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