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Fix lighting engine merge header mistake
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c0e547e2d1
commit
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6 changed files with 19 additions and 18 deletions
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@ -5200,7 +5200,7 @@ function set_anim_to_frame(m, animFrame)
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end
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--- @param m MarioState
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--- @param targetAnimID integer
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--- @param targetAnimID CharacterAnimID
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--- @param accel integer
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--- @return integer
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--- Sets a character-specific animation where the animation speed is adjusted by `accel`. Useful for varying animation speeds based on context or dynamic conditions (e.g., slow-motion)
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@ -5209,7 +5209,7 @@ function set_character_anim_with_accel(m, targetAnimID, accel)
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end
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--- @param m MarioState
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--- @param targetAnimID integer
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--- @param targetAnimID CharacterAnimID
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--- @return integer
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--- Sets the character-specific animation at its default rate (no acceleration)
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function set_character_animation(m, targetAnimID)
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@ -929,14 +929,14 @@ Sets a character-specific animation where the animation speed is adjusted by `ac
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| targetAnimID | `integer` |
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| targetAnimID | [enum CharacterAnimID](constants.md#enum-CharacterAnimID) |
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| accel | `integer` |
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### Returns
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- `integer`
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### C Prototype
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`s16 set_character_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);`
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`s16 set_character_anim_with_accel(struct MarioState *m, enum CharacterAnimID targetAnimID, s32 accel);`
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[:arrow_up_small:](#)
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@ -954,13 +954,13 @@ Sets the character-specific animation at its default rate (no acceleration)
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| targetAnimID | `integer` |
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| targetAnimID | [enum CharacterAnimID](constants.md#enum-CharacterAnimID) |
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### Returns
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- `integer`
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### C Prototype
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`s16 set_character_animation(struct MarioState *m, s32 targetAnimID);`
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`s16 set_character_animation(struct MarioState *m, enum CharacterAnimID targetAnimID);`
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[:arrow_up_small:](#)
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@ -117,13 +117,6 @@ s16 set_mario_animation(struct MarioState *m, s32 targetAnimID) {
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return mario_set_animation_internal(m, targetAnimID, 0x10000);
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}
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/**
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* Sets the character specific animation without any acceleration, running at its default rate.
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*/
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s16 set_character_animation(struct MarioState *m, s32 targetAnimID) {
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return mario_set_animation_internal(m, get_character_anim(m, targetAnimID), 0x10000);
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}
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/**
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* Sets Mario's animation where the animation is sped up or
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* slowed down via acceleration.
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@ -132,11 +125,18 @@ s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel)
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return mario_set_animation_internal(m, targetAnimID, accel);
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}
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/**
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* Sets the character specific animation without any acceleration, running at its default rate.
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*/
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s16 set_character_animation(struct MarioState *m, enum CharacterAnimID targetAnimID) {
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return mario_set_animation_internal(m, get_character_anim(m, targetAnimID), 0x10000);
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}
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/**
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* Sets character specific animation where the animation is sped up or
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* slowed down via acceleration.
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*/
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s16 set_character_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel) {
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s16 set_character_anim_with_accel(struct MarioState *m, enum CharacterAnimID targetAnimID, s32 accel) {
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return mario_set_animation_internal(m, get_character_anim(m, targetAnimID), accel);
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}
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@ -35,13 +35,13 @@ s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel)
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/* |description|
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Sets the character-specific animation at its default rate (no acceleration)
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|descriptionEnd| */
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s16 set_character_animation(struct MarioState *m, s32 targetAnimID);
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s16 set_character_animation(struct MarioState *m, enum CharacterAnimID targetAnimID);
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/* |description|
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Sets a character-specific animation where the animation speed is adjusted by `accel`.
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Useful for varying animation speeds based on context or dynamic conditions (e.g., slow-motion)
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|descriptionEnd| */
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s16 set_character_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);
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s16 set_character_anim_with_accel(struct MarioState *m, enum CharacterAnimID targetAnimID, s32 accel);
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/* |description|
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Sets the current animation frame to a specific `animFrame`
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@ -15915,7 +15915,7 @@ int smlua_func_set_character_anim_with_accel(lua_State* L) {
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struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "set_character_anim_with_accel"); return 0; }
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s32 targetAnimID = smlua_to_integer(L, 2);
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int targetAnimID = smlua_to_integer(L, 2);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "set_character_anim_with_accel"); return 0; }
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s32 accel = smlua_to_integer(L, 3);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 3, "set_character_anim_with_accel"); return 0; }
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@ -15936,7 +15936,7 @@ int smlua_func_set_character_animation(lua_State* L) {
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struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "set_character_animation"); return 0; }
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s32 targetAnimID = smlua_to_integer(L, 2);
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int targetAnimID = smlua_to_integer(L, 2);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "set_character_animation"); return 0; }
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lua_pushinteger(L, set_character_animation(m, targetAnimID));
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@ -33,6 +33,7 @@
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#include "game/ingame_menu.h"
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#include "game/first_person_cam.h"
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#include "game/envfx_snow.h"
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#include "game/mario.h"
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#include "engine/math_util.h"
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#include "engine/lighting_engine.h"
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