melon 3.7 tes

This commit is contained in:
Yuuki
2023-05-23 04:49:58 +08:00
parent 23ac0e3ccf
commit ff7e92c744
4505 changed files with 109243 additions and 31214 deletions

View File

@@ -1,28 +1,42 @@
// https://github.com/SlushinPS/beach-simulator
// Copyright (C) 2023 Slushy Team
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
syntax = "proto3";
option java_package = "emu.grasscutter.net.proto";
// Name: DHGBKMMCECM
enum CombatTypeArgument {
COMBAT_NONE = 0;
COMBAT_EVT_BEING_HIT = 1;
COMBAT_ANIMATOR_STATE_CHANGED = 2;
COMBAT_FACE_TO_DIR = 3;
COMBAT_SET_ATTACK_TARGET = 4;
COMBAT_RUSH_MOVE = 5;
COMBAT_ANIMATOR_PARAMETER_CHANGED = 6;
ENTITY_MOVE = 7;
SYNC_ENTITY_POSITION = 8;
COMBAT_STEER_MOTION_INFO = 9;
COMBAT_FORCE_SET_POS_INFO = 10;
COMBAT_COMPENSATE_POS_DIFF = 11;
COMBAT_MONSTER_DO_BLINK = 12;
COMBAT_FIXED_RUSH_MOVE = 13;
COMBAT_SYNC_TRANSFORM = 14;
COMBAT_LIGHT_CORE_MOVE = 15;
COMBAT_BEING_HEALED_NTF = 16;
COMBAT_SKILL_ANCHOR_POSITION_NTF = 17;
COMBAT_GRAPPLING_HOOK_MOVE = 18;
CombatTypeArgument_CombatNone = 0;
CombatTypeArgument_CombatEvtBeingHit = 1;
CombatTypeArgument_CombatAnimatorStateChanged = 2;
CombatTypeArgument_CombatFaceToDir = 3;
CombatTypeArgument_CombatSetAttackTarget = 4;
CombatTypeArgument_CombatRushMove = 5;
CombatTypeArgument_CombatAnimatorParameterChanged = 6;
CombatTypeArgument_EntityMove = 7;
CombatTypeArgument_SyncEntityPosition = 8;
CombatTypeArgument_CombatSteerMotionInfo = 9;
CombatTypeArgument_CombatForceSetPosInfo = 10;
CombatTypeArgument_CombatCompensatePosDiff = 11;
CombatTypeArgument_CombatMonsterDoBlink = 12;
CombatTypeArgument_CombatFixedRushMove = 13;
CombatTypeArgument_CombatSyncTransform = 14;
CombatTypeArgument_CombatLightCoreMove = 15;
CombatTypeArgument_CombatBeingHealedNtf = 16;
CombatTypeArgument_CombatSkillAnchorPositionNtf = 17;
CombatTypeArgument_CombatGrapplingHookMove = 18;
}