrames(FunctionArg port, FunctionArg frame)
Checks if player (specified by port) has exact number of frames in hitstun remaining. 
Definition: state_check.c:58
 
bool onstage(FunctionArg port)
Checks if player (specified by port) is onstage. 
Definition: state_check.c:32