ActionState

Enum ActionState 

Source
#[repr(u16)]
pub enum ActionState {
Show 342 variants NONE = 65_535, DEAD_DOWN = 0, DEAD_LEFT = 1, DEAD_RIGHT = 2, DEAD_UP = 3, DEAD_UP_STAR = 4, DEAD_UP_STAR_ICE = 5, DEAD_UP_FALL = 6, DEAD_UP_FALL_HIT_CAMERA = 7, DEAD_UP_FALL_HIT_CAMERA_FLAT = 8, DEAD_UP_FALL_ICE = 9, DEAD_UP_FALL_HIT_CAMERA_ICE = 10, SLEEP = 11, REBIRTH = 12, REBIRTH_WAIT = 13, WAIT = 14, WALK_SLOW = 15, WALK_MIDDLE = 16, WALK_FAST = 17, TURN = 18, TURN_RUN = 19, DASH = 20, RUN = 21, RUN_DIRECT = 22, RUN_BRAKE = 23, KNEE_BEND = 24, JUMP_F = 25, JUMP_B = 26, JUMP_AERIAL_F = 27, JUMP_AERIAL_B = 28, FALL = 29, FALL_F = 30, FALL_B = 31, FALL_AERIAL = 32, FALL_AERIAL_F = 33, FALL_AERIAL_B = 34, FALL_SPECIAL = 35, FALL_SPECIAL_F = 36, FALL_SPECIAL_B = 37, DAMAGE_FALL = 38, SQUAT = 39, SQUAT_WAIT = 40, SQUAT_RV = 41, LAND = 42, LAND_FALL_SPECIAL = 43, ATTACK_11 = 44, ATTACK_12 = 45, ATTACK_13 = 46, ATTACK_100_START = 47, ATTACK_100_LOOP = 48, ATTACK_100_END = 49, ATTACK_DASH = 50, ATTACK_S_3_HI = 51, ATTACK_S_3_HI_S = 52, ATTACK_S_3_S = 53, ATTACK_S_3_LW_S = 54, ATTACK_S_3_LW = 55, ATTACK_HI_3 = 56, ATTACK_LW_3 = 57, ATTACK_S_4_HI = 58, ATTACK_S_4_HI_S = 59, ATTACK_S_4_S = 60, ATTACK_S_4_LW_S = 61, ATTACK_S_4_LW = 62, ATTACK_HI_4 = 63, ATTACK_LW_4 = 64, ATTACK_AIR_N = 65, ATTACK_AIR_F = 66, ATTACK_AIR_B = 67, ATTACK_AIR_HI = 68, ATTACK_AIR_LW = 69, LANDING_AIR_N = 70, LANDING_AIR_F = 71, LANDING_AIR_B = 72, LANDING_AIR_HI = 73, LANDING_AIR_LW = 74, DAMAGE_HI_1 = 75, DAMAGE_HI_2 = 76, DAMAGE_HI_3 = 77, DAMAGE_N_1 = 78, DAMAGE_N_2 = 79, DAMAGE_N_3 = 80, DAMAGE_LW_1 = 81, DAMAGE_LW_2 = 82, DAMAGE_LW_3 = 83, DAMAGE_AIR_1 = 84, DAMAGE_AIR_2 = 85, DAMAGE_AIR_3 = 86, DAMAGE_FLY_HI = 87, DAMAGE_FLY_N = 88, DAMAGE_FLY_LW = 89, DAMAGE_FLY_TOP = 90, DAMAGE_FLY_ROLL = 91, LIGHT_GET = 92, HEAVY_GET = 93, LIGHT_THROW_F = 94, LIGHT_THROW_B = 95, LIGHT_THROW_HI = 96, LIGHT_THROW_LW = 97, LIGHT_THROW_DASH = 98, LIGHT_THROW_DROP = 99, LIGHT_THROW_AIR_F = 100, LIGHT_THROW_AIR_B = 101, LIGHT_THROW_AIR_HI = 102, LIGHT_THROW_AIR_LW = 103, HEAVY_THROW_F = 104, HEAVY_THROW_B = 105, HEAVY_THROW_HI = 106, HEAVY_THROW_LW = 107, LIGHT_THROW_F_4 = 108, LIGHT_THROW_B_4 = 109, LIGHT_THROW_HI_4 = 110, LIGHT_THROW_LW_4 = 111, LIGHT_THROW_AIR_F_4 = 112, LIGHT_THROW_AIR_B_4 = 113, LIGHT_THROW_AIR_HI_4 = 114, LIGHT_THROW_AIR_LW_4 = 115, HEAVY_THROW_F_4 = 116, HEAVY_THROW_B_4 = 117, HEAVY_THROW_HI_4 = 118, HEAVY_THROW_LW_4 = 119, SWORD_SWING_1 = 120, SWORD_SWING_3 = 121, SWORD_SWING_4 = 122, SWORD_SWING_DASH = 123, BAT_SWING_1 = 124, BAT_SWING_3 = 125, BAT_SWING_4 = 126, BAT_SWING_DASH = 127, PARASOL_SWING_1 = 128, PARASOL_SWING_3 = 129, PARASOL_SWING_4 = 130, PARASOL_SWING_DASH = 131, HARISEN_SWING_1 = 132, HARISEN_SWING_3 = 133, HARISEN_SWING_4 = 134, HARISEN_SWING_DASH = 135, STAR_ROD_SWING_1 = 136, STAR_ROD_SWING_3 = 137, STAR_ROD_SWING_4 = 138, STAR_ROD_SWING_DASH = 139, LIP_STICK_SWING_1 = 140, LIP_STICK_SWING_3 = 141, LIP_STICK_SWING_4 = 142, LIP_STICK_SWING_DASH = 143, ITEM_PARASOL_OPEN = 144, ITEM_PARASOL_FALL = 145, ITEM_PARASOL_FALL_SPECIAL = 146, ITEM_PARASOL_DAMAGE_FALL = 147, L_GUN_SHOOT = 148, L_GUN_SHOOT_AIR = 149, L_GUN_SHOOT_EMPTY = 150, L_GUN_SHOOT_AIR_EMPTY = 151, FIRE_FLOWER_SHOOT = 152, FIRE_FLOWER_SHOOT_AIR = 153, ITEM_SCREW = 154, ITEM_SCREW_AIR = 155, DAMAGE_SCREW = 156, DAMAGE_SCREW_AIR = 157, ITEM_SCOPE_START = 158, ITEM_SCOPE_RAPID = 159, ITEM_SCOPE_FIRE = 160, ITEM_SCOPE_END = 161, ITEM_SCOPE_AIR_START = 162, ITEM_SCOPE_AIR_RAPID = 163, ITEM_SCOPE_AIR_FIRE = 164, ITEM_SCOPE_AIR_END = 165, ITEM_SCOPE_START_EMPTY = 166, ITEM_SCOPE_RAPID_EMPTY = 167, ITEM_SCOPE_FIRE_EMPTY = 168, ITEM_SCOPE_END_EMPTY = 169, ITEM_SCOPE_AIR_START_EMPTY = 170, ITEM_SCOPE_AIR_RAPID_EMPTY = 171, ITEM_SCOPE_AIR_FIRE_EMPTY = 172, ITEM_SCOPE_AIR_END_EMPTY = 173, LIFT_WAIT = 174, LIFT_WALK_1 = 175, LIFT_WALK_2 = 176, LIFT_TURN = 177, GUARD_ON = 178, GUARD = 179, GUARD_OFF = 180, GUARD_SET_OFF = 181, GUARD_REFLECT = 182, DOWN_BOUND_U = 183, DOWN_WAIT_U = 184, DOWN_DAMAGE_U = 185, DOWN_STAND_U = 186, DOWN_ATTACK_U = 187, DOWN_FOWARD_U = 188, DOWN_BACK_U = 189, DOWN_SPOT_U = 190, DOWN_BOUND_D = 191, DOWN_WAIT_D = 192, DOWN_DAMAGE_D = 193, DOWN_STAND_D = 194, DOWN_ATTACK_D = 195, DOWN_FOWARD_D = 196, DOWN_BACK_D = 197, DOWN_SPOT_D = 198, PASSIVE = 199, PASSIVE_STAND_F = 200, PASSIVE_STAND_B = 201, PASSIVE_WALL = 202, PASSIVE_WALL_JUMP = 203, PASSIVE_CEIL = 204, SHIELD_BREAK_FLY = 205, SHIELD_BREAK_FALL = 206, SHIELD_BREAK_DOWN_U = 207, SHIELD_BREAK_DOWN_D = 208, SHIELD_BREAK_STAND_U = 209, SHIELD_BREAK_STAND_D = 210, FURA_FURA = 211, CATCH = 212, CATCH_PULL = 213, CATCH_DASH = 214, CATCH_DASH_PULL = 215, CATCH_WAIT = 216, CATCH_ATTACK = 217, CATCH_CUT = 218, THROW_F = 219, THROW_B = 220, THROW_HI = 221, THROW_LW = 222, CAPTURE_PULLED_HI = 223, CAPTURE_WAIT_HI = 224, CAPTURE_DAMAGE_HI = 225, CAPTURE_PULLED_LW = 226, CAPTURE_WAIT_LW = 227, CAPTURE_DAMAGE_LW = 228, CAPTURE_CUT = 229, CAPTURE_JUMP = 230, CAPTURE_NECK = 231, CAPTURE_FOOT = 232, ESCAPE_F = 233, ESCAPE_B = 234, ESCAPE = 235, ESCAPE_AIR = 236, REBOUND_STOP = 237, REBOUND = 238, THROWN_F = 239, THROWN_B = 240, THROWN_HI = 241, THROWN_LW = 242, THROWN_LW_WOMEN = 243, PASS = 244, OTTOTTO = 245, OTTOTTO_WAIT = 246, FLY_REFLECT_WALL = 247, FLY_REFLECT_CEIL = 248, STOP_WALL = 249, STOP_CEIL = 250, MISS_FOOT = 251, CLIFF_CATCH = 252, CLIFF_WAIT = 253, CLIFF_CLIMB_SLOW = 254, CLIFF_CLIMB_QUICK = 255, CLIFF_ATTACK_SLOW = 256, CLIFF_ATTACK_QUICK = 257, CLIFF_ESCAPE_SLOW = 258, CLIFF_ESCAPE_QUICK = 259, CLIFF_JUMP_SLOW_1 = 260, CLIFF_JUMP_SLOW_2 = 261, CLIFF_JUMP_QUICK_1 = 262, CLIFF_JUMP_QUICK_2 = 263, APPEAL_R = 264, APPEAL_L = 265, SHOULDERED_WAIT = 266, SHOULDERED_WALK_SLOW = 267, SHOULDERED_WALK_MIDDLE = 268, SHOULDERED_WALK_FAST = 269, SHOULDERED_TURN = 270, THROWN_F_F = 271, THROWN_F_B = 272, THROWN_F_HI = 273, THROWN_F_LW = 274, CAPTURE_CAPTAIN = 275, CAPTURE_YOSHI = 276, YOSHI_EGG = 277, CAPTURE_KOOPA = 278, CAPTURE_DAMAGE_KOOPA = 279, CAPTURE_WAIT_KOOPA = 280, THROWN_KOOPA_F = 281, THROWN_KOOPA_B = 282, CAPTURE_KOOPA_AIR = 283, CAPTURE_DAMAGE_KOOPA_AIR = 284, CAPTURE_WAIT_KOOPA_AIR = 285, THROWN_KOOPA_AIR_F = 286, THROWN_KOOPA_AIR_B = 287, CAPTURE_KIRBY = 288, CAPTURE_WAIT_KIRBY = 289, THROWN_KIRBY_STAR = 290, THROWN_COPY_STAR = 291, THROWN_KIRBY = 292, BARREL_WAIT = 293, BURY = 294, BURY_WAIT = 295, BURY_JUMP = 296, DAMAGE_SONG = 297, DAMAGE_SONG_WAIT = 298, DAMAGE_SONG_RV = 299, DAMAGE_BIND = 300, CAPTURE_MEWTWO = 301, CAPTURE_MEWTWO_AIR = 302, THROWN_MEWTWO = 303, THROWN_MEWTWO_AIR = 304, WARP_STAR_JUMP = 305, WARP_STAR_FALL = 306, HAMMER_WAIT = 307, HAMMER_WALK = 308, HAMMER_TURN = 309, HAMMER_KNEE_BEND = 310, HAMMER_FALL = 311, HAMMER_JUMP = 312, HAMMER_LANDING = 313, MUSHROOM_GIANT_START = 314, MUSHROOM_GIANT_START_AIR = 315, MUSHROOM_GIANT_END = 316, MUSHROOM_GIANT_END_AIR = 317, MUSHROOM_SMALL_START = 318, MUSHROOM_SMALL_START_AIR = 319, MUSHROOM_SMALL_END = 320, MUSHROOM_SMALL_END_AIR = 321, ENTRY = 322, ENTRY_START = 323, ENTRY_END = 324, DAMAGE_ICE = 325, DAMAGE_ICE_JUMP = 326, CAPTURE_MASTER_HAND = 327, CAPTURE_DAMAGE_MASTER_HAND = 328, CAPTURE_WAIT_MASTER_HAND = 329, THROWN_MASTER_HAND = 330, CAPTURE_KIRBY_YOSHI = 331, KIRBY_YOSHI_EGG = 332, CAPTURE_REDEAD = 333, CAPTURE_LIKE_LIKE = 334, DOWN_REFLECT = 335, CAPTURE_CRAZY_HAND = 336, CAPTURE_DAMAGE_CRAZY_HAND = 337, CAPTURE_WAIT_CRAZY_HAND = 338, THROWN_CRAZY_HAND = 339, BARREL_CANNON_WAIT = 340,
}
Expand description

Individual Action State IDs. See ActionRange for state ranges.

ID’s match debug mode names, see docstrings for additional context

Variants§

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NONE = 65_535

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DEAD_DOWN = 0

Bottom blast zone death

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DEAD_LEFT = 1

Left blast zone death

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DEAD_RIGHT = 2

Right blast zone death

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DEAD_UP = 3

Top blast zone death used in 1P “Team Kirby”, etc. See DEAD_UP_STAR and DEAD_UP_FALL_* for vs mode upward kills

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DEAD_UP_STAR = 4

Standard star KO

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DEAD_UP_STAR_ICE = 5

Star KO while encased in ice

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DEAD_UP_FALL = 6

64-esque front fall, likely unused per OG Modders

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DEAD_UP_FALL_HIT_CAMERA = 7

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DEAD_UP_FALL_HIT_CAMERA_FLAT = 8

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DEAD_UP_FALL_ICE = 9

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DEAD_UP_FALL_HIT_CAMERA_ICE = 10

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SLEEP = 11

“Nothing” state - used as sheik/zelda state when the other is active, when a doubles teammate is out of stocks, or for nana when she is dead.

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REBIRTH = 12

Entering on halo

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REBIRTH_WAIT = 13

Waiting on halo

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WAIT = 14

Default standing state

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WALK_SLOW = 15

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WALK_MIDDLE = 16

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WALK_FAST = 17

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TURN = 18

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TURN_RUN = 19

Slow sliding turnaround when in full run

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DASH = 20

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RUN = 21

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RUN_DIRECT = 22

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RUN_BRAKE = 23

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KNEE_BEND = 24

Jumpsquat

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JUMP_F = 25

First jump, forward

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JUMP_B = 26

First jump, backwards

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JUMP_AERIAL_F = 27

Aerial jump forward

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JUMP_AERIAL_B = 28

Aerial jump backward

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FALL = 29

Default fall with no drift

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FALL_F = 30

Fall with forward drift

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FALL_B = 31

Fall with backwards drift

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FALL_AERIAL = 32

Fall after second jump with no drift

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FALL_AERIAL_F = 33

Fall after second jump, forward drift

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FALL_AERIAL_B = 34

Fall after second jump, backward DI

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FALL_SPECIAL = 35

Non-actionable fall used after Up B, air dodge, and some B moves

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FALL_SPECIAL_F = 36

Non-actionable fall, forward drift

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FALL_SPECIAL_B = 37

Non-actionable fall, backward drift

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DAMAGE_FALL = 38

Tumble

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SQUAT = 39

Transition state from any standing state to SQUAT_WAIT

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SQUAT_WAIT = 40

Full crouch

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SQUAT_RV = 41

Transition state from SQUAT_WAIT to WAIT

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LAND = 42

Universal no-action landing lag, fully interruptable after 4 frames

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LAND_FALL_SPECIAL = 43

Landing from FALL_SPECIAL(_F/B)

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ATTACK_11 = 44

Jab 1

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ATTACK_12 = 45

Jab 2

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ATTACK_13 = 46

Jab 3

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ATTACK_100_START = 47

Rapid jab start

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ATTACK_100_LOOP = 48

Rapid jab loop

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ATTACK_100_END = 49

Rapid jab end

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ATTACK_DASH = 50

Dash attack

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ATTACK_S_3_HI = 51

Up-angled Ftilt

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ATTACK_S_3_HI_S = 52

Slight up-angled F-tilt

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ATTACK_S_3_S = 53

No angle Ftilt

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ATTACK_S_3_LW_S = 54

Slight down-angled Ftilt

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ATTACK_S_3_LW = 55

Down-angled Ftilt

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ATTACK_HI_3 = 56

Utilt

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ATTACK_LW_3 = 57

Dtilt

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ATTACK_S_4_HI = 58

Up-angled Fsmash

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ATTACK_S_4_HI_S = 59

Slight up-angled Fsmash

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ATTACK_S_4_S = 60

No angle Fsmash

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ATTACK_S_4_LW_S = 61

Slight down-angled Fsmash

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ATTACK_S_4_LW = 62

Down-angled Fsmash

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ATTACK_HI_4 = 63

Usmash

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ATTACK_LW_4 = 64

Dsmash

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ATTACK_AIR_N = 65

Nair

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ATTACK_AIR_F = 66

Fair

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ATTACK_AIR_B = 67

Bair

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ATTACK_AIR_HI = 68

Uair

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ATTACK_AIR_LW = 69

Dair

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LANDING_AIR_N = 70

Nair landing animation

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LANDING_AIR_F = 71

Fair landing animation

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LANDING_AIR_B = 72

Bair landing animation

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LANDING_AIR_HI = 73

Uair landing animation

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LANDING_AIR_LW = 74

Dair landing animation

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DAMAGE_HI_1 = 75

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DAMAGE_HI_2 = 76

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DAMAGE_HI_3 = 77

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DAMAGE_N_1 = 78

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DAMAGE_N_2 = 79

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DAMAGE_N_3 = 80

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DAMAGE_LW_1 = 81

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DAMAGE_LW_2 = 82

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DAMAGE_LW_3 = 83

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DAMAGE_AIR_1 = 84

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DAMAGE_AIR_2 = 85

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DAMAGE_AIR_3 = 86

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DAMAGE_FLY_HI = 87

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DAMAGE_FLY_N = 88

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DAMAGE_FLY_LW = 89

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DAMAGE_FLY_TOP = 90

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DAMAGE_FLY_ROLL = 91

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LIGHT_GET = 92

Picking up most items

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HEAVY_GET = 93

Picking up heavy items (Barrel)

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LIGHT_THROW_F = 94

Start of item throw

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LIGHT_THROW_B = 95

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LIGHT_THROW_HI = 96

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LIGHT_THROW_LW = 97

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LIGHT_THROW_DASH = 98

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LIGHT_THROW_DROP = 99

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LIGHT_THROW_AIR_F = 100

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LIGHT_THROW_AIR_B = 101

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LIGHT_THROW_AIR_HI = 102

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LIGHT_THROW_AIR_LW = 103

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HEAVY_THROW_F = 104

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HEAVY_THROW_B = 105

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HEAVY_THROW_HI = 106

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HEAVY_THROW_LW = 107

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LIGHT_THROW_F_4 = 108

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LIGHT_THROW_B_4 = 109

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LIGHT_THROW_HI_4 = 110

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LIGHT_THROW_LW_4 = 111

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LIGHT_THROW_AIR_F_4 = 112

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LIGHT_THROW_AIR_B_4 = 113

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LIGHT_THROW_AIR_HI_4 = 114

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LIGHT_THROW_AIR_LW_4 = 115

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HEAVY_THROW_F_4 = 116

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HEAVY_THROW_B_4 = 117

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HEAVY_THROW_HI_4 = 118

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HEAVY_THROW_LW_4 = 119

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SWORD_SWING_1 = 120

Beam Sword swing

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SWORD_SWING_3 = 121

Beam Sword swing

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SWORD_SWING_4 = 122

Beam Sword swing

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SWORD_SWING_DASH = 123

Beam Sword swing

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BAT_SWING_1 = 124

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BAT_SWING_3 = 125

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BAT_SWING_4 = 126

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BAT_SWING_DASH = 127

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PARASOL_SWING_1 = 128

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PARASOL_SWING_3 = 129

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PARASOL_SWING_4 = 130

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PARASOL_SWING_DASH = 131

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HARISEN_SWING_1 = 132

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HARISEN_SWING_3 = 133

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HARISEN_SWING_4 = 134

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HARISEN_SWING_DASH = 135

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STAR_ROD_SWING_1 = 136

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STAR_ROD_SWING_3 = 137

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STAR_ROD_SWING_4 = 138

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STAR_ROD_SWING_DASH = 139

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LIP_STICK_SWING_1 = 140

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LIP_STICK_SWING_3 = 141

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LIP_STICK_SWING_4 = 142

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LIP_STICK_SWING_DASH = 143

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ITEM_PARASOL_OPEN = 144

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ITEM_PARASOL_FALL = 145

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ITEM_PARASOL_FALL_SPECIAL = 146

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ITEM_PARASOL_DAMAGE_FALL = 147

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L_GUN_SHOOT = 148

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L_GUN_SHOOT_AIR = 149

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L_GUN_SHOOT_EMPTY = 150

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L_GUN_SHOOT_AIR_EMPTY = 151

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FIRE_FLOWER_SHOOT = 152

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FIRE_FLOWER_SHOOT_AIR = 153

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ITEM_SCREW = 154

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ITEM_SCREW_AIR = 155

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DAMAGE_SCREW = 156

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DAMAGE_SCREW_AIR = 157

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ITEM_SCOPE_START = 158

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ITEM_SCOPE_RAPID = 159

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ITEM_SCOPE_FIRE = 160

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ITEM_SCOPE_END = 161

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ITEM_SCOPE_AIR_START = 162

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ITEM_SCOPE_AIR_RAPID = 163

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ITEM_SCOPE_AIR_FIRE = 164

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ITEM_SCOPE_AIR_END = 165

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ITEM_SCOPE_START_EMPTY = 166

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ITEM_SCOPE_RAPID_EMPTY = 167

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ITEM_SCOPE_FIRE_EMPTY = 168

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ITEM_SCOPE_END_EMPTY = 169

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ITEM_SCOPE_AIR_START_EMPTY = 170

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ITEM_SCOPE_AIR_RAPID_EMPTY = 171

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ITEM_SCOPE_AIR_FIRE_EMPTY = 172

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ITEM_SCOPE_AIR_END_EMPTY = 173

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LIFT_WAIT = 174

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LIFT_WALK_1 = 175

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LIFT_WALK_2 = 176

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LIFT_TURN = 177

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GUARD_ON = 178

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GUARD = 179

Holding shield

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GUARD_OFF = 180

Releasing shield, 15 frames, but can be interrupted by jumping.

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GUARD_SET_OFF = 181

Shield stun

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GUARD_REFLECT = 182

Powershield

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DOWN_BOUND_U = 183

Missed tech bounce, facing upwards

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DOWN_WAIT_U = 184

Downed, facing up

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DOWN_DAMAGE_U = 185

Jab reset while laying facing up

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DOWN_STAND_U = 186

Neutral getup, facing up

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DOWN_ATTACK_U = 187

Getup attack, facing up

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DOWN_FOWARD_U = 188

Missed tech roll forward

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DOWN_BACK_U = 189

Missed tech roll backward

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DOWN_SPOT_U = 190

Does not appear to be used

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DOWN_BOUND_D = 191

Missed tech bounce, facing down

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DOWN_WAIT_D = 192

Downed, facing down

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DOWN_DAMAGE_D = 193

Hit while laying on ground, facing down

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DOWN_STAND_D = 194

Neutral getup, facing down

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DOWN_ATTACK_D = 195

Getup attack, facing down

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DOWN_FOWARD_D = 196

Missed tech roll forward

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DOWN_BACK_D = 197

Missed tech roll backward

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DOWN_SPOT_D = 198

Does not appear to be used

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PASSIVE = 199

Neutral tech

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PASSIVE_STAND_F = 200

Forward tech

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PASSIVE_STAND_B = 201

Backward tech

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PASSIVE_WALL = 202

Wall tech

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PASSIVE_WALL_JUMP = 203

Walljump and Walljump tech

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PASSIVE_CEIL = 204

Ceiling tech

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SHIELD_BREAK_FLY = 205

Initial bounce when shield is broken

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SHIELD_BREAK_FALL = 206

Fall after SHIELD_BREAK_FLY

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SHIELD_BREAK_DOWN_U = 207

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SHIELD_BREAK_DOWN_D = 208

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SHIELD_BREAK_STAND_U = 209

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SHIELD_BREAK_STAND_D = 210

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FURA_FURA = 211

Shield break totter

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CATCH = 212

Grab

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CATCH_PULL = 213

Successful grab, pulling opponent in

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CATCH_DASH = 214

Dash grab

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CATCH_DASH_PULL = 215

Successful dash grab, pulling opponent in

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CATCH_WAIT = 216

Grab hold

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CATCH_ATTACK = 217

Pummel

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CATCH_CUT = 218

Grab release

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THROW_F = 219

Fthrow

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THROW_B = 220

Bthrow

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THROW_HI = 221

Uthrow

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THROW_LW = 222

Dthrow

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CAPTURE_PULLED_HI = 223

Being grabbed and pulled

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CAPTURE_WAIT_HI = 224

Grabbed and held

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CAPTURE_DAMAGE_HI = 225

Pummeled

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CAPTURE_PULLED_LW = 226

Being grabbed and pulled

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CAPTURE_WAIT_LW = 227

Grabbed and held

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CAPTURE_DAMAGE_LW = 228

Pummeled

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CAPTURE_CUT = 229

Grab release

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CAPTURE_JUMP = 230

Jumping mash out

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CAPTURE_NECK = 231

Does not appear to be used

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CAPTURE_FOOT = 232

Does not appear to be used

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ESCAPE_F = 233

Shield roll forward

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ESCAPE_B = 234

Shield roll backward

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ESCAPE = 235

Spot dodge

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ESCAPE_AIR = 236

Airdodge

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REBOUND_STOP = 237

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REBOUND = 238

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THROWN_F = 239

Being Fthrown

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THROWN_B = 240

Being Bthrown

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THROWN_HI = 241

Being Uthrown

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THROWN_LW = 242

Being Dthrown

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THROWN_LW_WOMEN = 243

BeingDthrown

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PASS = 244

Drop through platform

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OTTOTTO = 245

Ledge teeter

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OTTOTTO_WAIT = 246

Teeter loop?

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FLY_REFLECT_WALL = 247

Missed wall tech

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FLY_REFLECT_CEIL = 248

Missed ceiling tech

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STOP_WALL = 249

Wall bonk

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STOP_CEIL = 250

Ceiling bonk

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MISS_FOOT = 251

Backward shield slideoff

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CLIFF_CATCH = 252

Ledge grab

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CLIFF_WAIT = 253

Ledge hang

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CLIFF_CLIMB_SLOW = 254

Regular getup >100%

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CLIFF_CLIMB_QUICK = 255

Regular getup <100%

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CLIFF_ATTACK_SLOW = 256

Ledge attack >100%

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CLIFF_ATTACK_QUICK = 257

Ledge attack <100%

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CLIFF_ESCAPE_SLOW = 258

Ledge roll >100%

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CLIFF_ESCAPE_QUICK = 259

Ledge roll <100%

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CLIFF_JUMP_SLOW_1 = 260

Ledge jump >100%

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CLIFF_JUMP_SLOW_2 = 261

Ledge jump >100%

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CLIFF_JUMP_QUICK_1 = 262

Ledge jump <100%

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CLIFF_JUMP_QUICK_2 = 263

Ledge jump <100%

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APPEAL_R = 264

Taunt facing right

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APPEAL_L = 265

Taunt facing left

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SHOULDERED_WAIT = 266

DK cargo carry

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SHOULDERED_WALK_SLOW = 267

DK cargo carry

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SHOULDERED_WALK_MIDDLE = 268

DK cargo carry

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SHOULDERED_WALK_FAST = 269

DK cargo carry

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SHOULDERED_TURN = 270

DK cargo carry

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THROWN_F_F = 271

DK cargo throw

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THROWN_F_B = 272

DK cargo throw

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THROWN_F_HI = 273

DK cargo throw

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THROWN_F_LW = 274

DK cargo throw

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CAPTURE_CAPTAIN = 275

Falcon up B grab

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CAPTURE_YOSHI = 276

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YOSHI_EGG = 277

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CAPTURE_KOOPA = 278

Bowser side B

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CAPTURE_DAMAGE_KOOPA = 279

Bowser side B

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CAPTURE_WAIT_KOOPA = 280

Bowser side B

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THROWN_KOOPA_F = 281

Bowser side B

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THROWN_KOOPA_B = 282

Bowser side B

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CAPTURE_KOOPA_AIR = 283

Bowser side B

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CAPTURE_DAMAGE_KOOPA_AIR = 284

Bowser side B

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CAPTURE_WAIT_KOOPA_AIR = 285

Bowser side B

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THROWN_KOOPA_AIR_F = 286

Bowser side B

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THROWN_KOOPA_AIR_B = 287

Bowser side B

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CAPTURE_KIRBY = 288

Kirby succ victim

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CAPTURE_WAIT_KIRBY = 289

Kirby succ victim

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THROWN_KIRBY_STAR = 290

Kirby spit victim

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THROWN_COPY_STAR = 291

Kirby swallow victim

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THROWN_KIRBY = 292

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BARREL_WAIT = 293

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BURY = 294

Stuck in ground by DK side b or similar

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BURY_WAIT = 295

Stuck in ground by DK side b or similar

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BURY_JUMP = 296

Stuck in ground by DK side b or similar

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DAMAGE_SONG = 297

Put to sleep by Jiggs sing or similar

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DAMAGE_SONG_WAIT = 298

Put to sleep by Jiggs sing or similar

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DAMAGE_SONG_RV = 299

Put to sleep by Jiggs sing or similar

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DAMAGE_BIND = 300

Hit by Mewtwo disable

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CAPTURE_MEWTWO = 301

Does not appear to be used

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CAPTURE_MEWTWO_AIR = 302

Does not appear to be used

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THROWN_MEWTWO = 303

Hit by Mewtwo confusion

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THROWN_MEWTWO_AIR = 304

Hit by Mewtwo’s confusion in the air

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WARP_STAR_JUMP = 305

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WARP_STAR_FALL = 306

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HAMMER_WAIT = 307

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HAMMER_WALK = 308

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HAMMER_TURN = 309

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HAMMER_KNEE_BEND = 310

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HAMMER_FALL = 311

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HAMMER_JUMP = 312

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HAMMER_LANDING = 313

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MUSHROOM_GIANT_START = 314

super mushroom

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MUSHROOM_GIANT_START_AIR = 315

super mushroom

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MUSHROOM_GIANT_END = 316

super mushroom

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MUSHROOM_GIANT_END_AIR = 317

super mushroom

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MUSHROOM_SMALL_START = 318

poison mushroom

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MUSHROOM_SMALL_START_AIR = 319

poison mushroom

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MUSHROOM_SMALL_END = 320

poison mushroom

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MUSHROOM_SMALL_END_AIR = 321

poison mushroom

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ENTRY = 322

Beginning of the match warp in

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ENTRY_START = 323

Beginning of the match warp in

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ENTRY_END = 324

Beginning of the match warp in

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DAMAGE_ICE = 325

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DAMAGE_ICE_JUMP = 326

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CAPTURE_MASTER_HAND = 327

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CAPTURE_DAMAGE_MASTER_HAND = 328

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CAPTURE_WAIT_MASTER_HAND = 329

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THROWN_MASTER_HAND = 330

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CAPTURE_KIRBY_YOSHI = 331

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KIRBY_YOSHI_EGG = 332

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CAPTURE_REDEAD = 333

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CAPTURE_LIKE_LIKE = 334

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DOWN_REFLECT = 335

A very rare action state where the character transitions from a DownBoundU or DownBoundD (missed tech) state into a wall bounce. This state is not techable and neither is the probable next floor hit. Most commonly encountered on Pokémon Stadium

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CAPTURE_CRAZY_HAND = 336

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CAPTURE_DAMAGE_CRAZY_HAND = 337

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CAPTURE_WAIT_CRAZY_HAND = 338

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THROWN_CRAZY_HAND = 339

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BARREL_CANNON_WAIT = 340

Implementations§

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impl ActionState

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pub const fn from_repr(discriminant: u16) -> Option<ActionState>

Try to create Self from the raw representation

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impl ActionState

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pub const DAMAGED_RANGE: RangeInclusive<Self>

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pub const CAPTURE_RANGE: RangeInclusive<Self>

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pub const GUARD_RANGE: RangeInclusive<Self>

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pub const GUARD_BREAK_RANGE: RangeInclusive<Self>

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pub const GROUNDED_CONTROL_RANGE: RangeInclusive<Self>

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pub const SQUAT_RANGE: RangeInclusive<Self>

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pub const LEDGE_ACTION_RANGE: RangeInclusive<Self>

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pub const DOWNED_RANGE: RangeInclusive<Self>

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pub const TECH_RANGE: RangeInclusive<Self>

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pub const DODGE_RANGE: RangeInclusive<Self>

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pub const DYING_RANGE: RangeInclusive<Self>

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pub const GROUND_ATTACK_RANGE: RangeInclusive<Self>

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pub const AERIAL_ATTACK_RANGE: RangeInclusive<Self>

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pub const AERIAL_LAND_LAG_RANGE: RangeInclusive<Self>

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pub const THROWN_RANGE: RangeInclusive<Self>

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pub const CMD_GRAB_RANGE_1: RangeInclusive<Self>

Includes cargo carry/throw, falcon up b, yoshi neutral b, bowser side b, kirby neutral b, DK side b bury, jiggs sing sleeping, mewtwo disable, and mewtwo confusion

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pub const CMD_GRAB_RANGE_2: RangeInclusive<Self>

Includes several item/singleplayer capture states, as well as yoshi and kirby captures

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pub const SPECIAL_FALL_RANGE: RangeInclusive<Self>

Trait Implementations§

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impl AsRef<ActionState> for u16

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fn as_ref(&self) -> &ActionState

Converts this type into a shared reference of the (usually inferred) input type.
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impl Clone for ActionState

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fn clone(&self) -> ActionState

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ActionState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for ActionState

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fn default() -> ActionState

Returns the “default value” for a type. Read more
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impl Display for ActionState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<'_derivative_strum> From<&'_derivative_strum ActionState> for &'static str

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fn from(x: &'_derivative_strum ActionState) -> &'static str

Converts to this type from the input type.
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impl From<ActionState> for &'static str

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fn from(x: ActionState) -> &'static str

Converts to this type from the input type.
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impl FromStr for ActionState

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type Err = ParseError

The associated error which can be returned from parsing.
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fn from_str(s: &str) -> Result<ActionState, <Self as FromStr>::Err>

Parses a string s to return a value of this type. Read more
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impl Hash for ActionState

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
1.3.0 · Source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl Ord for ActionState

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fn cmp(&self, other: &ActionState) -> Ordering

This method returns an Ordering between self and other. Read more
1.21.0 · Source§

fn max(self, other: Self) -> Self
where Self: Sized,

Compares and returns the maximum of two values. Read more
1.21.0 · Source§

fn min(self, other: Self) -> Self
where Self: Sized,

Compares and returns the minimum of two values. Read more
1.50.0 · Source§

fn clamp(self, min: Self, max: Self) -> Self
where Self: Sized,

Restrict a value to a certain interval. Read more
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impl PartialEq<ActionState> for u16

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fn eq(&self, other: &ActionState) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl PartialEq<u16> for ActionState

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fn eq(&self, other: &u16) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl PartialEq for ActionState

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fn eq(&self, other: &ActionState) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl PartialOrd<ActionState> for u16

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fn partial_cmp(&self, other: &ActionState) -> Option<Ordering>

This method returns an ordering between self and other values if one exists. Read more
1.0.0 · Source§

fn lt(&self, other: &Rhs) -> bool

Tests less than (for self and other) and is used by the < operator. Read more
1.0.0 · Source§

fn le(&self, other: &Rhs) -> bool

Tests less than or equal to (for self and other) and is used by the <= operator. Read more
1.0.0 · Source§

fn gt(&self, other: &Rhs) -> bool

Tests greater than (for self and other) and is used by the > operator. Read more
1.0.0 · Source§

fn ge(&self, other: &Rhs) -> bool

Tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl PartialOrd<u16> for ActionState

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fn partial_cmp(&self, other: &u16) -> Option<Ordering>

This method returns an ordering between self and other values if one exists. Read more
1.0.0 · Source§

fn lt(&self, other: &Rhs) -> bool

Tests less than (for self and other) and is used by the < operator. Read more
1.0.0 · Source§

fn le(&self, other: &Rhs) -> bool

Tests less than or equal to (for self and other) and is used by the <= operator. Read more
1.0.0 · Source§

fn gt(&self, other: &Rhs) -> bool

Tests greater than (for self and other) and is used by the > operator. Read more
1.0.0 · Source§

fn ge(&self, other: &Rhs) -> bool

Tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl PartialOrd for ActionState

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fn partial_cmp(&self, other: &ActionState) -> Option<Ordering>

This method returns an ordering between self and other values if one exists. Read more
1.0.0 · Source§

fn lt(&self, other: &Rhs) -> bool

Tests less than (for self and other) and is used by the < operator. Read more
1.0.0 · Source§

fn le(&self, other: &Rhs) -> bool

Tests less than or equal to (for self and other) and is used by the <= operator. Read more
1.0.0 · Source§

fn gt(&self, other: &Rhs) -> bool

Tests greater than (for self and other) and is used by the > operator. Read more
1.0.0 · Source§

fn ge(&self, other: &Rhs) -> bool

Tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl TryFrom<&str> for ActionState

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type Error = ParseError

The type returned in the event of a conversion error.
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fn try_from(s: &str) -> Result<ActionState, <Self as TryFrom<&str>>::Error>

Performs the conversion.
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impl Copy for ActionState

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impl Eq for ActionState

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impl StructuralPartialEq for ActionState

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T> ToString for T
where T: Display + ?Sized,

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fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.