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make visibleToObjects a boolean
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8 changed files with 8 additions and 8 deletions
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@ -8361,7 +8361,7 @@ end
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--- @param z number
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--- @param dist integer
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--- @return integer
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--- Checks if a point is within distance from any active Mario visible to enemies' graphical position
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--- Checks if a point is within distance from any active Mario visible to objects' graphical position
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function is_point_within_radius_of_mario(x, y, z, dist)
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-- ...
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end
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@ -1126,7 +1126,7 @@
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--- @field public doubleJumpTimer integer
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--- @field public specialTripleJump integer
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--- @field public fadeWarpOpacity integer
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--- @field public visibleToObjects integer
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--- @field public visibleToObjects boolean
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--- @field public wasNetworkVisible integer
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--- @field public dialogId integer
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--- @field public prevNumStarsForDialog integer
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@ -3199,7 +3199,7 @@ Moves `obj` based on a seemingly random mix of using either the current obj or `
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## [is_point_within_radius_of_mario](#is_point_within_radius_of_mario)
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### Description
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Checks if a point is within distance from any active Mario visible to enemies' graphical position
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Checks if a point is within distance from any active Mario visible to objects' graphical position
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### Lua Example
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`local integerValue = is_point_within_radius_of_mario(x, y, z, dist)`
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@ -1643,7 +1643,7 @@
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| doubleJumpTimer | `integer` | |
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| specialTripleJump | `integer` | |
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| fadeWarpOpacity | `integer` | |
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| visibleToObjects | `integer` | |
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| visibleToObjects | `boolean` | |
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| wasNetworkVisible | `integer` | |
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| dialogId | `integer` | read-only |
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| prevNumStarsForDialog | `integer` | |
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@ -505,7 +505,7 @@ struct MarioState
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u8 specialTripleJump;
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u8 fadeWarpOpacity;
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u8 visibleToObjects;
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bool visibleToObjects;
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u8 wasNetworkVisible;
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s32 dialogId;
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s16 prevNumStarsForDialog;
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@ -2225,7 +2225,7 @@ void init_single_mario(struct MarioState* m) {
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m->framesSinceB = 0xFF;
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m->invincTimer = 0;
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m->visibleToObjects = TRUE;
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m->visibleToObjects = true;
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if (m->cap & (SAVE_FLAG_CAP_ON_GROUND | SAVE_FLAG_CAP_ON_KLEPTO | SAVE_FLAG_CAP_ON_UKIKI | SAVE_FLAG_CAP_ON_MR_BLIZZARD)) {
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m->flags = 0;
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@ -266,7 +266,7 @@ void bhv_mario_update(void) {
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gMarioState->particleFlags = 0;
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}
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gMarioState->visibleToObjects = TRUE;
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gMarioState->visibleToObjects = true;
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smlua_call_event_hooks(HOOK_BEFORE_MARIO_UPDATE, gMarioState);
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@ -1467,7 +1467,7 @@ static struct LuaObjectField sMarioStateFields[LUA_MARIO_STATE_FIELD_COUNT] = {
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{ "unkC4", LVT_F32, offsetof(struct MarioState, unkC4), false, LOT_NONE },
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{ "usedObj", LVT_COBJECT_P, offsetof(struct MarioState, usedObj), false, LOT_OBJECT },
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{ "vel", LVT_COBJECT, offsetof(struct MarioState, vel), true, LOT_VEC3F },
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{ "visibleToObjects", LVT_U8, offsetof(struct MarioState, visibleToObjects), false, LOT_NONE },
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{ "visibleToObjects", LVT_BOOL, offsetof(struct MarioState, visibleToObjects), false, LOT_NONE },
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{ "wall", LVT_COBJECT_P, offsetof(struct MarioState, wall), false, LOT_SURFACE },
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{ "wallKickTimer", LVT_U8, offsetof(struct MarioState, wallKickTimer), false, LOT_NONE },
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{ "wallNormal", LVT_COBJECT, offsetof(struct MarioState, wallNormal), true, LOT_VEC3F },
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