Melee Modding Library  2.0.0
A C library for modding Super Smash Bros Melee
state_check.h
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1 
7 #ifndef MML_STATE_CHECK_H
8 #define MML_STATE_CHECK_H
9 
10 #include "action_state.h"
11 #include "gctypes.h"
12 #include "logic.h"
13 
20 bool offstage(FunctionArg port);
21 
28 bool onstage(FunctionArg port);
29 
36 bool inHitstun(FunctionArg port);
37 
44 bool inHitlag(FunctionArg port);
45 
53 bool belowHeight(FunctionArg port, FunctionArg height);
54 
62 bool aboveHeight(FunctionArg port, FunctionArg height);
63 
70 bool inAir(FunctionArg port);
71 
78 bool onGround(FunctionArg port);
79 
87 bool actionStateEq(FunctionArg port, ActionState state);
88 
96 bool actionStateGeq(FunctionArg port, ActionState state);
97 
105 bool actionStateLeq(FunctionArg port, ActionState state);
106 
113 bool nearSurface(FunctionArg port);
114 
122 bool techSituation(FunctionArg port);
123 
132 bool hitlagFrames(FunctionArg port, FunctionArg frame);
133 
142 bool hitstunFrames(FunctionArg port, FunctionArg frame);
143 
150 bool recoverySituation(FunctionArg port);
151 
158 bool fallenDown(FunctionArg port);
159 
168 bool breakoutFrame(FunctionArg port, FunctionArg frames);
169 
176 bool pastFrame(FunctionArg frame);
177 
178 #endif
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