[ChatUpdate-v3] Added SentChatMessage-History & Added Chat-Tab-Completion for Commands,Subcommands,Playernames & Added 2 new Start-Parameters (#482)

Added SentChatMessages-History (including navigation)
    Added Tab-Completion for Main-Commands
    Added Tab-Completion for Sub-Commands
    Added Tab-Completion for Player-Names [Now finally fixed and working correctly]
    Improved some english translations
    Improved a lot of german translations
    Fixed a few bugs and bad code regarding "default commands"
    Development started on a new chat command handling system (Not in use yet)
    Fixed some stuff previously noted/criticized by other developers in a previous the code review
    Added new Start-Parameter "--playername PLAYERNAME"
    Added new Start-Parameter "--randomplayername"
This commit is contained in:
iZePlayzYT 2023-11-05 05:05:34 +01:00 committed by Agent X
parent da5c4a68db
commit 32b54fac9b
13 changed files with 1021 additions and 142 deletions

View file

@ -118,10 +118,10 @@ START = "Start"
L = "L"
R = "R"
Z = "Z"
C_UP = "C Up"
C_DOWN = "C Down"
C_LEFT = "C Left"
C_RIGHT = "C Right"
C_UP = "C-Up"
C_DOWN = "C-Down"
C_LEFT = "C-Left"
C_RIGHT = "C-Right"
[DISPLAY]
DISPLAY = "DISPLAY"

View file

@ -99,7 +99,7 @@ RUMBLE_STRENGTH = "Vibration-Stärke"
CHAT = "Chat"
PLAYERS = "Spieler"
D_UP = "D-Hoch"
D_DOWN = "D-Runter"
D_DOWN = "D-Unten"
D_LEFT = "D-Links"
D_RIGHT = "D-Rechts"
X = "X"
@ -119,7 +119,7 @@ L = "L"
R = "R"
Z = "Z"
C_UP = "C-Hoch"
C_DOWN = "C-Runter"
C_DOWN = "C-Unten"
C_LEFT = "C-Links"
C_RIGHT = "C-Rechts"

768
mods/iZeSaveStates.lua Normal file
View file

@ -0,0 +1,768 @@
-- name: iZeSaveStates v2.1.4
-- description: Adds SaveStates to SM64EX-COOP!\n\n-Save up to 4 states at the same time by using the 4 D-Pad buttons\n-To load states, hold down L and press the corresponding D-Pad button\n-Each player gets their own 4 local savestate slots (Global SaveStates maybe in the future)\n\n-Use /autoload or /al to toggle AutoLoading the latest savestate upon death\n-Use /autoheal or /ah to toggle AutoHealing after loading savestates\n-Use /savestates, /savestate, or /ss to get infos about your local settings and slots
local autoload_enabled = false
local autoheal_enabled = false
local latest_savestate = nil
local wait_until_inited = nil
local ready_to_load = nil
local savestates = {}
savestates.gNetworkPlayers_currLevelNum = { nil, nil, nil, nil }
savestates.gNetworkPlayers_currActNum = { nil, nil, nil, nil }
savestates.gNetworkPlayers_currAreaIndex = { nil, nil, nil, nil }
savestates.action = { nil, nil, nil, nil }
savestates.actionArg = { nil, nil, nil, nil }
savestates.actionState = { nil, nil, nil, nil }
savestates.actionTimer = { nil, nil, nil, nil }
savestates.angleVel_x = { nil, nil, nil, nil }
savestates.angleVel_y = { nil, nil, nil, nil }
savestates.angleVel_z = { nil, nil, nil, nil }
savestates.animation_targetAnim = { nil, nil, nil, nil }
savestates.area_camera = { nil, nil, nil, nil }
savestates.area_flags = { nil, nil, nil, nil }
savestates.area_index = { nil, nil, nil, nil }
savestates.area_instantWarps = { nil, nil, nil, nil }
savestates.area_musicParam = { nil, nil, nil, nil }
savestates.area_musicParam2 = { nil, nil, nil, nil }
savestates.area_numRedCoins = { nil, nil, nil, nil }
savestates.area_numSecrets = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_activeAreaIndex = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_areaIndex = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_behaviorArg = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_startAngle_x = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_startAngle_y = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_startAngle_z = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_startPos_x = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_startPos_y = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_startPos_z = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_unk18_extraFlags = { nil, nil, nil, nil }
savestates.area_objectSpawnInfos_unk18_flags = { nil, nil, nil, nil }
savestates.area_paintingWarpNodes_destArea = { nil, nil, nil, nil }
savestates.area_paintingWarpNodes_destLevel = { nil, nil, nil, nil }
savestates.area_paintingWarpNodes_destNode = { nil, nil, nil, nil }
savestates.area_paintingWarpNodes_id = { nil, nil, nil, nil }
savestates.area_terrainType = { nil, nil, nil, nil }
savestates.area_warpNodes_next = { nil, nil, nil, nil }
savestates.area_warpNodes_node_destArea = { nil, nil, nil, nil }
savestates.area_warpNodes_node_destLevel = { nil, nil, nil, nil }
savestates.area_warpNodes_node_destNode = { nil, nil, nil, nil }
savestates.area_warpNodes_node_id = { nil, nil, nil, nil }
savestates.area_warpNodes_object = { nil, nil, nil, nil }
savestates.bounceSquishTimer = { nil, nil, nil, nil }
savestates.bubbleObj = { nil, nil, nil, nil }
savestates.cap = { nil, nil, nil, nil }
savestates.capTimer = { nil, nil, nil, nil }
savestates.ceil = { nil, nil, nil, nil }
savestates.ceilHeight = { nil, nil, nil, nil }
savestates.character = { nil, nil, nil, nil }
savestates.collidedObjInteractTypes = { nil, nil, nil, nil }
savestates.controller_buttonDown = { nil, nil, nil, nil }
savestates.controller_buttonPressed = { nil, nil, nil, nil }
savestates.controller_extStickX = { nil, nil, nil, nil }
savestates.controller_extStickY = { nil, nil, nil, nil }
savestates.controller_port = { nil, nil, nil, nil }
savestates.controller_rawStickX = { nil, nil, nil, nil }
savestates.controller_rawStickY = { nil, nil, nil, nil }
savestates.controller_stickMag = { nil, nil, nil, nil }
savestates.controller_stickX = { nil, nil, nil, nil }
savestates.controller_stickY = { nil, nil, nil, nil }
savestates.curAnimOffset = { nil, nil, nil, nil }
savestates.currentRoom = { nil, nil, nil, nil }
savestates.doubleJumpTimer = { nil, nil, nil, nil }
savestates.faceAngle_x = { nil, nil, nil, nil }
savestates.faceAngle_y = { nil, nil, nil, nil }
savestates.faceAngle_z = { nil, nil, nil, nil }
savestates.fadeWarpOpacity = { nil, nil, nil, nil }
savestates.flags = { nil, nil, nil, nil }
savestates.floor = { nil, nil, nil, nil }
savestates.floorAngle = { nil, nil, nil, nil }
savestates.floorHeight = { nil, nil, nil, nil }
savestates.forwardVel = { nil, nil, nil, nil }
savestates.framesSinceA = { nil, nil, nil, nil }
savestates.framesSinceB = { nil, nil, nil, nil }
savestates.freeze = { nil, nil, nil, nil }
savestates.healCounter = { nil, nil, nil, nil }
savestates.health = { nil, nil, nil, nil }
savestates.heldByObj = { nil, nil, nil, nil }
savestates.heldObj = { nil, nil, nil, nil }
savestates.hurtCounter = { nil, nil, nil, nil }
savestates.input = { nil, nil, nil, nil }
savestates.intendedMag = { nil, nil, nil, nil }
savestates.intendedYaw = { nil, nil, nil, nil }
savestates.interactObj = { nil, nil, nil, nil }
savestates.invincTimer = { nil, nil, nil, nil }
savestates.isSnoring = { nil, nil, nil, nil }
savestates.knockbackTimer = { nil, nil, nil, nil }
savestates.marioBodyState_action = { nil, nil, nil, nil }
savestates.marioBodyState_capState = { nil, nil, nil, nil }
savestates.marioBodyState_eyeState = { nil, nil, nil, nil }
savestates.marioBodyState_grabPos = { nil, nil, nil, nil }
savestates.marioBodyState_handState = { nil, nil, nil, nil }
savestates.marioBodyState_headAngle_x = { nil, nil, nil, nil }
savestates.marioBodyState_headAngle_y = { nil, nil, nil, nil }
savestates.marioBodyState_headAngle_z = { nil, nil, nil, nil }
savestates.marioBodyState_headPos_x = { nil, nil, nil, nil }
savestates.marioBodyState_headPos_y = { nil, nil, nil, nil }
savestates.marioBodyState_headPos_z = { nil, nil, nil, nil }
savestates.marioBodyState_heldObjLastPosition_x = { nil, nil, nil, nil }
savestates.marioBodyState_heldObjLastPosition_y = { nil, nil, nil, nil }
savestates.marioBodyState_heldObjLastPosition_z = { nil, nil, nil, nil }
savestates.marioBodyState_modelState = { nil, nil, nil, nil }
savestates.marioBodyState_punchState = { nil, nil, nil, nil }
savestates.marioBodyState_torsoAngle_x = { nil, nil, nil, nil }
savestates.marioBodyState_torsoAngle_y = { nil, nil, nil, nil }
savestates.marioBodyState_torsoAngle_z = { nil, nil, nil, nil }
savestates.marioBodyState_torsoPos_x = { nil, nil, nil, nil }
savestates.marioBodyState_torsoPos_y = { nil, nil, nil, nil }
savestates.marioBodyState_torsoPos_z = { nil, nil, nil, nil }
savestates.marioBodyState_wingFlutter = { nil, nil, nil, nil }
savestates.marioObj_activeFlags = { nil, nil, nil, nil }
savestates.marioObj_areaTimer = { nil, nil, nil, nil }
savestates.marioObj_areaTimerDuration = { nil, nil, nil, nil }
savestates.marioObj_areaTimerType = { nil, nil, nil, nil }
savestates.marioObj_bhvDelayTimer = { nil, nil, nil, nil }
savestates.marioObj_collidedObjInteractTypes = { nil, nil, nil, nil }
savestates.marioObj_collisionData = { nil, nil, nil, nil }
savestates.marioObj_ctx = { nil, nil, nil, nil }
savestates.marioObj_globalPlayerIndex = { nil, nil, nil, nil }
savestates.marioObj_header_gfx_activeAreaIndex = { nil, nil, nil, nil }
savestates.marioObj_header_gfx_areaIndex = { nil, nil, nil, nil }
savestates.marioObj_header_gfx_disableAutomaticShadowPos = { nil, nil, nil, nil }
savestates.marioObj_header_gfx_shadowInvisible = { nil, nil, nil, nil }
savestates.marioObj_header_gfx_skipInViewCheck = { nil, nil, nil, nil }
savestates.marioObj_heldByPlayerIndex = { nil, nil, nil, nil }
savestates.marioObj_hitboxDownOffset = { nil, nil, nil, nil }
savestates.marioObj_hitboxHeight = { nil, nil, nil, nil }
savestates.marioObj_hitboxRadius = { nil, nil, nil, nil }
savestates.marioObj_hookRender = { nil, nil, nil, nil }
savestates.marioObj_hurtboxHeight = { nil, nil, nil, nil }
savestates.marioObj_hurtboxRadius = { nil, nil, nil, nil }
savestates.marioObj_parentObj = { nil, nil, nil, nil }
savestates.marioObj_platform = { nil, nil, nil, nil }
savestates.marioObj_prevObj = { nil, nil, nil, nil }
savestates.marioObj_setHome = { nil, nil, nil, nil }
savestates.marioObj_unused1 = { nil, nil, nil, nil }
savestates.marioObj_usingObj = { nil, nil, nil, nil }
savestates.minimumBoneY = { nil, nil, nil, nil }
savestates.nonInstantWarpPos_x = { nil, nil, nil, nil }
savestates.nonInstantWarpPos_y = { nil, nil, nil, nil }
savestates.nonInstantWarpPos_z = { nil, nil, nil, nil }
savestates.numCoins = { nil, nil, nil, nil }
savestates.numKeys = { nil, nil, nil, nil }
savestates.numLives = { nil, nil, nil, nil }
savestates.numStars = { nil, nil, nil, nil }
savestates.particleFlags = { nil, nil, nil, nil }
savestates.peakHeight = { nil, nil, nil, nil }
savestates.pos_x = { nil, nil, nil, nil }
savestates.pos_y = { nil, nil, nil, nil }
savestates.pos_z = { nil, nil, nil, nil }
savestates.prevAction = { nil, nil, nil, nil }
savestates.prevNumStarsForDialog = { nil, nil, nil, nil }
savestates.quicksandDepth = { nil, nil, nil, nil }
savestates.riddenObj = { nil, nil, nil, nil }
savestates.slideVelX = { nil, nil, nil, nil }
savestates.slideVelZ = { nil, nil, nil, nil }
savestates.slideYaw = { nil, nil, nil, nil }
savestates.spawnInfo = { nil, nil, nil, nil }
savestates.specialTripleJump = { nil, nil, nil, nil }
savestates.splineKeyframe = { nil, nil, nil, nil }
savestates.splineKeyframeFraction = { nil, nil, nil, nil }
savestates.splineState = { nil, nil, nil, nil }
savestates.squishTimer = { nil, nil, nil, nil }
savestates.statusForCamera_action = { nil, nil, nil, nil }
savestates.statusForCamera_cameraEvent = { nil, nil, nil, nil }
savestates.statusForCamera_faceAngle_x = { nil, nil, nil, nil }
savestates.statusForCamera_faceAngle_y = { nil, nil, nil, nil }
savestates.statusForCamera_faceAngle_z = { nil, nil, nil, nil }
savestates.statusForCamera_headRotation_x = { nil, nil, nil, nil }
savestates.statusForCamera_headRotation_y = { nil, nil, nil, nil }
savestates.statusForCamera_headRotation_z = { nil, nil, nil, nil }
savestates.statusForCamera_pos_x = { nil, nil, nil, nil }
savestates.statusForCamera_pos_y = { nil, nil, nil, nil }
savestates.statusForCamera_pos_z = { nil, nil, nil, nil }
savestates.statusForCamera_unused = { nil, nil, nil, nil }
savestates.statusForCamera_usedObj = { nil, nil, nil, nil }
savestates.terrainSoundAddend = { nil, nil, nil, nil }
savestates.twirlYaw = { nil, nil, nil, nil }
savestates.unkB0 = { nil, nil, nil, nil }
savestates.unkC4 = { nil, nil, nil, nil }
savestates.usedObj = { nil, nil, nil, nil }
savestates.vel_x = { nil, nil, nil, nil }
savestates.vel_y = { nil, nil, nil, nil }
savestates.vel_z = { nil, nil, nil, nil }
savestates.wall = { nil, nil, nil, nil }
savestates.wallKickTimer = { nil, nil, nil, nil }
savestates.wallNormal_x = { nil, nil, nil, nil }
savestates.wallNormal_y = { nil, nil, nil, nil }
savestates.wallNormal_z = { nil, nil, nil, nil }
savestates.wasNetworkVisible = { nil, nil, nil, nil }
savestates.waterLevel = { nil, nil, nil, nil }
function on_join(m)
if m.playerIndex == 0 then
reset_all(m)
end
end
function on_leave(m)
if m.playerIndex == 0 then
reset_all(m)
end
end
function on_death(m)
if m.playerIndex == 0 then
if autoload_enabled == true then
if latest_savestate ~= nil and is_state_slot_not_empty(latest_savestate) then
local nCoins = m.numCoins
local nRedCoins = m.area.numRedCoins
local nSecrets = m.area.numSecrets
init_single_mario(m)
m.pos.x = 0
m.pos.y = 0
m.pos.z = 0
m.health = 0x880
m.numLives = m.numLives + 1
m.numCoins = nCoins
m.area.numRedCoins = nRedCoins
m.area.numSecrets = nSecrets
soft_reset_camera(m.area.camera)
djui_popup_create("\\#ff80ff\\[AutoLoad] Loading latest state...", 1)
load_state_slot(m, latest_savestate)
return false
else
latest_savestate = nil
play_sound(SOUND_GENERAL_FLAME_OUT, m.marioObj.header.gfx.cameraToObject)
djui_popup_create("\\#a0a0a0\\[AutoLoad] 404 latest state not found!", 1)
return true
end
else
return true
end
end
end
function on_level_init()
if wait_until_inited ~= nil then
ready_to_load = wait_until_inited
wait_until_inited = nil
end
end
function on_mario_update(m)
if m.playerIndex == 0 then
if ready_to_load ~= nil then
load_state_slot(m, ready_to_load)
else
if (m.controller.buttonDown & L_TRIG) == 0 then
if (m.controller.buttonPressed & L_JPAD) ~= 0 then
save_state_slot(m, 0, "\\#ff4040\\")
elseif (m.controller.buttonPressed & U_JPAD) ~= 0 then
save_state_slot(m, 1, "\\#40ff40\\")
elseif (m.controller.buttonPressed & R_JPAD) ~= 0 then
save_state_slot(m, 2, "\\#4040ff\\")
elseif (m.controller.buttonPressed & D_JPAD) ~= 0 then
save_state_slot(m, 3, "\\#ffff40\\")
end
else
if (m.controller.buttonPressed & L_JPAD) ~= 0 then
load_state_slot(m, 0)
elseif (m.controller.buttonPressed & U_JPAD) ~= 0 then
load_state_slot(m, 1)
elseif (m.controller.buttonPressed & R_JPAD) ~= 0 then
load_state_slot(m, 2)
elseif (m.controller.buttonPressed & D_JPAD) ~= 0 then
load_state_slot(m, 3)
end
end
end
end
end
function reset_all(m)
delete_state_slot(m,0)
delete_state_slot(m,1)
delete_state_slot(m,2)
delete_state_slot(m,3)
autoload_enabled = false
autoheal_enabled = false
latest_savestate = nil
end
function save_state_slot(m, slot, color)
savestates.gNetworkPlayers_currLevelNum[slot] = gNetworkPlayers[0].currLevelNum
savestates.gNetworkPlayers_currActNum[slot] = gNetworkPlayers[0].currActNum
savestates.gNetworkPlayers_currAreaIndex[slot] = gNetworkPlayers[0].currAreaIndex
savestates.action[slot] = ((m and m.action) and m.action or nil)
savestates.actionArg[slot] = ((m and m.actionArg) and m.actionArg or nil)
savestates.actionState[slot] = ((m and m.actionState) and m.actionState or nil)
savestates.actionTimer[slot] = ((m and m.actionTimer) and m.actionTimer or nil)
savestates.angleVel_x[slot] = ((m and m.angleVel and m.angleVel.x) and m.angleVel.x or nil)
savestates.angleVel_y[slot] = ((m and m.angleVel and m.angleVel.y) and m.angleVel.y or nil)
savestates.angleVel_z[slot] = ((m and m.angleVel and m.angleVel.z) and m.angleVel.z or nil)
savestates.animation_targetAnim[slot] = ((m and m.animation and m.animation.targetAnim) and m.animation.targetAnim or nil)
savestates.area_camera[slot] = ((m and m.area and m.area.camera) and m.area.camera or nil)
savestates.area_flags[slot] = ((m and m.area and m.area.flags) and m.area.flags or nil)
savestates.area_index[slot] = ((m and m.area and m.area.index) and m.area.index or nil)
savestates.area_instantWarps[slot] = ((m and m.area and m.area.instantWarps) and m.area.instantWarps or nil)
savestates.area_musicParam[slot] = ((m and m.area and m.area.musicParam) and m.area.musicParam or nil)
savestates.area_musicParam2[slot] = ((m and m.area and m.area.musicParam2) and m.area.musicParam2 or nil)
savestates.area_numRedCoins[slot] = ((m and m.area and m.area.numRedCoins) and m.area.numRedCoins or nil)
savestates.area_numSecrets[slot] = ((m and m.area and m.area.numSecrets) and m.area.numSecrets or nil)
savestates.area_objectSpawnInfos_activeAreaIndex[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.activeAreaIndex) and m.area.objectSpawnInfos.activeAreaIndex or nil)
savestates.area_objectSpawnInfos_areaIndex[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.areaIndex) and m.area.objectSpawnInfos.areaIndex or nil)
savestates.area_objectSpawnInfos_behaviorArg[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.behaviorArg) and m.area.objectSpawnInfos.behaviorArg or nil)
savestates.area_objectSpawnInfos_startAngle_x[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startAngle and m.area.objectSpawnInfos.startAngle.x) and m.area.objectSpawnInfos.startAngle.x or nil)
savestates.area_objectSpawnInfos_startAngle_y[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startAngle and m.area.objectSpawnInfos.startAngle.y) and m.area.objectSpawnInfos.startAngle.y or nil)
savestates.area_objectSpawnInfos_startAngle_z[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startAngle and m.area.objectSpawnInfos.startAngle.z) and m.area.objectSpawnInfos.startAngle.z or nil)
savestates.area_objectSpawnInfos_startPos_x[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startPos and m.area.objectSpawnInfos.startPos.x) and m.area.objectSpawnInfos.startPos.x or nil)
savestates.area_objectSpawnInfos_startPos_y[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startPos and m.area.objectSpawnInfos.startPos.y) and m.area.objectSpawnInfos.startPos.y or nil)
savestates.area_objectSpawnInfos_startPos_z[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startPos and m.area.objectSpawnInfos.startPos.z) and m.area.objectSpawnInfos.startPos.z or nil)
savestates.area_objectSpawnInfos_unk18_extraFlags[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.unk18 and m.area.objectSpawnInfos.unk18.extraFlags) and m.area.objectSpawnInfos.unk18.extraFlags or nil)
savestates.area_objectSpawnInfos_unk18_flags[slot] = ((m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.unk18 and m.area.objectSpawnInfos.unk18.flags) and m.area.objectSpawnInfos.unk18.flags or nil)
savestates.area_paintingWarpNodes_destArea[slot] = ((m and m.area and m.area.paintingWarpNodes and m.area.paintingWarpNodes.destArea) and m.area.paintingWarpNodes.destArea or nil)
savestates.area_paintingWarpNodes_destLevel[slot] = ((m and m.area and m.area.paintingWarpNodes and m.area.paintingWarpNodes.destLevel) and m.area.paintingWarpNodes.destLevel or nil)
savestates.area_paintingWarpNodes_destNode[slot] = ((m and m.area and m.area.paintingWarpNodes and m.area.paintingWarpNodes.destNode) and m.area.paintingWarpNodes.destNode or nil)
savestates.area_paintingWarpNodes_id[slot] = ((m and m.area and m.area.paintingWarpNodes and m.area.paintingWarpNodes.id) and m.area.paintingWarpNodes.id or nil)
savestates.area_terrainType[slot] = ((m and m.area and m.area.terrainType) and m.area.terrainType or nil)
savestates.area_warpNodes_next[slot] = ((m and m.area and m.area.warpNodes and m.area.warpNodes.next) and m.area.warpNodes.next or nil)
savestates.area_warpNodes_node_destArea[slot] = ((m and m.area and m.area.warpNodes and m.area.warpNodes.node and m.area.warpNodes.node.destArea) and m.area.warpNodes.node.destArea or nil)
savestates.area_warpNodes_node_destLevel[slot] = ((m and m.area and m.area.warpNodes and m.area.warpNodes.node and m.area.warpNodes.node.destLevel) and m.area.warpNodes.node.destLevel or nil)
savestates.area_warpNodes_node_destNode[slot] = ((m and m.area and m.area.warpNodes and m.area.warpNodes.node and m.area.warpNodes.node.destNode) and m.area.warpNodes.node.destNode or nil)
savestates.area_warpNodes_node_id[slot] = ((m and m.area and m.area.warpNodes and m.area.warpNodes.node and m.area.warpNodes.node.id) and m.area.warpNodes.node.id or nil)
savestates.area_warpNodes_object[slot] = ((m and m.area and m.area.warpNodes and m.area.warpNodes.object) and m.area.warpNodes.object or nil)
savestates.bounceSquishTimer[slot] = ((m and m.bounceSquishTimer) and m.bounceSquishTimer or nil)
savestates.bubbleObj[slot] = ((m and m.bubbleObj) and m.bubbleObj or nil)
savestates.cap[slot] = ((m and m.cap) and m.cap or nil)
savestates.capTimer[slot] = ((m and m.capTimer) and m.capTimer or nil)
savestates.ceil[slot] = ((m and m.ceil) and m.ceil or nil)
savestates.ceilHeight[slot] = ((m and m.ceilHeight) and m.ceilHeight or nil)
savestates.character[slot] = ((m and m.character) and m.character or nil)
savestates.collidedObjInteractTypes[slot] = ((m and m.collidedObjInteractTypes) and m.collidedObjInteractTypes or nil)
savestates.controller_buttonDown[slot] = ((m and m.controller and m.controller.buttonDown) and m.controller.buttonDown or nil)
savestates.controller_buttonPressed[slot] = ((m and m.controller and m.controller.buttonPressed) and m.controller.buttonPressed or nil)
savestates.controller_extStickX[slot] = ((m and m.controller and m.controller.extStickX) and m.controller.extStickX or nil)
savestates.controller_extStickY[slot] = ((m and m.controller and m.controller.extStickY) and m.controller.extStickY or nil)
savestates.controller_port[slot] = ((m and m.controller and m.controller.port) and m.controller.port or nil)
savestates.controller_rawStickX[slot] = ((m and m.controller and m.controller.rawStickX) and m.controller.rawStickX or nil)
savestates.controller_rawStickY[slot] = ((m and m.controller and m.controller.rawStickY) and m.controller.rawStickY or nil)
savestates.controller_stickMag[slot] = ((m and m.controller and m.controller.stickMag) and m.controller.stickMag or nil)
savestates.controller_stickX[slot] = ((m and m.controller and m.controller.stickX) and m.controller.stickX or nil)
savestates.controller_stickY[slot] = ((m and m.controller and m.controller.stickY) and m.controller.stickY or nil)
savestates.curAnimOffset[slot] = ((m and m.curAnimOffset) and m.curAnimOffset or nil)
savestates.currentRoom[slot] = ((m and m.currentRoom) and m.currentRoom or nil)
savestates.doubleJumpTimer[slot] = ((m and m.doubleJumpTimer) and m.doubleJumpTimer or nil)
savestates.faceAngle_x[slot] = ((m and m.faceAngle and m.faceAngle.x) and m.faceAngle.x or nil)
savestates.faceAngle_y[slot] = ((m and m.faceAngle and m.faceAngle.y) and m.faceAngle.y or nil)
savestates.faceAngle_z[slot] = ((m and m.faceAngle and m.faceAngle.z) and m.faceAngle.z or nil)
savestates.fadeWarpOpacity[slot] = ((m and m.fadeWarpOpacity) and m.fadeWarpOpacity or nil)
savestates.flags[slot] = ((m and m.flags) and m.flags or nil)
savestates.floor[slot] = ((m and m.floor) and m.floor or nil)
savestates.floorAngle[slot] = ((m and m.floorAngle) and m.floorAngle or nil)
savestates.floorHeight[slot] = ((m and m.floorHeight) and m.floorHeight or nil)
savestates.forwardVel[slot] = ((m and m.forwardVel) and m.forwardVel or nil)
savestates.framesSinceA[slot] = ((m and m.framesSinceA) and m.framesSinceA or nil)
savestates.framesSinceB[slot] = ((m and m.framesSinceB) and m.framesSinceB or nil)
savestates.freeze[slot] = ((m and m.freeze) and m.freeze or nil)
savestates.healCounter[slot] = ((m and m.healCounter) and m.healCounter or nil)
savestates.health[slot] = ((m and m.health) and m.health or nil)
savestates.heldByObj[slot] = ((m and m.heldByObj) and m.heldByObj or nil)
savestates.heldObj[slot] = ((m and m.heldObj) and m.heldObj or nil)
savestates.hurtCounter[slot] = ((m and m.hurtCounter) and m.hurtCounter or nil)
savestates.input[slot] = ((m and m.input) and m.input or nil)
savestates.intendedMag[slot] = ((m and m.intendedMag) and m.intendedMag or nil)
savestates.intendedYaw[slot] = ((m and m.intendedYaw) and m.intendedYaw or nil)
savestates.interactObj[slot] = ((m and m.interactObj) and m.interactObj or nil)
savestates.invincTimer[slot] = ((m and m.invincTimer) and m.invincTimer or nil)
savestates.isSnoring[slot] = ((m and m.isSnoring) and m.isSnoring or nil)
savestates.knockbackTimer[slot] = ((m and m.knockbackTimer) and m.knockbackTimer or nil)
savestates.marioBodyState_action[slot] = ((m and m.marioBodyState and m.marioBodyState.action) and m.marioBodyState.action or nil)
savestates.marioBodyState_capState[slot] = ((m and m.marioBodyState and m.marioBodyState.capState) and m.marioBodyState.capState or nil)
savestates.marioBodyState_eyeState[slot] = ((m and m.marioBodyState and m.marioBodyState.eyeState) and m.marioBodyState.eyeState or nil)
savestates.marioBodyState_grabPos[slot] = ((m and m.marioBodyState and m.marioBodyState.grabPos) and m.marioBodyState.grabPos or nil)
savestates.marioBodyState_handState[slot] = ((m and m.marioBodyState and m.marioBodyState.handState) and m.marioBodyState.handState or nil)
savestates.marioBodyState_headAngle_x[slot] = ((m and m.marioBodyState and m.marioBodyState.headAngle and m.marioBodyState.headAngle.x) and m.marioBodyState.headAngle.x or nil)
savestates.marioBodyState_headAngle_y[slot] = ((m and m.marioBodyState and m.marioBodyState.headAngle and m.marioBodyState.headAngle.y) and m.marioBodyState.headAngle.y or nil)
savestates.marioBodyState_headAngle_z[slot] = ((m and m.marioBodyState and m.marioBodyState.headAngle and m.marioBodyState.headAngle.z) and m.marioBodyState.headAngle.z or nil)
savestates.marioBodyState_headPos_x[slot] = ((m and m.marioBodyState and m.marioBodyState.headPos and m.marioBodyState.headPos.x) and m.marioBodyState.headPos.x or nil)
savestates.marioBodyState_headPos_y[slot] = ((m and m.marioBodyState and m.marioBodyState.headPos and m.marioBodyState.headPos.y) and m.marioBodyState.headPos.y or nil)
savestates.marioBodyState_headPos_z[slot] = ((m and m.marioBodyState and m.marioBodyState.headPos and m.marioBodyState.headPos.z) and m.marioBodyState.headPos.z or nil)
savestates.marioBodyState_heldObjLastPosition_x[slot] = ((m and m.marioBodyState and m.marioBodyState.heldObjLastPosition and m.marioBodyState.heldObjLastPosition.x) and m.marioBodyState.heldObjLastPosition.x or nil)
savestates.marioBodyState_heldObjLastPosition_y[slot] = ((m and m.marioBodyState and m.marioBodyState.heldObjLastPosition and m.marioBodyState.heldObjLastPosition.y) and m.marioBodyState.heldObjLastPosition.y or nil)
savestates.marioBodyState_heldObjLastPosition_z[slot] = ((m and m.marioBodyState and m.marioBodyState.heldObjLastPosition and m.marioBodyState.heldObjLastPosition.z) and m.marioBodyState.heldObjLastPosition.z or nil)
savestates.marioBodyState_modelState[slot] = ((m and m.marioBodyState and m.marioBodyState.modelState) and m.marioBodyState.modelState or nil)
savestates.marioBodyState_punchState[slot] = ((m and m.marioBodyState and m.marioBodyState.punchState) and m.marioBodyState.punchState or nil)
savestates.marioBodyState_torsoAngle_x[slot] = ((m and m.marioBodyState and m.marioBodyState.torsoAngle and m.marioBodyState.torsoAngle.x) and m.marioBodyState.torsoAngle.x or nil)
savestates.marioBodyState_torsoAngle_y[slot] = ((m and m.marioBodyState and m.marioBodyState.torsoAngle and m.marioBodyState.torsoAngle.y) and m.marioBodyState.torsoAngle.y or nil)
savestates.marioBodyState_torsoAngle_z[slot] = ((m and m.marioBodyState and m.marioBodyState.torsoAngle and m.marioBodyState.torsoAngle.z) and m.marioBodyState.torsoAngle.z or nil)
savestates.marioBodyState_torsoPos_x[slot] = ((m and m.marioBodyState and m.marioBodyState.torsoPos and m.marioBodyState.torsoPos.x) and m.marioBodyState.torsoPos.x or nil)
savestates.marioBodyState_torsoPos_y[slot] = ((m and m.marioBodyState and m.marioBodyState.torsoPos and m.marioBodyState.torsoPos.y) and m.marioBodyState.torsoPos.y or nil)
savestates.marioBodyState_torsoPos_z[slot] = ((m and m.marioBodyState and m.marioBodyState.torsoPos and m.marioBodyState.torsoPos.z) and m.marioBodyState.torsoPos.z or nil)
savestates.marioBodyState_wingFlutter[slot] = ((m and m.marioBodyState and m.marioBodyState.wingFlutter) and m.marioBodyState.wingFlutter or nil)
savestates.marioObj_activeFlags[slot] = ((m and m.marioObj and m.marioObj.activeFlags) and m.marioObj.activeFlags or nil)
savestates.marioObj_areaTimer[slot] = ((m and m.marioObj and m.marioObj.areaTimer) and m.marioObj.areaTimer or nil)
savestates.marioObj_areaTimerDuration[slot] = ((m and m.marioObj and m.marioObj.areaTimerDuration) and m.marioObj.areaTimerDuration or nil)
savestates.marioObj_areaTimerType[slot] = ((m and m.marioObj and m.marioObj.areaTimerType) and m.marioObj.areaTimerType or nil)
savestates.marioObj_bhvDelayTimer[slot] = ((m and m.marioObj and m.marioObj.bhvDelayTimer) and m.marioObj.bhvDelayTimer or nil)
savestates.marioObj_collidedObjInteractTypes[slot] = ((m and m.marioObj and m.marioObj.collidedObjInteractTypes) and m.marioObj.collidedObjInteractTypes or nil)
savestates.marioObj_collisionData[slot] = ((m and m.marioObj and m.marioObj.collisionData) and m.marioObj.collisionData or nil)
savestates.marioObj_ctx[slot] = ((m and m.marioObj and m.marioObj.ctx) and m.marioObj.ctx or nil)
savestates.marioObj_globalPlayerIndex[slot] = ((m and m.marioObj and m.marioObj.globalPlayerIndex) and m.marioObj.globalPlayerIndex or nil)
savestates.marioObj_header_gfx_activeAreaIndex[slot] = ((m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.activeAreaIndex) and m.marioObj.header.gfx.activeAreaIndex or nil)
savestates.marioObj_header_gfx_areaIndex[slot] = ((m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.areaIndex) and m.marioObj.header.gfx.areaIndex or nil)
savestates.marioObj_header_gfx_disableAutomaticShadowPos[slot] = ((m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.disableAutomaticShadowPos) and m.marioObj.header.gfx.disableAutomaticShadowPos or nil)
savestates.marioObj_header_gfx_shadowInvisible[slot] = ((m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.shadowInvisible) and m.marioObj.header.gfx.shadowInvisible or nil)
savestates.marioObj_header_gfx_skipInViewCheck[slot] = ((m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.skipInViewCheck) and m.marioObj.header.gfx.skipInViewCheck or nil)
savestates.marioObj_heldByPlayerIndex[slot] = ((m and m.marioObj and m.marioObj.heldByPlayerIndex) and m.marioObj.heldByPlayerIndex or nil)
savestates.marioObj_hitboxDownOffset[slot] = ((m and m.marioObj and m.marioObj.hitboxDownOffset) and m.marioObj.hitboxDownOffset or nil)
savestates.marioObj_hitboxHeight[slot] = ((m and m.marioObj and m.marioObj.hitboxHeight) and m.marioObj.hitboxHeight or nil)
savestates.marioObj_hitboxRadius[slot] = ((m and m.marioObj and m.marioObj.hitboxRadius) and m.marioObj.hitboxRadius or nil)
savestates.marioObj_hookRender[slot] = ((m and m.marioObj and m.marioObj.hookRender) and m.marioObj.hookRender or nil)
savestates.marioObj_hurtboxHeight[slot] = ((m and m.marioObj and m.marioObj.hurtboxHeight) and m.marioObj.hurtboxHeight or nil)
savestates.marioObj_hurtboxRadius[slot] = ((m and m.marioObj and m.marioObj.hurtboxRadius) and m.marioObj.hurtboxRadius or nil)
savestates.marioObj_parentObj[slot] = ((m and m.marioObj and m.marioObj.parentObj) and m.marioObj.parentObj or nil)
savestates.marioObj_platform[slot] = ((m and m.marioObj and m.marioObj.platform) and m.marioObj.platform or nil)
savestates.marioObj_prevObj[slot] = ((m and m.marioObj and m.marioObj.prevObj) and m.marioObj.prevObj or nil)
savestates.marioObj_setHome[slot] = ((m and m.marioObj and m.marioObj.setHome) and m.marioObj.setHome or nil)
savestates.marioObj_unused1[slot] = ((m and m.marioObj and m.marioObj.unused1) and m.marioObj.unused1 or nil)
savestates.marioObj_usingObj[slot] = ((m and m.marioObj and m.marioObj.usingObj) and m.marioObj.usingObj or nil)
savestates.minimumBoneY[slot] = ((m and m.minimumBoneY) and m.minimumBoneY or nil)
savestates.nonInstantWarpPos_x[slot] = ((m and m.nonInstantWarpPos and m.nonInstantWarpPos.x) and m.nonInstantWarpPos.x or nil)
savestates.nonInstantWarpPos_y[slot] = ((m and m.nonInstantWarpPos and m.nonInstantWarpPos.y) and m.nonInstantWarpPos.y or nil)
savestates.nonInstantWarpPos_z[slot] = ((m and m.nonInstantWarpPos and m.nonInstantWarpPos.z) and m.nonInstantWarpPos.z or nil)
savestates.numCoins[slot] = ((m and m.numCoins) and m.numCoins or nil)
savestates.numKeys[slot] = ((m and m.numKeys) and m.numKeys or nil)
savestates.numLives[slot] = ((m and m.numLives) and m.numLives or nil)
savestates.numStars[slot] = ((m and m.numStars) and m.numStars or nil)
savestates.particleFlags[slot] = ((m and m.particleFlags) and m.particleFlags or nil)
savestates.peakHeight[slot] = ((m and m.peakHeight) and m.peakHeight or nil)
savestates.pos_x[slot] = ((m and m.pos and m.pos.x) and m.pos.x or nil)
savestates.pos_y[slot] = ((m and m.pos and m.pos.y) and m.pos.y or nil)
savestates.pos_z[slot] = ((m and m.pos and m.pos.z) and m.pos.z or nil)
savestates.prevAction[slot] = ((m and m.prevAction) and m.prevAction or nil)
savestates.prevNumStarsForDialog[slot] = ((m and m.prevNumStarsForDialog) and m.prevNumStarsForDialog or nil)
savestates.quicksandDepth[slot] = ((m and m.quicksandDepth) and m.quicksandDepth or nil)
savestates.riddenObj[slot] = ((m and m.riddenObj) and m.riddenObj or nil)
savestates.slideVelX[slot] = ((m and m.slideVelX) and m.slideVelX or nil)
savestates.slideVelZ[slot] = ((m and m.slideVelZ) and m.slideVelZ or nil)
savestates.slideYaw[slot] = ((m and m.slideYaw) and m.slideYaw or nil)
savestates.spawnInfo[slot] = ((m and m.spawnInfo) and m.spawnInfo or nil)
savestates.specialTripleJump[slot] = ((m and m.specialTripleJump) and m.specialTripleJump or nil)
savestates.splineKeyframe[slot] = ((m and m.splineKeyframe) and m.splineKeyframe or nil)
savestates.splineKeyframeFraction[slot] = ((m and m.splineKeyframeFraction) and m.splineKeyframeFraction or nil)
savestates.splineState[slot] = ((m and m.splineState) and m.splineState or nil)
savestates.squishTimer[slot] = ((m and m.squishTimer) and m.squishTimer or nil)
savestates.statusForCamera_action[slot] = ((m and m.statusForCamera and m.statusForCamera.action) and m.statusForCamera.action or nil)
savestates.statusForCamera_cameraEvent[slot] = ((m and m.statusForCamera and m.statusForCamera.cameraEvent) and m.statusForCamera.cameraEvent or nil)
savestates.statusForCamera_faceAngle_x[slot] = ((m and m.statusForCamera and m.statusForCamera.faceAngle and m.statusForCamera.faceAngle.x) and m.statusForCamera.faceAngle.x or nil)
savestates.statusForCamera_faceAngle_y[slot] = ((m and m.statusForCamera and m.statusForCamera.faceAngle and m.statusForCamera.faceAngle.y) and m.statusForCamera.faceAngle.y or nil)
savestates.statusForCamera_faceAngle_z[slot] = ((m and m.statusForCamera and m.statusForCamera.faceAngle and m.statusForCamera.faceAngle.z) and m.statusForCamera.faceAngle.z or nil)
savestates.statusForCamera_headRotation_x[slot] = ((m and m.statusForCamera and m.statusForCamera.headRotation and m.statusForCamera.headRotation.x) and m.statusForCamera.headRotation.x or nil)
savestates.statusForCamera_headRotation_y[slot] = ((m and m.statusForCamera and m.statusForCamera.headRotation and m.statusForCamera.headRotation.y) and m.statusForCamera.headRotation.y or nil)
savestates.statusForCamera_headRotation_z[slot] = ((m and m.statusForCamera and m.statusForCamera.headRotation and m.statusForCamera.headRotation.z) and m.statusForCamera.headRotation.z or nil)
savestates.statusForCamera_pos_x[slot] = ((m and m.statusForCamera and m.statusForCamera.pos and m.statusForCamera.pos.x) and m.statusForCamera.pos.x or nil)
savestates.statusForCamera_pos_y[slot] = ((m and m.statusForCamera and m.statusForCamera.pos and m.statusForCamera.pos.y) and m.statusForCamera.pos.y or nil)
savestates.statusForCamera_pos_z[slot] = ((m and m.statusForCamera and m.statusForCamera.pos and m.statusForCamera.pos.z) and m.statusForCamera.pos.z or nil)
savestates.statusForCamera_unused[slot] = ((m and m.statusForCamera and m.statusForCamera.unused) and m.statusForCamera.unused or nil)
savestates.statusForCamera_usedObj[slot] = ((m and m.statusForCamera and m.statusForCamera.usedObj) and m.statusForCamera.usedObj or nil)
savestates.terrainSoundAddend[slot] = ((m and m.terrainSoundAddend) and m.terrainSoundAddend or nil)
savestates.twirlYaw[slot] = ((m and m.twirlYaw) and m.twirlYaw or nil)
savestates.unkB0[slot] = ((m and m.unkB0) and m.unkB0 or nil)
savestates.unkC4[slot] = ((m and m.unkC4) and m.unkC4 or nil)
savestates.usedObj[slot] = ((m and m.usedObj) and m.usedObj or nil)
savestates.vel_x[slot] = ((m and m.vel and m.vel.x) and m.vel.x or nil)
savestates.vel_y[slot] = ((m and m.vel and m.vel.y) and m.vel.y or nil)
savestates.vel_z[slot] = ((m and m.vel and m.vel.z) and m.vel.z or nil)
savestates.wall[slot] = ((m and m.wall) and m.wall or nil)
savestates.wallKickTimer[slot] = ((m and m.wallKickTimer) and m.wallKickTimer or nil)
savestates.wallNormal_x[slot] = ((m and m.wallNormal and m.wallNormal.x) and m.wallNormal.x or nil)
savestates.wallNormal_y[slot] = ((m and m.wallNormal and m.wallNormal.y) and m.wallNormal.y or nil)
savestates.wallNormal_z[slot] = ((m and m.wallNormal and m.wallNormal.z) and m.wallNormal.z or nil)
savestates.wasNetworkVisible[slot] = ((m and m.wasNetworkVisible) and m.wasNetworkVisible or nil)
savestates.waterLevel[slot] = ((m and m.waterLevel) and m.waterLevel or nil)
latest_savestate = slot
m.particleFlags = PARTICLE_SPARKLES
play_sound(SOUND_GENERAL_GRAND_STAR, m.marioObj.header.gfx.cameraToObject)
djui_popup_create(color .. "State saved to Slot " .. tostring(latest_savestate + 1) .. "!", 1)
return true
end
function load_state_slot(m, slot)
ready_to_load = nil
if (is_state_slot_not_empty(slot)) then
if (savestates.gNetworkPlayers_currLevelNum[slot] ~= gNetworkPlayers[0].currLevelNum or savestates.gNetworkPlayers_currAreaIndex[slot] ~= gNetworkPlayers[0].currAreaIndex or savestates.gNetworkPlayers_currActNum[slot] ~= gNetworkPlayers[0].currActNum) then
warp_to_level(savestates.gNetworkPlayers_currLevelNum[slot], savestates.gNetworkPlayers_currAreaIndex[slot], savestates.gNetworkPlayers_currActNum[slot])
wait_until_inited = slot
return false
else
if (m and m.action) then m.action = savestates.action[slot] end
if (m and m.actionArg) then m.actionArg = savestates.actionArg[slot] end
if (m and m.actionState) then m.actionState = savestates.actionState[slot] end
if (m and m.actionTimer) then m.actionTimer = savestates.actionTimer[slot] end
if (m and m.angleVel and m.angleVel.x) then m.angleVel.x = savestates.angleVel_x[slot] end
if (m and m.angleVel and m.angleVel.y) then m.angleVel.y = savestates.angleVel_y[slot] end
if (m and m.angleVel and m.angleVel.z) then m.angleVel.z = savestates.angleVel_z[slot] end
if (m and m.animation and m.animation.targetAnim) then m.animation.targetAnim = savestates.animation_targetAnim[slot] end
if (m and m.area and m.area.camera) then m.area.camera = savestates.area_camera[slot] end
if (m and m.area and m.area.flags) then m.area.flags = savestates.area_flags[slot] end
if (m and m.area and m.area.index) then m.area.index = savestates.area_index[slot] end
if (m and m.area and m.area.instantWarps) then m.area.instantWarps = savestates.area_instantWarps[slot] end
if (m and m.area and m.area.musicParam) then m.area.musicParam = savestates.area_musicParam[slot] end
if (m and m.area and m.area.musicParam2) then m.area.musicParam2 = savestates.area_musicParam2[slot] end
--if (m and m.area and m.area.numRedCoins) then m.area.numRedCoins = savestates.area_numRedCoins[slot] end
--if (m and m.area and m.area.numSecrets) then m.area.numSecrets = savestates.area_numSecrets[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.activeAreaIndex) then m.area.objectSpawnInfos.activeAreaIndex = savestates.area_objectSpawnInfos_activeAreaIndex[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.areaIndex) then m.area.objectSpawnInfos.areaIndex = savestates.area_objectSpawnInfos_areaIndex[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.behaviorArg) then m.area.objectSpawnInfos.behaviorArg = savestates.area_objectSpawnInfos_behaviorArg[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startAngle and m.area.objectSpawnInfos.startAngle.x) then m.area.objectSpawnInfos.startAngle.x = savestates.area_objectSpawnInfos_startAngle_x[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startAngle and m.area.objectSpawnInfos.startAngle.y) then m.area.objectSpawnInfos.startAngle.y = savestates.area_objectSpawnInfos_startAngle_y[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startAngle and m.area.objectSpawnInfos.startAngle.z) then m.area.objectSpawnInfos.startAngle.z = savestates.area_objectSpawnInfos_startAngle_z[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startPos and m.area.objectSpawnInfos.startPos.x) then m.area.objectSpawnInfos.startPos.x = savestates.area_objectSpawnInfos_startPos_x[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startPos and m.area.objectSpawnInfos.startPos.y) then m.area.objectSpawnInfos.startPos.y = savestates.area_objectSpawnInfos_startPos_y[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.startPos and m.area.objectSpawnInfos.startPos.z) then m.area.objectSpawnInfos.startPos.z = savestates.area_objectSpawnInfos_startPos_z[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.unk18 and m.area.objectSpawnInfos.unk18.extraFlags) then m.area.objectSpawnInfos.unk18.extraFlags = savestates.area_objectSpawnInfos_unk18_extraFlags[slot] end
if (m and m.area and m.area.objectSpawnInfos and m.area.objectSpawnInfos.unk18 and m.area.objectSpawnInfos.unk18.flags) then m.area.objectSpawnInfos.unk18.flags = savestates.area_objectSpawnInfos_unk18_flags[slot] end
--if (m and m.area and m.area.paintingWarpNodes and m.area.paintingWarpNodes.destArea) then m.area.paintingWarpNodes.destArea = savestates.area_paintingWarpNodes_destArea[slot] end
--if (m and m.area and m.area.paintingWarpNodes and m.area.paintingWarpNodes.destLevel) then m.area.paintingWarpNodes.destLevel = savestates.area_paintingWarpNodes_destLevel[slot] end
--if (m and m.area and m.area.paintingWarpNodes and m.area.paintingWarpNodes.destNode) then m.area.paintingWarpNodes.destNode = savestates.area_paintingWarpNodes_destNode[slot] end
--if (m and m.area and m.area.paintingWarpNodes and m.area.paintingWarpNodes.id) then m.area.paintingWarpNodes.id = savestates.area_paintingWarpNodes_id[slot] end
if (m and m.area and m.area.terrainType) then m.area.terrainType = savestates.area_terrainType[slot] end
--if (m and m.area and m.area.warpNodes and m.area.warpNodes.next) then m.area.warpNodes.next = savestates.area_warpNodes_next[slot] end
--if (m and m.area and m.area.warpNodes and m.area.warpNodes.node and m.area.warpNodes.node.destArea) then m.area.warpNodes.node.destArea = savestates.area_warpNodes_node_destArea[slot] end
--if (m and m.area and m.area.warpNodes and m.area.warpNodes.node and m.area.warpNodes.node.destLevel) then m.area.warpNodes.node.destLevel = savestates.area_warpNodes_node_destLevel[slot] end
--if (m and m.area and m.area.warpNodes and m.area.warpNodes.node and m.area.warpNodes.node.destNode) then m.area.warpNodes.node.destNode = savestates.area_warpNodes_node_destNode[slot] end
--if (m and m.area and m.area.warpNodes and m.area.warpNodes.node and m.area.warpNodes.node.id) then m.area.warpNodes.node.id = savestates.area_warpNodes_node_id[slot] end
--if (m and m.area and m.area.warpNodes and m.area.warpNodes.object) then m.area.warpNodes.object = savestates.area_warpNodes_object[slot] end
if (m and m.bounceSquishTimer) then m.bounceSquishTimer = savestates.bounceSquishTimer[slot] end
if (m and m.bubbleObj) then m.bubbleObj = savestates.bubbleObj[slot] end
if (m and m.cap) then m.cap = savestates.cap[slot] end
if (m and m.capTimer) then m.capTimer = savestates.capTimer[slot] end
if (m and m.ceil) then m.ceil = savestates.ceil[slot] end
if (m and m.ceilHeight) then m.ceilHeight = savestates.ceilHeight[slot] end
if (m and m.character) then m.character = savestates.character[slot] end
if (m and m.collidedObjInteractTypes) then m.collidedObjInteractTypes = savestates.collidedObjInteractTypes[slot] end
--if (m and m.controller and m.controller.buttonDown) then m.controller.buttonDown = savestates.controller_buttonDown[slot] end
--if (m and m.controller and m.controller.buttonPressed) then m.controller.buttonPressed = savestates.controller_buttonPressed[slot] end
--if (m and m.controller and m.controller.extStickX) then m.controller.extStickX = savestates.controller_extStickX[slot] end
--if (m and m.controller and m.controller.extStickY) then m.controller.extStickY = savestates.controller_extStickY[slot] end
--if (m and m.controller and m.controller.port) then m.controller.port = savestates.controller_port[slot] end
--if (m and m.controller and m.controller.rawStickX) then m.controller.rawStickX = savestates.controller_rawStickX[slot] end
--if (m and m.controller and m.controller.rawStickY) then m.controller.rawStickY = savestates.controller_rawStickY[slot] end
--if (m and m.controller and m.controller.stickMag) then m.controller.stickMag = savestates.controller_stickMag[slot] end
--if (m and m.controller and m.controller.stickX) then m.controller.stickX = savestates.controller_stickX[slot] end
--if (m and m.controller and m.controller.stickY) then m.controller.stickY = savestates.controller_stickY[slot] end
if (m and m.curAnimOffset) then m.curAnimOffset = savestates.curAnimOffset[slot] end
if (m and m.currentRoom) then m.currentRoom = savestates.currentRoom[slot] end
if (m and m.doubleJumpTimer) then m.doubleJumpTimer = savestates.doubleJumpTimer[slot] end
if (m and m.faceAngle and m.faceAngle.x) then m.faceAngle.x = savestates.faceAngle_x[slot] end
if (m and m.faceAngle and m.faceAngle.y) then m.faceAngle.y = savestates.faceAngle_y[slot] end
if (m and m.faceAngle and m.faceAngle.z) then m.faceAngle.z = savestates.faceAngle_z[slot] end
if (m and m.fadeWarpOpacity) then m.fadeWarpOpacity = savestates.fadeWarpOpacity[slot] end
if (m and m.flags) then m.flags = savestates.flags[slot] end
if (m and m.floor) then m.floor = savestates.floor[slot] end
if (m and m.floorAngle) then m.floorAngle = savestates.floorAngle[slot] end
if (m and m.floorHeight) then m.floorHeight = savestates.floorHeight[slot] end
if (m and m.forwardVel) then m.forwardVel = savestates.forwardVel[slot] end
if (m and m.framesSinceA) then m.framesSinceA = savestates.framesSinceA[slot] end
if (m and m.framesSinceB) then m.framesSinceB = savestates.framesSinceB[slot] end
if (m and m.freeze) then m.freeze = savestates.freeze[slot] end
if (m and m.healCounter) then m.healCounter = savestates.healCounter[slot] end
if (m and m.health) then m.health = (autoheal_enabled and 0x880 or savestates.health[slot]) end
if (m and m.heldByObj) then m.heldByObj = savestates.heldByObj[slot] end
if (m and m.heldObj) then m.heldObj = savestates.heldObj[slot] end
if (m and m.hurtCounter) then m.hurtCounter = savestates.hurtCounter[slot] end
if (m and m.input) then m.input = savestates.input[slot] end
if (m and m.intendedMag) then m.intendedMag = savestates.intendedMag[slot] end
if (m and m.intendedYaw) then m.intendedYaw = savestates.intendedYaw[slot] end
if (m and m.interactObj) then m.interactObj = savestates.interactObj[slot] end
if (m and m.invincTimer) then m.invincTimer = savestates.invincTimer[slot] end
if (m and m.isSnoring) then m.isSnoring = savestates.isSnoring[slot] end
if (m and m.knockbackTimer) then m.knockbackTimer = savestates.knockbackTimer[slot] end
if (m and m.marioBodyState and m.marioBodyState.action) then m.marioBodyState.action = savestates.marioBodyState_action[slot] end
if (m and m.marioBodyState and m.marioBodyState.capState) then m.marioBodyState.capState = savestates.marioBodyState_capState[slot] end
if (m and m.marioBodyState and m.marioBodyState.eyeState) then m.marioBodyState.eyeState = savestates.marioBodyState_eyeState[slot] end
if (m and m.marioBodyState and m.marioBodyState.grabPos) then m.marioBodyState.grabPos = savestates.marioBodyState_grabPos[slot] end
if (m and m.marioBodyState and m.marioBodyState.handState) then m.marioBodyState.handState = savestates.marioBodyState_handState[slot] end
if (m and m.marioBodyState and m.marioBodyState.headAngle and m.marioBodyState.headAngle.x) then m.marioBodyState.headAngle.x = savestates.marioBodyState_headAngle_x[slot] end
if (m and m.marioBodyState and m.marioBodyState.headAngle and m.marioBodyState.headAngle.y) then m.marioBodyState.headAngle.y = savestates.marioBodyState_headAngle_y[slot] end
if (m and m.marioBodyState and m.marioBodyState.headAngle and m.marioBodyState.headAngle.z) then m.marioBodyState.headAngle.z = savestates.marioBodyState_headAngle_z[slot] end
if (m and m.marioBodyState and m.marioBodyState.headPos and m.marioBodyState.headPos.x) then m.marioBodyState.headPos.x = savestates.marioBodyState_headPos_x[slot] end
if (m and m.marioBodyState and m.marioBodyState.headPos and m.marioBodyState.headPos.y) then m.marioBodyState.headPos.y = savestates.marioBodyState_headPos_y[slot] end
if (m and m.marioBodyState and m.marioBodyState.headPos and m.marioBodyState.headPos.z) then m.marioBodyState.headPos.z = savestates.marioBodyState_headPos_z[slot] end
if (m and m.marioBodyState and m.marioBodyState.heldObjLastPosition and m.marioBodyState.heldObjLastPosition.x) then m.marioBodyState.heldObjLastPosition.x = savestates.marioBodyState_heldObjLastPosition_x[slot] end
if (m and m.marioBodyState and m.marioBodyState.heldObjLastPosition and m.marioBodyState.heldObjLastPosition.y) then m.marioBodyState.heldObjLastPosition.y = savestates.marioBodyState_heldObjLastPosition_y[slot] end
if (m and m.marioBodyState and m.marioBodyState.heldObjLastPosition and m.marioBodyState.heldObjLastPosition.z) then m.marioBodyState.heldObjLastPosition.z = savestates.marioBodyState_heldObjLastPosition_z[slot] end
if (m and m.marioBodyState and m.marioBodyState.modelState) then m.marioBodyState.modelState = savestates.marioBodyState_modelState[slot] end
if (m and m.marioBodyState and m.marioBodyState.punchState) then m.marioBodyState.punchState = savestates.marioBodyState_punchState[slot] end
if (m and m.marioBodyState and m.marioBodyState.torsoAngle and m.marioBodyState.torsoAngle.x) then m.marioBodyState.torsoAngle.x = savestates.marioBodyState_torsoAngle_x[slot] end
if (m and m.marioBodyState and m.marioBodyState.torsoAngle and m.marioBodyState.torsoAngle.y) then m.marioBodyState.torsoAngle.y = savestates.marioBodyState_torsoAngle_y[slot] end
if (m and m.marioBodyState and m.marioBodyState.torsoAngle and m.marioBodyState.torsoAngle.z) then m.marioBodyState.torsoAngle.z = savestates.marioBodyState_torsoAngle_z[slot] end
if (m and m.marioBodyState and m.marioBodyState.torsoPos and m.marioBodyState.torsoPos.x) then m.marioBodyState.torsoPos.x = savestates.marioBodyState_torsoPos_x[slot] end
if (m and m.marioBodyState and m.marioBodyState.torsoPos and m.marioBodyState.torsoPos.y) then m.marioBodyState.torsoPos.y = savestates.marioBodyState_torsoPos_y[slot] end
if (m and m.marioBodyState and m.marioBodyState.torsoPos and m.marioBodyState.torsoPos.z) then m.marioBodyState.torsoPos.z = savestates.marioBodyState_torsoPos_z[slot] end
if (m and m.marioBodyState and m.marioBodyState.wingFlutter) then m.marioBodyState.wingFlutter = savestates.marioBodyState_wingFlutter[slot] end
if (m and m.marioObj and m.marioObj.activeFlags) then m.marioObj.activeFlags = savestates.marioObj_activeFlags[slot] end
if (m and m.marioObj and m.marioObj.areaTimer) then m.marioObj.areaTimer = savestates.marioObj_areaTimer[slot] end
if (m and m.marioObj and m.marioObj.areaTimerDuration) then m.marioObj.areaTimerDuration = savestates.marioObj_areaTimerDuration[slot] end
if (m and m.marioObj and m.marioObj.areaTimerType) then m.marioObj.areaTimerType = savestates.marioObj_areaTimerType[slot] end
if (m and m.marioObj and m.marioObj.bhvDelayTimer) then m.marioObj.bhvDelayTimer = savestates.marioObj_bhvDelayTimer[slot] end
if (m and m.marioObj and m.marioObj.collidedObjInteractTypes) then m.marioObj.collidedObjInteractTypes = savestates.marioObj_collidedObjInteractTypes[slot] end
if (m and m.marioObj and m.marioObj.collisionData) then m.marioObj.collisionData = savestates.marioObj_collisionData[slot] end
if (m and m.marioObj and m.marioObj.ctx) then m.marioObj.ctx = savestates.marioObj_ctx[slot] end
if (m and m.marioObj and m.marioObj.globalPlayerIndex) then m.marioObj.globalPlayerIndex = savestates.marioObj_globalPlayerIndex[slot] end
if (m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.activeAreaIndex) then m.marioObj.header.gfx.activeAreaIndex = savestates.marioObj_header_gfx_activeAreaIndex[slot] end
if (m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.areaIndex) then m.marioObj.header.gfx.areaIndex = savestates.marioObj_header_gfx_areaIndex[slot] end
if (m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.disableAutomaticShadowPos) then m.marioObj.header.gfx.disableAutomaticShadowPos = savestates.marioObj_header_gfx_disableAutomaticShadowPos[slot] end
if (m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.shadowInvisible) then m.marioObj.header.gfx.shadowInvisible = savestates.marioObj_header_gfx_shadowInvisible[slot] end
if (m and m.marioObj and m.marioObj.header and m.marioObj.header.gfx and m.marioObj.header.gfx.skipInViewCheck) then m.marioObj.header.gfx.skipInViewCheck = savestates.marioObj_header_gfx_skipInViewCheck[slot] end
if (m and m.marioObj and m.marioObj.heldByPlayerIndex) then m.marioObj.heldByPlayerIndex = savestates.marioObj_heldByPlayerIndex[slot] end
if (m and m.marioObj and m.marioObj.hitboxDownOffset) then m.marioObj.hitboxDownOffset = savestates.marioObj_hitboxDownOffset[slot] end
if (m and m.marioObj and m.marioObj.hitboxHeight) then m.marioObj.hitboxHeight = savestates.marioObj_hitboxHeight[slot] end
if (m and m.marioObj and m.marioObj.hitboxRadius) then m.marioObj.hitboxRadius = savestates.marioObj_hitboxRadius[slot] end
if (m and m.marioObj and m.marioObj.hookRender) then m.marioObj.hookRender = savestates.marioObj_hookRender[slot] end
if (m and m.marioObj and m.marioObj.hurtboxHeight) then m.marioObj.hurtboxHeight = savestates.marioObj_hurtboxHeight[slot] end
if (m and m.marioObj and m.marioObj.hurtboxRadius) then m.marioObj.hurtboxRadius = savestates.marioObj_hurtboxRadius[slot] end
if (m and m.marioObj and m.marioObj.parentObj) then m.marioObj.parentObj = savestates.marioObj_parentObj[slot] end
if (m and m.marioObj and m.marioObj.platform) then m.marioObj.platform = savestates.marioObj_platform[slot] end
if (m and m.marioObj and m.marioObj.prevObj) then m.marioObj.prevObj = savestates.marioObj_prevObj[slot] end
if (m and m.marioObj and m.marioObj.setHome) then m.marioObj.setHome = savestates.marioObj_setHome[slot] end
if (m and m.marioObj and m.marioObj.unused1) then m.marioObj.unused1 = savestates.marioObj_unused1[slot] end
if (m and m.marioObj and m.marioObj.usingObj) then m.marioObj.usingObj = savestates.marioObj_usingObj[slot] end
if (m and m.minimumBoneY) then m.minimumBoneY = savestates.minimumBoneY[slot] end
if (m and m.nonInstantWarpPos and m.nonInstantWarpPos.x) then m.nonInstantWarpPos.x = savestates.nonInstantWarpPos_x[slot] end
if (m and m.nonInstantWarpPos and m.nonInstantWarpPos.y) then m.nonInstantWarpPos.y = savestates.nonInstantWarpPos_y[slot] end
if (m and m.nonInstantWarpPos and m.nonInstantWarpPos.z) then m.nonInstantWarpPos.z = savestates.nonInstantWarpPos_z[slot] end
--if (m and m.numCoins) then m.numCoins = savestates.numCoins[slot] end
--if (m and m.numKeys) then m.numKeys = savestates.numKeys[slot] end
if (m and m.numLives) then m.numLives = savestates.numLives[slot] end
--if (m and m.numStars) then m.numStars = savestates.numStars[slot] end
if (m and m.particleFlags) then m.particleFlags = savestates.particleFlags[slot] end
if (m and m.peakHeight) then m.peakHeight = savestates.peakHeight[slot] end
if (m and m.pos and m.pos.x) then m.pos.x = savestates.pos_x[slot] end
if (m and m.pos and m.pos.y) then m.pos.y = savestates.pos_y[slot] end
if (m and m.pos and m.pos.z) then m.pos.z = savestates.pos_z[slot] end
if (m and m.prevAction) then m.prevAction = savestates.prevAction[slot] end
if (m and m.prevNumStarsForDialog) then m.prevNumStarsForDialog = savestates.prevNumStarsForDialog[slot] end
if (m and m.quicksandDepth) then m.quicksandDepth = savestates.quicksandDepth[slot] end
if (m and m.riddenObj) then m.riddenObj = savestates.riddenObj[slot] end
if (m and m.slideVelX) then m.slideVelX = savestates.slideVelX[slot] end
if (m and m.slideVelZ) then m.slideVelZ = savestates.slideVelZ[slot] end
if (m and m.slideYaw) then m.slideYaw = savestates.slideYaw[slot] end
if (m and m.spawnInfo) then m.spawnInfo = savestates.spawnInfo[slot] end
if (m and m.specialTripleJump) then m.specialTripleJump = savestates.specialTripleJump[slot] end
if (m and m.splineKeyframe) then m.splineKeyframe = savestates.splineKeyframe[slot] end
if (m and m.splineKeyframeFraction) then m.splineKeyframeFraction = savestates.splineKeyframeFraction[slot] end
if (m and m.splineState) then m.splineState = savestates.splineState[slot] end
if (m and m.squishTimer) then m.squishTimer = savestates.squishTimer[slot] end
if (m and m.statusForCamera and m.statusForCamera.action) then m.statusForCamera.action = savestates.statusForCamera_action[slot] end
if (m and m.statusForCamera and m.statusForCamera.cameraEvent) then m.statusForCamera.cameraEvent = savestates.statusForCamera_cameraEvent[slot] end
if (m and m.statusForCamera and m.statusForCamera.faceAngle and m.statusForCamera.faceAngle.x) then m.statusForCamera.faceAngle.x = savestates.statusForCamera_faceAngle_x[slot] end
if (m and m.statusForCamera and m.statusForCamera.faceAngle and m.statusForCamera.faceAngle.y) then m.statusForCamera.faceAngle.y = savestates.statusForCamera_faceAngle_y[slot] end
if (m and m.statusForCamera and m.statusForCamera.faceAngle and m.statusForCamera.faceAngle.z) then m.statusForCamera.faceAngle.z = savestates.statusForCamera_faceAngle_z[slot] end
if (m and m.statusForCamera and m.statusForCamera.headRotation and m.statusForCamera.headRotation.x) then m.statusForCamera.headRotation.x = savestates.statusForCamera_headRotation_x[slot] end
if (m and m.statusForCamera and m.statusForCamera.headRotation and m.statusForCamera.headRotation.y) then m.statusForCamera.headRotation.y = savestates.statusForCamera_headRotation_y[slot] end
if (m and m.statusForCamera and m.statusForCamera.headRotation and m.statusForCamera.headRotation.z) then m.statusForCamera.headRotation.z = savestates.statusForCamera_headRotation_z[slot] end
if (m and m.statusForCamera and m.statusForCamera.pos and m.statusForCamera.pos.x) then m.statusForCamera.pos.x = savestates.statusForCamera_pos_x[slot] end
if (m and m.statusForCamera and m.statusForCamera.pos and m.statusForCamera.pos.y) then m.statusForCamera.pos.y = savestates.statusForCamera_pos_y[slot] end
if (m and m.statusForCamera and m.statusForCamera.pos and m.statusForCamera.pos.z) then m.statusForCamera.pos.z = savestates.statusForCamera_pos_z[slot] end
if (m and m.statusForCamera and m.statusForCamera.unused) then m.statusForCamera.unused = savestates.statusForCamera_unused[slot] end
if (m and m.statusForCamera and m.statusForCamera.usedObj) then m.statusForCamera.usedObj = savestates.statusForCamera_usedObj[slot] end
if (m and m.terrainSoundAddend) then m.terrainSoundAddend = savestates.terrainSoundAddend[slot] end
if (m and m.twirlYaw) then m.twirlYaw = savestates.twirlYaw[slot] end
if (m and m.unkB0) then m.unkB0 = savestates.unkB0[slot] end
if (m and m.unkC4) then m.unkC4 = savestates.unkC4[slot] end
if (m and m.usedObj) then m.usedObj = savestates.usedObj[slot] end
if (m and m.vel and m.vel.x) then m.vel.x = savestates.vel_x[slot] end
if (m and m.vel and m.vel.y) then m.vel.y = savestates.vel_y[slot] end
if (m and m.vel and m.vel.z) then m.vel.z = savestates.vel_z[slot] end
if (m and m.wall) then m.wall = savestates.wall[slot] end
if (m and m.wallKickTimer) then m.wallKickTimer = savestates.wallKickTimer[slot] end
if (m and m.wallNormal and m.wallNormal.x) then m.wallNormal.x = savestates.wallNormal_x[slot] end
if (m and m.wallNormal and m.wallNormal.y) then m.wallNormal.y = savestates.wallNormal_y[slot] end
if (m and m.wallNormal and m.wallNormal.z) then m.wallNormal.z = savestates.wallNormal_z[slot] end
if (m and m.wasNetworkVisible) then m.wasNetworkVisible = savestates.wasNetworkVisible[slot] end
if (m and m.waterLevel) then m.waterLevel = savestates.waterLevel[slot] end
latest_savestate = slot
m.particleFlags = PARTICLE_HORIZONTAL_STAR
play_sound(SOUND_GENERAL_GRAND_STAR_JUMP, m.marioObj.header.gfx.cameraToObject)
if slot == 0 then
djui_popup_create("\\#ffa0a0\\State loaded from Slot 1!",1)
elseif slot == 1 then
djui_popup_create("\\#a0ffa0\\State loaded from Slot 2!",1)
elseif slot == 2 then
djui_popup_create("\\#a0a0ff\\State loaded from Slot 3!",1)
elseif slot == 3 then
djui_popup_create("\\#ffffa0\\State loaded from Slot 4!",1)
end
return true
end
else
play_sound(SOUND_GENERAL_FLAME_OUT, m.marioObj.header.gfx.cameraToObject)
if slot == 0 then
djui_popup_create("\\#a0a0a0\\No State found in Slot 1!",1)
elseif slot == 1 then
djui_popup_create("\\#a0a0a0\\No State found in Slot 2!",1)
elseif slot == 2 then
djui_popup_create("\\#a0a0a0\\No State found in Slot 3!",1)
elseif slot == 3 then
djui_popup_create("\\#a0a0a0\\No State found in Slot 4!",1)
end
return false
end
end
function delete_state_slot(m, slot)
savestates.pos_x[slot] = nil
savestates.pos_y[slot] = nil
savestates.pos_z[slot] = nil
end
function is_state_slot_not_empty(slot)
return ((savestates.pos_x[slot] ~= nil and savestates.pos_y[slot] ~= nil and savestates.pos_z[slot] ~= nil) and true or false)
end
function on_cmd_autoload()
if (autoload_enabled == true) then
autoload_enabled = false
djui_chat_message_create("\\#ff8080\\AutoLoad latest savestate on death is now \\#ff0000\\DISABLED")
else
autoload_enabled = true
djui_chat_message_create("\\#80ff80\\AutoLoad latest savestate on death is now \\#00ff00\\ENABLED")
end
return true
end
function on_cmd_autoheal()
if (autoheal_enabled == true) then
autoheal_enabled = false
djui_chat_message_create("\\#ff8080\\AutoHeal after loading savestate is now \\#ff0000\\DISABLED")
else
autoheal_enabled = true
djui_chat_message_create("\\#80ff80\\AutoHeal after loading savestate is now \\#00ff00\\ENABLED")
end
return true
end
function on_cmd_savestate()
djui_chat_message_create("\\#40b0ff\\[\\#40ffff\\LOCAL SAVESTATE-MOD SLOTS AND SETTINGS INFOS\\#40b0ff\\]")
djui_chat_message_create("\\#b0b0b0\\AutoLoad\\#808080\\: " .. (autoload_enabled and "\\#80ff80\\ON" or "\\#ff8080\\OFF") .. " " .. (is_state_slot_not_empty(latest_savestate) and ("\\#ffff80\\(Latest: Slot " .. tostring(latest_savestate + 1) .. ")") or ("\\#ff8040\\(Latest: MissingNo)")) .. " " .. "\\#b0b0b0\\AutoHeal\\#808080\\: " .. (autoheal_enabled and "\\#80ff80\\ON" or "\\#ff8080\\OFF"))
djui_chat_message_create("\\#b0b0b0\\Save-Slot 1\\#808080\\: " .. (is_state_slot_not_empty(0) and "\\#80ff80\\SET" or "\\#ff8080\\EMPTY") .. " " .. "\\#b0b0b0\\Save-Slot 2\\#808080\\: " .. (is_state_slot_not_empty(1) and "\\#80ff80\\SET" or "\\#ff8080\\EMPTY"))
djui_chat_message_create("\\#b0b0b0\\Save-Slot 3\\#808080\\: " .. (is_state_slot_not_empty(2) and "\\#80ff80\\SET" or "\\#ff8080\\EMPTY") .. " " .. "\\#b0b0b0\\Save-Slot 4\\#808080\\: " .. (is_state_slot_not_empty(3) and "\\#80ff80\\SET" or "\\#ff8080\\EMPTY"))
return true
end
hook_event(HOOK_ON_PLAYER_CONNECTED, on_join)
hook_event(HOOK_ON_PLAYER_DISCONNECTED, on_leave)
hook_event(HOOK_ON_DEATH, on_death)
hook_event(HOOK_ON_LEVEL_INIT, on_level_init)
hook_event(HOOK_MARIO_UPDATE, on_mario_update)
hook_chat_command("autoload", "Automatically load the latest savestate on death!", on_cmd_autoload)
hook_chat_command("al", "Automatically load the latest savestate on death!", on_cmd_autoload)
hook_chat_command("autoheal", "Automatically heal mario after loading a savestates!", on_cmd_autoheal)
hook_chat_command("ah", "Automatically heal mario after loading a savestates!", on_cmd_autoheal)
hook_chat_command("savestate", "List infos about your local savestates and settings!", on_cmd_savestate)
hook_chat_command("savestates", "List infos about your local savestates and settings!", on_cmd_savestate)
hook_chat_command("ss", "List infos about your local savestates and settings!", on_cmd_savestate)

View file

@ -0,0 +1 @@

View file

@ -0,0 +1,12 @@
#ifndef CHAT_COMMAND_H
#define CHAT_COMMAND_H
#include <stdbool.h>
#include "pc/djui/djui.h"
typedef struct ChatCommand {
char* commandName;
bool (*execute)(char* command);
void (*display)();
} ChatCommand;
#endif

View file

@ -0,0 +1,37 @@
#include "chat_command_manager.h"
#include <string.h>
#define MAX_COMMANDS 512
typedef struct {
const char* name;
bool (*execute)(char* args);
const char* description;
} CommandEntry;
static CommandEntry sCommands[MAX_COMMANDS];
static s32 sNumCommands = 0;
void register_chat_command(const char* commandName, bool (*execute)(char* args), const char* description) {
if (sNumCommands < MAX_COMMANDS) {
sCommands[sNumCommands].name = commandName;
sCommands[sNumCommands].execute = execute;
sCommands[sNumCommands].description = description;
sNumCommands++;
}
}
bool execute_chat_command(char* commandName, char* args) {
for (s32 i = 0; i < sNumCommands; i++) {
if (strcmp(sCommands[i].name, commandName) == 0) {
return sCommands[i].execute(args);
}
}
return false;
}
void display_all_chat_commands() {
for (s32 i = 0; i < sNumCommands; i++) {
djui_chat_message_create(sCommands[i].description);
}
}

View file

@ -0,0 +1,11 @@
#ifndef CHAT_COMMAND_MANAGER_H
#define CHAT_COMMAND_MANAGER_H
#include <stdbool.h>
#include "chat_command.h"
#include "pc/djui/djui.h"
void register_chat_command(const char* commandName, bool (*execute)(char* args), const char* description);
bool execute_chat_command(char* commandName, char* args);
void display_all_chat_commands();
#endif

View file

@ -123,7 +123,7 @@ bool exec_chat_command(char* command) {
djui_chat_message_create(DLANG(CHAT, PLAYER_NOT_FOUND));
return true;
}
if (str_starts_with("/kick ", command)) {
if (gNetworkType != NT_SERVER && !npl->moderator) {
djui_chat_message_create(DLANG(CHAT, NO_PERMS));

View file

@ -25,6 +25,8 @@ static void print_help(void) {
printf("%-20s\tStarts the game and creates a new server.\n", "--server PORT");
printf("%-20s\tStarts the game and joins an existing server.\n", "--client IP PORT");
printf("%-20s\tStarts the game using a poolsize of your choice.\n", "--poolsize POOLSIZE");
printf("%-20s\tStarts the game with a specific playername.\n", "--playername PLAYERNAME");
printf("%-20s\tStarts the game with a random playername.\n", "--randomplayername");
}
static inline int arg_string(const char *name, const char *value, char *target, int maxLength) {
@ -86,6 +88,12 @@ bool parse_cli_opts(int argc, char* argv[]) {
else if (strcmp(argv[i], "--savepath") == 0 && (i + 1) < argc)
arg_string("--savepath", argv[++i], gCLIOpts.SavePath, SYS_MAX_PATH);
else if (strcmp(argv[i], "--playername") == 0 && (i + 1) < argc)
arg_string("--playername", argv[++i], gCLIOpts.PlayerName, MAX_PLAYER_STRING);
else if (strcmp(argv[i], "--randomplayername") == 0)
gCLIOpts.RandomPlayerName = 1;
// Print help
else if (strcmp(argv[i], "--help") == 0) {
print_help();

View file

@ -2,6 +2,7 @@
#define _CLIOPTS_H
#include "platform.h"
#include "pc/configfile.h"
enum NetworkType {
NT_NONE,
@ -22,6 +23,8 @@ struct PCCLIOptions {
char ConfigFile[SYS_MAX_PATH];
char SavePath[SYS_MAX_PATH];
char GameDir[SYS_MAX_PATH];
char PlayerName[MAX_PLAYER_STRING];
unsigned int RandomPlayerName;
};
extern struct PCCLIOptions gCLIOpts;

View file

@ -44,28 +44,28 @@ void reset_tab_completion_all(void) {
void sent_history_init(ArrayList *arrayList) {
if (!arrayList->initialized) {
arrayList->size = 0;
arrayList->initialized = 1;
arrayList->initialized = 1;
arrayList->currentIndex = -1;
strncpy(arrayList->currentMessage, "", MAX_MSG_LENGTH - 1);
snprintf(arrayList->currentMessage, MAX_MSG_LENGTH, "%s", "");
}
}
void sent_history_add_message(ArrayList *arrayList, const char *newMessage) {
if (arrayList->size == MAX_HISTORY_SIZE) {
for (s32 i = 1; i < MAX_HISTORY_SIZE; i++) {
strncpy(arrayList->messages[i-1], arrayList->messages[i], MAX_MSG_LENGTH);
snprintf(arrayList->messages[i-1], MAX_MSG_LENGTH, "%s", arrayList->messages[i]);
}
arrayList->size--;
}
strncpy(arrayList->messages[arrayList->size], newMessage, MAX_MSG_LENGTH - 1);
snprintf(arrayList->messages[arrayList->size], MAX_MSG_LENGTH, "%s", newMessage);
arrayList->messages[arrayList->size][MAX_MSG_LENGTH - 1] = '\0';
arrayList->size++;
}
void sent_history_update_current_message(ArrayList *arrayList, const char *message) {
if (arrayList->currentIndex == -1) {
strncpy(arrayList->currentMessage, message, MAX_MSG_LENGTH - 1);
snprintf(arrayList->currentMessage, MAX_MSG_LENGTH, "%s", message);
}
}
@ -90,7 +90,7 @@ void sent_history_navigate(ArrayList *arrayList, bool navigateUp) {
}
void sent_history_reset_navigation(ArrayList *arrayList) {
strncpy(arrayList->currentMessage, "", MAX_MSG_LENGTH - 1);
snprintf(arrayList->currentMessage, MAX_MSG_LENGTH, "%s", "");
arrayList->currentIndex = -1;
}
@ -158,17 +158,15 @@ static char* get_main_command_from_input(const char* input) {
}
size_t len = spacePos - input;
char* command = (char*) malloc(len + 1);
strncpy(command, input, len);
snprintf(command, len + 1, "%s", input);
command[len] = '\0';
return command;
}
static bool complete_subcommand(const char* mainCommand, const char* subCommandPrefix) {
char** subcommands = smlua_get_chat_subcommands_list(mainCommand);
if (!subcommands || !subcommands[0]) {
if (subcommands) {
free(subcommands);
}
return false;
}
@ -220,10 +218,20 @@ CurrentWordInfo get_current_word_info(char* buffer, s32 position) {
s32 currentWordStart = position;
s32 currentWordEnd = position;
while (currentWordStart > 0 && buffer[currentWordStart - 1] != ' ') { currentWordStart--; }
while (buffer[currentWordEnd] != '\0' && buffer[currentWordEnd] != ' ') { currentWordEnd++; }
while (currentWordStart > 0 && buffer[currentWordStart - 1] != ' ') {
currentWordStart--;
}
strncpy(info.word, &buffer[currentWordStart], currentWordEnd - currentWordStart);
while (buffer[currentWordEnd] != '\0' && buffer[currentWordEnd] != ' ') {
currentWordEnd++;
}
s32 wordLength = currentWordEnd - currentWordStart;
if (wordLength > MAX_MSG_LENGTH - 1) {
wordLength = MAX_MSG_LENGTH - 1;
}
snprintf(info.word, wordLength + 1, "%.*s", wordLength, &buffer[currentWordStart]);
s32 wordCount = 0;
for (s32 i = 0; i <= currentWordStart; i++) {
@ -246,10 +254,7 @@ void djui_inputbox_replace_current_word(struct DjuiInputbox* inputbox, char* tex
while (inputbox->buffer[currentWordEnd] != '\0' && inputbox->buffer[currentWordEnd] != ' ') { currentWordEnd++; }
char newBuffer[MAX_MSG_LENGTH];
memset(newBuffer, 0, MAX_MSG_LENGTH);
strncpy(newBuffer, inputbox->buffer, currentWordStart);
strcat(newBuffer, text);
strcat(newBuffer, &inputbox->buffer[currentWordEnd]);
snprintf(newBuffer, MAX_MSG_LENGTH, "%.*s%s%s", currentWordStart, inputbox->buffer, text, &inputbox->buffer[currentWordEnd]);
djui_inputbox_set_text(inputbox, newBuffer);
djui_inputbox_move_cursor_to_position(inputbox, currentWordStart + strlen(text));
@ -296,6 +301,105 @@ static bool complete_player_name(const char* namePrefix) {
return completionSuccess;
}
static bool handle_tab_completion(void) {
bool alreadyTabCompleted = false;
if (gDjuiChatBox->chatInput->buffer[0] == '/') {
char* spacePosition = strrchr(sCommandsTabCompletionOriginalText, ' ');
if (spacePosition != NULL) {
char* mainCommand = get_main_command_from_input(sCommandsTabCompletionOriginalText);
if (mainCommand) {
if (!complete_subcommand(mainCommand + 1, spacePosition + 1)) {
reset_tab_completion_all();
} else {
alreadyTabCompleted = true;
}
free(mainCommand);
}
} else {
if (sCommandsTabCompletionIndex == -1) {
snprintf(sCommandsTabCompletionOriginalText, MAX_MSG_LENGTH, "%s", gDjuiChatBox->chatInput->buffer);
}
char* bufferWithoutSlash = sCommandsTabCompletionOriginalText + 1;
char** commands = smlua_get_chat_maincommands_list();
s32 foundCommandsCount = 0;
for (s32 i = 0; commands[i] != NULL; i++) {
if (strncmp(commands[i], bufferWithoutSlash, strlen(bufferWithoutSlash)) == 0) {
foundCommandsCount++;
}
}
if (foundCommandsCount > 0) {
sCommandsTabCompletionIndex = (sCommandsTabCompletionIndex + 1) % foundCommandsCount;
s32 currentIndex = 0;
for (s32 i = 0; commands[i] != NULL; i++) {
if (strncmp(commands[i], bufferWithoutSlash, strlen(bufferWithoutSlash)) == 0) {
if (currentIndex == sCommandsTabCompletionIndex) {
char completion[MAX_MSG_LENGTH];
snprintf(completion, MAX_MSG_LENGTH, "/%s", commands[i]);
djui_inputbox_set_text(gDjuiChatBox->chatInput, completion);
djui_inputbox_move_cursor_to_end(gDjuiChatBox->chatInput);
alreadyTabCompleted = true;
}
currentIndex++;
}
}
} else {
char* spacePositionB = strrchr(sCommandsTabCompletionOriginalText, ' ');
if (spacePositionB != NULL) {
char* mainCommandB = get_main_command_from_input(sCommandsTabCompletionOriginalText);
if (mainCommandB) {
if (!complete_subcommand(mainCommandB + 1, spacePositionB + 1)) {
reset_tab_completion_all();
} else {
alreadyTabCompleted = true;
}
free(mainCommandB);
}
}
}
for (s32 i = 0; commands[i] != NULL; i++) {
free(commands[i]);
}
free(commands);
}
}
if (!alreadyTabCompleted) {
if (gDjuiChatBox->chatInput->selection[0] != gDjuiChatBox->chatInput->selection[1]) {
alreadyTabCompleted = true;
}
}
if (!alreadyTabCompleted) {
CurrentWordInfo wordCurrent = get_current_word_info(gDjuiChatBox->chatInput->buffer, gDjuiChatBox->chatInput->selection[0]);
if (gDjuiChatBox->chatInput->buffer[0] == '/') {
if (wordCurrent.index == 1 && smlua_maincommand_exists(wordCurrent.word + 1)) {
alreadyTabCompleted = true;
} else if (wordCurrent.index == 2) {
CurrentWordInfo worldMainCommand = get_current_word_info(gDjuiChatBox->chatInput->buffer, 0);
if (smlua_maincommand_exists(worldMainCommand.word + 1) && smlua_subcommand_exists(worldMainCommand.word + 1, wordCurrent.word)) {
alreadyTabCompleted = true;
}
}
}
}
if (!alreadyTabCompleted) {
CurrentWordInfo wordInfo = get_current_word_info(gDjuiChatBox->chatInput->buffer, gDjuiChatBox->chatInput->selection[0]);
if (wordInfo.index != -1) {
if (sPlayersTabCompletionIndex == -1) {
snprintf(sPlayersTabCompletionOriginalText, MAX_MSG_LENGTH, "%s", wordInfo.word);
}
if (!complete_player_name(sPlayersTabCompletionOriginalText)) {
reset_tab_completion_players();
} else {
alreadyTabCompleted = true;
}
}
}
}
static bool djui_chat_box_input_on_key_down(struct DjuiBase* base, int scancode) {
sent_history_init(&sentHistory);
@ -308,7 +412,7 @@ static bool djui_chat_box_input_on_key_down(struct DjuiBase* base, int scancode)
f32 pageAmount = gDjuiChatBox->chatContainer->base.elem.height * 3.0f / 4.0f;
char previousText[MAX_MSG_LENGTH];
strncpy(previousText, gDjuiChatBox->chatInput->buffer, MAX_MSG_LENGTH - 1);
snprintf(previousText, MAX_MSG_LENGTH, "%s", gDjuiChatBox->chatInput->buffer);
switch (scancode) {
case SCANCODE_UP:
@ -342,102 +446,7 @@ static bool djui_chat_box_input_on_key_down(struct DjuiBase* base, int scancode)
if (canScrollUp) { *yValue = fmax(*yValue - pageAmount, yMax); }
return true;
case SCANCODE_TAB:
bool alreadyTabCompleted = false;
if (gDjuiChatBox->chatInput->buffer[0] == '/') {
char* spacePosition = strrchr(sCommandsTabCompletionOriginalText, ' ');
if (spacePosition != NULL) {
char* mainCommand = get_main_command_from_input(sCommandsTabCompletionOriginalText);
if (mainCommand) {
if (!complete_subcommand(mainCommand + 1, spacePosition + 1)) {
reset_tab_completion_all();
} else {
alreadyTabCompleted = true;
}
free(mainCommand);
}
} else {
if (sCommandsTabCompletionIndex == -1) {
strncpy(sCommandsTabCompletionOriginalText, gDjuiChatBox->chatInput->buffer, MAX_MSG_LENGTH - 1);
}
char* bufferWithoutSlash = sCommandsTabCompletionOriginalText + 1;
char** commands = smlua_get_chat_maincommands_list();
s32 foundCommandsCount = 0;
for (s32 i = 0; commands[i] != NULL; i++) {
if (strncmp(commands[i], bufferWithoutSlash, strlen(bufferWithoutSlash)) == 0) {
foundCommandsCount++;
}
}
if (foundCommandsCount > 0) {
sCommandsTabCompletionIndex = (sCommandsTabCompletionIndex + 1) % foundCommandsCount;
s32 currentIndex = 0;
for (s32 i = 0; commands[i] != NULL; i++) {
if (strncmp(commands[i], bufferWithoutSlash, strlen(bufferWithoutSlash)) == 0) {
if (currentIndex == sCommandsTabCompletionIndex) {
char completion[MAX_MSG_LENGTH];
snprintf(completion, MAX_MSG_LENGTH, "/%s", commands[i]);
djui_inputbox_set_text(gDjuiChatBox->chatInput, completion);
djui_inputbox_move_cursor_to_end(gDjuiChatBox->chatInput);
alreadyTabCompleted = true;
}
currentIndex++;
}
}
} else {
char* spacePositionB = strrchr(sCommandsTabCompletionOriginalText, ' ');
if (spacePositionB != NULL) {
char* mainCommandB = get_main_command_from_input(sCommandsTabCompletionOriginalText);
if (mainCommandB) {
if (!complete_subcommand(mainCommandB + 1, spacePositionB + 1)) {
reset_tab_completion_all();
} else {
alreadyTabCompleted = true;
}
free(mainCommandB);
}
}
}
for (s32 i = 0; commands[i] != NULL; i++) {
free(commands[i]);
}
free(commands);
}
}
if (!alreadyTabCompleted) {
if (gDjuiChatBox->chatInput->selection[0] != gDjuiChatBox->chatInput->selection[1]) {
alreadyTabCompleted = true;
}
}
if (!alreadyTabCompleted) {
CurrentWordInfo wordCurrent = get_current_word_info(gDjuiChatBox->chatInput->buffer, gDjuiChatBox->chatInput->selection[0]);
if (gDjuiChatBox->chatInput->buffer[0] == '/') {
if (wordCurrent.index == 1 && smlua_maincommand_exists(wordCurrent.word + 1)) {
alreadyTabCompleted = true;
} else if (wordCurrent.index == 2) {
CurrentWordInfo worldMainCommand = get_current_word_info(gDjuiChatBox->chatInput->buffer, 0);
if (smlua_maincommand_exists(worldMainCommand.word + 1) && smlua_subcommand_exists(worldMainCommand.word + 1, wordCurrent.word)) {
alreadyTabCompleted = true;
}
}
}
}
if (!alreadyTabCompleted) {
CurrentWordInfo wordInfo = get_current_word_info(gDjuiChatBox->chatInput->buffer, gDjuiChatBox->chatInput->selection[0]);
if (wordInfo.index != -1) {
if (sPlayersTabCompletionIndex == -1) {
strncpy(sPlayersTabCompletionOriginalText, wordInfo.word, MAX_MSG_LENGTH - 1);
}
if (!complete_player_name(sPlayersTabCompletionOriginalText)) {
reset_tab_completion_players();
} else {
alreadyTabCompleted = true;
}
}
}
handle_tab_completion();
return true;
case SCANCODE_ENTER:
reset_tab_completion_all();
@ -458,6 +467,15 @@ static bool djui_chat_box_input_on_key_down(struct DjuiBase* base, int scancode)
}
}
static void djui_chat_box_input_on_text_input(struct DjuiBase *base, char* text) {
size_t expectedIndex = strlen(gDjuiChatBox->chatInput->buffer);
bool isTextDifferent = (expectedIndex >= MAX_MSG_LENGTH) || (gDjuiChatBox->chatInput->buffer[expectedIndex] != text[0]);
djui_inputbox_on_text_input(base, text);
if (isTextDifferent) {
reset_tab_completion_all();
}
}
static void djui_chat_box_input_on_text_input(struct DjuiBase *base, char* text) {
char previousText[MAX_MSG_LENGTH];
strncpy(previousText, gDjuiChatBox->chatInput->buffer, MAX_MSG_LENGTH - 1);

View file

@ -10,6 +10,10 @@
#include "pc/crash_handler.h"
#include "src/game/hud.h"
#include "pc/debug_context.h"
#include "pc/network/network.h"
#include "pc/network/network_player.h"
#include "pc/network/socket/socket.h"
#include "pc/chat_commands.h"
#include "pc/pc_main.h"
#if defined(DEVELOPMENT)
@ -1489,7 +1493,7 @@ char* remove_color_codes(const char* str) {
bool is_valid_subcommand(const char* start, const char* end) {
for (const char* ptr = start; ptr < end; ptr++) {
if (isspace(*ptr)) {
if (isspace(*ptr) || *ptr == '\0') {
return false;
}
}
@ -1542,12 +1546,12 @@ char** smlua_get_chat_player_list(void) {
char** smlua_get_chat_maincommands_list(void) {
#ifndef DEVELOPMENT
char* additionalCmds[] = {"players", "kick", "ban", "permban", "moderator", "confirm", "help", "?"};
s32 additionalCmdsCount = 8;
#else
#if defined(DEVELOPMENT)
char* additionalCmds[] = {"players", "kick", "ban", "permban", "moderator", "confirm", "help", "?", "warp", "lua", "luaf"};
s32 additionalCmdsCount = 11;
#else
char* additionalCmds[] = {"players", "kick", "ban", "permban", "moderator", "confirm", "help", "?"};
s32 additionalCmdsCount = 8;
#endif
char** commands = (char**) malloc((sHookedChatCommandsCount + additionalCmdsCount + 1) * sizeof(char*));
@ -1603,22 +1607,18 @@ char** smlua_get_chat_subcommands_list(const char* maincommand) {
free(noColorsDesc);
}
}
char** empty = (char**) malloc(sizeof(char*));
empty[0] = NULL;
return empty;
return NULL;
}
bool smlua_maincommand_exists(const char* maincommand) {
char** commands = smlua_get_chat_maincommands_list();
bool result = false;
s32 i = 0;
while (commands[i] != NULL) {
if (strcmp(commands[i], maincommand) == 0) {
for (s32 j = 0; commands[j] != NULL; j++) {
free(commands[j]);
}
free(commands);
return true;
result = true;
break;
}
i++;
}
@ -1627,21 +1627,23 @@ bool smlua_maincommand_exists(const char* maincommand) {
free(commands[j]);
}
free(commands);
return false;
return result;
}
bool smlua_subcommand_exists(const char* maincommand, const char* subcommand) {
char** subcommands = smlua_get_chat_subcommands_list(maincommand);
if (subcommands == NULL) {
return false;
}
bool result = false;
s32 i = 0;
while (subcommands[i] != NULL) {
if (strcmp(subcommands[i], subcommand) == 0) {
for (s32 j = 0; subcommands[j] != NULL; j++) {
free(subcommands[j]);
}
free(subcommands);
return true;
result = true;
break;
}
i++;
}
@ -1650,7 +1652,8 @@ bool smlua_subcommand_exists(const char* maincommand, const char* subcommand) {
free(subcommands[j]);
}
free(subcommands);
return false;
return result;
}
//////////////////////////////

View file

@ -299,6 +299,24 @@ void *main_game_init(void*) {
if (gCLIOpts.FullScreen == 1) { configWindow.fullscreen = true; }
else if (gCLIOpts.FullScreen == 2) { configWindow.fullscreen = false; }
if (gCLIOpts.RandomPlayerName == 1) {
struct timespec TS;
clock_gettime(CLOCK_MONOTONIC, &TS);
srand((unsigned int)(TS.tv_nsec ^ TS.tv_sec ^ getpid()));
char randomDigits[9];
for (int i = 0; i < 8; i++) {
randomDigits[i] = '0' + (rand() % 10);
}
randomDigits[8] = '\0';
snprintf(configPlayerName, MAX_PLAYER_STRING, "Player%s", randomDigits);
printf("\nRandom Playername (Start-Parameter): %s\n\n", configPlayerName);
} else if (gCLIOpts.PlayerName[0] != '\0') {
snprintf(configPlayerName, MAX_PLAYER_STRING, "%s", gCLIOpts.PlayerName);
printf("\nCustom Playername (Start-Parameter): %s\n\n", configPlayerName);
}
if (!gGfxInited) {
gfx_init(&WAPI, &RAPI, TITLE);
WAPI.set_keyboard_callbacks(keyboard_on_key_down, keyboard_on_key_up, keyboard_on_all_keys_up, keyboard_on_text_input);