Document some more files (69.61%)

This commit is contained in:
Agent X 2024-12-22 21:53:54 -05:00
parent c519ecb76b
commit fe316a9a08
9 changed files with 248 additions and 138 deletions

View file

@ -5768,23 +5768,28 @@ function set_swimming_at_surface_particles(m, particleFlag)
-- ...
end
--- Behavior init function for NPC Toad
function bhv_toad_message_init()
-- ...
end
--- Behavior loop function for NPC Toad
function bhv_toad_message_loop()
-- ...
end
--- Behavior init function for Star Door unlock object
function bhv_unlock_door_star_init()
-- ...
end
--- Behavior loop function for Star Door unlock object
function bhv_unlock_door_star_loop()
-- ...
end
--- @return number
--- Always returns zero. May have been originally used for beta trampolines
function get_additive_y_vel_for_jumps()
-- ...
end
@ -5800,65 +5805,75 @@ function init_bully_collision_data(data, posX, posZ, forwardVel, yaw, conversion
-- ...
end
--- @param arg0 MarioState
--- @param arg1 integer
function mario_bonk_reflection(arg0, arg1)
-- ...
end
--- @param arg0 MarioState
--- @param arg1 integer
--- @param arg2 integer
--- @return integer
function mario_push_off_steep_floor(arg0, arg1, arg2)
-- ...
end
--- @param arg0 MarioState
--- @return integer
function mario_update_moving_sand(arg0)
-- ...
end
--- @param arg0 MarioState
--- @param arg1 number
--- @return integer
function mario_update_quicksand(arg0, arg1)
-- ...
end
--- @param arg0 MarioState
--- @return integer
function mario_update_windy_ground(arg0)
-- ...
end
--- @param arg0 MarioState
--- @param arg1 integer
--- @return integer
function perform_air_step(arg0, arg1)
-- ...
end
--- @param arg0 MarioState
--- @return integer
function perform_ground_step(arg0)
--- @param m MarioState
--- @param negateSpeed integer
--- Reflects Mario off a wall if he is colliding with one and flips forward velocity if `negateSpeed` is TRUE
function mario_bonk_reflection(m, negateSpeed)
-- ...
end
--- @param m MarioState
--- @param action integer
--- @param actionArg integer
--- @return integer
--- Pushes Mario off a steep floor and sets his action to `action` with `actionArg`
function mario_push_off_steep_floor(m, action, actionArg)
-- ...
end
--- @param m MarioState
--- @return integer
--- Pushes Mario in the direction of the quicksand based on the floor surface
function mario_update_moving_sand(m)
-- ...
end
--- @param m MarioState
--- @param sinkingSpeed number
--- @return integer
--- Updates Mario's state in quicksand, sinks him at `sinkingSpeed` if he's in non instant quicksand
function mario_update_quicksand(m, sinkingSpeed)
-- ...
end
--- @param m MarioState
--- @return integer
--- Pushes Mario in the direction of the wind based on the floor surface
function mario_update_windy_ground(m)
-- ...
end
--- @param m MarioState
--- @param stepArg integer
--- @return integer
--- Performs a full Mario air physics step (4 substeps) and returns an `AIR_STEP_*` result
function perform_air_step(m, stepArg)
-- ...
end
--- @param m MarioState
--- @return integer
--- Performs a full Mario ground physics step (4 substeps) and returns an `GROUND_STEP_*` result
function perform_ground_step(m)
-- ...
end
--- @param m MarioState
--- Sets Mario's velocity to his forward velocity multiplied by the cosine and sine of his pitch and yaw
function set_vel_from_pitch_and_yaw(m)
-- ...
end
--- @param arg0 MarioState
--- @param m MarioState
--- @return integer
function stationary_ground_step(arg0)
--- Performs a full Mario stationary physics step (4 substeps) and returns an `GROUND_STEP_*` result
function stationary_ground_step(m)
-- ...
end
--- @param arg0 MarioState
function stop_and_set_height_to_floor(arg0)
--- @param m MarioState
--- Sets all of Mario's velocity variables to 0 and sets his Y position to the floor height
function stop_and_set_height_to_floor(m)
-- ...
end
@ -6420,40 +6435,47 @@ function network_player_set_override_palette_color(np, part, color)
end
--- @return boolean
--- Checks if the game can currently be paused in singleplayer
function network_check_singleplayer_pause()
-- ...
end
--- @param localIndex integer
--- @return string
--- Gets a Discord ID corresponding to the network player with `localIndex`
function network_discord_id_from_local_index(localIndex)
-- ...
end
--- @param localIndex integer
--- @return string
--- Gets the DJUI hex color code string for the player corresponding to `localIndex`'s cap color
function network_get_player_text_color_string(localIndex)
-- ...
end
--- @param localIndex integer
--- @return integer
--- Gets a player's global index from their local index
function network_global_index_from_local(localIndex)
-- ...
end
--- @return boolean
--- Checks if you are a moderator in the current lobby
function network_is_moderator()
-- ...
end
--- @return boolean
--- Checks if you are hosting the current lobby, this value doesn't change
function network_is_server()
-- ...
end
--- @param globalIndex integer
--- @return integer
--- Gets a player's local index from their global index
function network_local_index_from_global(globalIndex)
-- ...
end

View file

@ -2113,6 +2113,9 @@
## [bhv_toad_message_init](#bhv_toad_message_init)
### Description
Behavior init function for NPC Toad
### Lua Example
`bhv_toad_message_init()`
@ -2131,6 +2134,9 @@
## [bhv_toad_message_loop](#bhv_toad_message_loop)
### Description
Behavior loop function for NPC Toad
### Lua Example
`bhv_toad_message_loop()`
@ -2149,6 +2155,9 @@
## [bhv_unlock_door_star_init](#bhv_unlock_door_star_init)
### Description
Behavior init function for Star Door unlock object
### Lua Example
`bhv_unlock_door_star_init()`
@ -2167,6 +2176,9 @@
## [bhv_unlock_door_star_loop](#bhv_unlock_door_star_loop)
### Description
Behavior loop function for Star Door unlock object
### Lua Example
`bhv_unlock_door_star_loop()`
@ -2191,6 +2203,9 @@
## [get_additive_y_vel_for_jumps](#get_additive_y_vel_for_jumps)
### Description
Always returns zero. May have been originally used for beta trampolines
### Lua Example
`local numberValue = get_additive_y_vel_for_jumps()`
@ -2235,20 +2250,23 @@
## [mario_bonk_reflection](#mario_bonk_reflection)
### Description
Reflects Mario off a wall if he is colliding with one and flips forward velocity if `negateSpeed` is TRUE
### Lua Example
`mario_bonk_reflection(arg0, arg1)`
`mario_bonk_reflection(m, negateSpeed)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| arg1 | `integer` |
| m | [MarioState](structs.md#MarioState) |
| negateSpeed | `integer` |
### Returns
- None
### C Prototype
`void mario_bonk_reflection(struct MarioState *, u32);`
`void mario_bonk_reflection(struct MarioState *m, u8 negateSpeed);`
[:arrow_up_small:](#)
@ -2256,21 +2274,24 @@
## [mario_push_off_steep_floor](#mario_push_off_steep_floor)
### Description
Pushes Mario off a steep floor and sets his action to `action` with `actionArg`
### Lua Example
`local integerValue = mario_push_off_steep_floor(arg0, arg1, arg2)`
`local integerValue = mario_push_off_steep_floor(m, action, actionArg)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| arg1 | `integer` |
| arg2 | `integer` |
| m | [MarioState](structs.md#MarioState) |
| action | `integer` |
| actionArg | `integer` |
### Returns
- `integer`
### C Prototype
`u32 mario_push_off_steep_floor(struct MarioState *, u32, u32);`
`u32 mario_push_off_steep_floor(struct MarioState *m, u32 action, u32 actionArg);`
[:arrow_up_small:](#)
@ -2278,19 +2299,22 @@
## [mario_update_moving_sand](#mario_update_moving_sand)
### Description
Pushes Mario in the direction of the quicksand based on the floor surface
### Lua Example
`local integerValue = mario_update_moving_sand(arg0)`
`local integerValue = mario_update_moving_sand(m)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| m | [MarioState](structs.md#MarioState) |
### Returns
- `integer`
### C Prototype
`u32 mario_update_moving_sand(struct MarioState *);`
`u32 mario_update_moving_sand(struct MarioState *m);`
[:arrow_up_small:](#)
@ -2298,20 +2322,23 @@
## [mario_update_quicksand](#mario_update_quicksand)
### Description
Updates Mario's state in quicksand, sinks him at `sinkingSpeed` if he's in non instant quicksand
### Lua Example
`local integerValue = mario_update_quicksand(arg0, arg1)`
`local integerValue = mario_update_quicksand(m, sinkingSpeed)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| arg1 | `number` |
| m | [MarioState](structs.md#MarioState) |
| sinkingSpeed | `number` |
### Returns
- `integer`
### C Prototype
`u32 mario_update_quicksand(struct MarioState *, f32);`
`u32 mario_update_quicksand(struct MarioState *m, f32 sinkingSpeed);`
[:arrow_up_small:](#)
@ -2319,19 +2346,22 @@
## [mario_update_windy_ground](#mario_update_windy_ground)
### Description
Pushes Mario in the direction of the wind based on the floor surface
### Lua Example
`local integerValue = mario_update_windy_ground(arg0)`
`local integerValue = mario_update_windy_ground(m)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| m | [MarioState](structs.md#MarioState) |
### Returns
- `integer`
### C Prototype
`u32 mario_update_windy_ground(struct MarioState *);`
`u32 mario_update_windy_ground(struct MarioState *m);`
[:arrow_up_small:](#)
@ -2339,20 +2369,23 @@
## [perform_air_step](#perform_air_step)
### Description
Performs a full Mario air physics step (4 substeps) and returns an `AIR_STEP_*` result
### Lua Example
`local integerValue = perform_air_step(arg0, arg1)`
`local integerValue = perform_air_step(m, stepArg)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| arg1 | `integer` |
| m | [MarioState](structs.md#MarioState) |
| stepArg | `integer` |
### Returns
- `integer`
### C Prototype
`s32 perform_air_step(struct MarioState *, u32);`
`s32 perform_air_step(struct MarioState *m, u32 stepArg);`
[:arrow_up_small:](#)
@ -2360,19 +2393,22 @@
## [perform_ground_step](#perform_ground_step)
### Description
Performs a full Mario ground physics step (4 substeps) and returns an `GROUND_STEP_*` result
### Lua Example
`local integerValue = perform_ground_step(arg0)`
`local integerValue = perform_ground_step(m)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| m | [MarioState](structs.md#MarioState) |
### Returns
- `integer`
### C Prototype
`s32 perform_ground_step(struct MarioState *);`
`s32 perform_ground_step(struct MarioState *m);`
[:arrow_up_small:](#)
@ -2380,6 +2416,9 @@
## [set_vel_from_pitch_and_yaw](#set_vel_from_pitch_and_yaw)
### Description
Sets Mario's velocity to his forward velocity multiplied by the cosine and sine of his pitch and yaw
### Lua Example
`set_vel_from_pitch_and_yaw(m)`
@ -2400,19 +2439,22 @@
## [stationary_ground_step](#stationary_ground_step)
### Description
Performs a full Mario stationary physics step (4 substeps) and returns an `GROUND_STEP_*` result
### Lua Example
`local integerValue = stationary_ground_step(arg0)`
`local integerValue = stationary_ground_step(m)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| m | [MarioState](structs.md#MarioState) |
### Returns
- `integer`
### C Prototype
`s32 stationary_ground_step(struct MarioState *);`
`s32 stationary_ground_step(struct MarioState *m);`
[:arrow_up_small:](#)
@ -2420,19 +2462,22 @@
## [stop_and_set_height_to_floor](#stop_and_set_height_to_floor)
### Description
Sets all of Mario's velocity variables to 0 and sets his Y position to the floor height
### Lua Example
`stop_and_set_height_to_floor(arg0)`
`stop_and_set_height_to_floor(m)`
### Parameters
| Field | Type |
| ----- | ---- |
| arg0 | [MarioState](structs.md#MarioState) |
| m | [MarioState](structs.md#MarioState) |
### Returns
- None
### C Prototype
`void stop_and_set_height_to_floor(struct MarioState *);`
`void stop_and_set_height_to_floor(struct MarioState *m);`
[:arrow_up_small:](#)
@ -4117,6 +4162,9 @@ Saves a `key` corresponding to a float `value` to mod storage
## [network_check_singleplayer_pause](#network_check_singleplayer_pause)
### Description
Checks if the game can currently be paused in singleplayer
### Lua Example
`local booleanValue = network_check_singleplayer_pause()`
@ -4135,6 +4183,9 @@ Saves a `key` corresponding to a float `value` to mod storage
## [network_discord_id_from_local_index](#network_discord_id_from_local_index)
### Description
Gets a Discord ID corresponding to the network player with `localIndex`
### Lua Example
`local stringValue = network_discord_id_from_local_index(localIndex)`
@ -4155,6 +4206,9 @@ Saves a `key` corresponding to a float `value` to mod storage
## [network_get_player_text_color_string](#network_get_player_text_color_string)
### Description
Gets the DJUI hex color code string for the player corresponding to `localIndex`'s cap color
### Lua Example
`local stringValue = network_get_player_text_color_string(localIndex)`
@ -4175,6 +4229,9 @@ Saves a `key` corresponding to a float `value` to mod storage
## [network_global_index_from_local](#network_global_index_from_local)
### Description
Gets a player's global index from their local index
### Lua Example
`local integerValue = network_global_index_from_local(localIndex)`
@ -4195,6 +4252,9 @@ Saves a `key` corresponding to a float `value` to mod storage
## [network_is_moderator](#network_is_moderator)
### Description
Checks if you are a moderator in the current lobby
### Lua Example
`local booleanValue = network_is_moderator()`
@ -4213,6 +4273,9 @@ Saves a `key` corresponding to a float `value` to mod storage
## [network_is_server](#network_is_server)
### Description
Checks if you are hosting the current lobby, this value doesn't change
### Lua Example
`local booleanValue = network_is_server()`
@ -4231,6 +4294,9 @@ Saves a `key` corresponding to a float `value` to mod storage
## [network_local_index_from_global](#network_local_index_from_global)
### Description
Gets a player's local index from their global index
### Lua Example
`local integerValue = network_local_index_from_global(globalIndex)`

View file

@ -166,30 +166,6 @@ static void toad_message_fading(void) {
}
}
void bhv_toad_message_loop(void) {
if (!gCurrentObject) { return; }
if (gCurrentObject->header.gfx.node.flags & GRAPH_RENDER_ACTIVE) {
gCurrentObject->oInteractionSubtype = 0;
switch (gCurrentObject->oToadMessageState) {
case TOAD_MESSAGE_FADED:
toad_message_faded();
break;
case TOAD_MESSAGE_OPAQUE:
toad_message_opaque();
break;
case TOAD_MESSAGE_OPACIFYING:
toad_message_opacifying();
break;
case TOAD_MESSAGE_FADING:
toad_message_fading();
break;
case TOAD_MESSAGE_TALKING:
toad_message_talking();
break;
}
}
}
void bhv_toad_message_init(void) {
if (!gCurrentObject) { return; }
s32 saveFlags = save_file_get_flags();
@ -224,6 +200,30 @@ void bhv_toad_message_init(void) {
}
}
void bhv_toad_message_loop(void) {
if (!gCurrentObject) { return; }
if (gCurrentObject->header.gfx.node.flags & GRAPH_RENDER_ACTIVE) {
gCurrentObject->oInteractionSubtype = 0;
switch (gCurrentObject->oToadMessageState) {
case TOAD_MESSAGE_FADED:
toad_message_faded();
break;
case TOAD_MESSAGE_OPAQUE:
toad_message_opaque();
break;
case TOAD_MESSAGE_OPACIFYING:
toad_message_opacifying();
break;
case TOAD_MESSAGE_FADING:
toad_message_fading();
break;
case TOAD_MESSAGE_TALKING:
toad_message_talking();
break;
}
}
}
static void star_door_unlock_spawn_particles(s16 angleOffset) {
if (!gCurrentObject) { return; }
struct Object *sparkleParticle = spawn_object(gCurrentObject, 0, bhvSparkleSpawn);

View file

@ -10,9 +10,13 @@ extern struct GraphNodeObject gMirrorMario[MAX_PLAYERS];
extern struct MarioBodyState gBodyStates[MAX_PLAYERS];
Gfx *geo_draw_mario_head_goddard(s32 callContext, struct GraphNode *node, Mat4 *c);
void bhv_toad_message_loop(void);
/* |description|Behavior init function for NPC Toad|descriptionEnd| */
void bhv_toad_message_init(void);
/* |description|Behavior loop function for NPC Toad|descriptionEnd| */
void bhv_toad_message_loop(void);
/* |description|Behavior init function for Star Door unlock object|descriptionEnd| */
void bhv_unlock_door_star_init(void);
/* |description|Behavior loop function for Star Door unlock object|descriptionEnd| */
void bhv_unlock_door_star_loop(void);
Gfx *geo_mirror_mario_set_alpha(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c);
Gfx *geo_switch_mario_stand_run(s32 callContext, struct GraphNode *node, UNUSED Mat4 *mtx);

View file

@ -91,7 +91,7 @@ BAD_RETURN(s32) init_bully_collision_data(struct BullyCollisionData *data, f32 p
data->velZ = forwardVel * coss(yaw);
}
void mario_bonk_reflection(struct MarioState *m, u32 negateSpeed) {
void mario_bonk_reflection(struct MarioState *m, u8 negateSpeed) {
if (!m) { return; }
if (m->wall != NULL) {
s16 wallAngle = atan2s(m->wallNormal[2], m->wallNormal[0]);

View file

@ -16,23 +16,34 @@ struct BullyCollisionData {
extern struct Surface gWaterSurfacePseudoFloor;
/* |description|Always returns zero. May have been originally used for beta trampolines|descriptionEnd| */
f32 get_additive_y_vel_for_jumps(void);
void stub_mario_step_1(struct MarioState *);
void stub_mario_step_2(void);
void mario_bonk_reflection(struct MarioState *, u32);
/* |description|Reflects Mario off a wall if he is colliding with one and flips forward velocity if `negateSpeed` is TRUE |descriptionEnd| */
void mario_bonk_reflection(struct MarioState *m, u8 negateSpeed);
void transfer_bully_speed(struct BullyCollisionData *obj1, struct BullyCollisionData *obj2);
BAD_RETURN(s32) init_bully_collision_data(struct BullyCollisionData *data, f32 posX, f32 posZ,
f32 forwardVel, s16 yaw, f32 conversionRatio, f32 radius);
u32 mario_update_quicksand(struct MarioState *, f32);
u32 mario_push_off_steep_floor(struct MarioState *, u32, u32);
u32 mario_update_moving_sand(struct MarioState *);
u32 mario_update_windy_ground(struct MarioState *);
void stop_and_set_height_to_floor(struct MarioState *);
s32 stationary_ground_step(struct MarioState *);
s32 perform_ground_step(struct MarioState *);
s32 perform_air_step(struct MarioState *, u32);
/* |description|Updates Mario's state in quicksand, sinks him at `sinkingSpeed` if he's in non instant quicksand|descriptionEnd| */
u32 mario_update_quicksand(struct MarioState *m, f32 sinkingSpeed);
/* |description|Pushes Mario off a steep floor and sets his action to `action` with `actionArg`|descriptionEnd| */
u32 mario_push_off_steep_floor(struct MarioState *m, u32 action, u32 actionArg);
/* |description|Pushes Mario in the direction of the quicksand based on the floor surface|descriptionEnd| */
u32 mario_update_moving_sand(struct MarioState *m);
/* |description|Pushes Mario in the direction of the wind based on the floor surface|descriptionEnd| */
u32 mario_update_windy_ground(struct MarioState *m);
/* |description|Sets all of Mario's velocity variables to 0 and sets his Y position to the floor height|descriptionEnd| */
void stop_and_set_height_to_floor(struct MarioState *m);
/* |description|Performs a full Mario stationary physics step (4 substeps) and returns an `GROUND_STEP_*` result|descriptionEnd| */
s32 stationary_ground_step(struct MarioState *m);
/* |description|Performs a full Mario ground physics step (4 substeps) and returns an `GROUND_STEP_*` result|descriptionEnd| */
s32 perform_ground_step(struct MarioState *m);
/* |description|Performs a full Mario air physics step (4 substeps) and returns an `AIR_STEP_*` result|descriptionEnd| */
s32 perform_air_step(struct MarioState *m, u32 stepArg);
/* |description|Sets Mario's velocity to his forward velocity multiplied by the cosine and sine of his pitch and yaw|descriptionEnd| */
void set_vel_from_pitch_and_yaw(struct MarioState* m);
#endif // MARIO_STEP_H

View file

@ -18294,12 +18294,12 @@ int smlua_func_mario_bonk_reflection(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "mario_bonk_reflection"); return 0; }
u32 arg1 = smlua_to_integer(L, 2);
u8 negateSpeed = smlua_to_integer(L, 2);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "mario_bonk_reflection"); return 0; }
mario_bonk_reflection(arg0, arg1);
mario_bonk_reflection(m, negateSpeed);
return 1;
}
@ -18313,14 +18313,14 @@ int smlua_func_mario_push_off_steep_floor(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "mario_push_off_steep_floor"); return 0; }
u32 arg1 = smlua_to_integer(L, 2);
u32 action = smlua_to_integer(L, 2);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "mario_push_off_steep_floor"); return 0; }
u32 arg2 = smlua_to_integer(L, 3);
u32 actionArg = smlua_to_integer(L, 3);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 3, "mario_push_off_steep_floor"); return 0; }
lua_pushinteger(L, mario_push_off_steep_floor(arg0, arg1, arg2));
lua_pushinteger(L, mario_push_off_steep_floor(m, action, actionArg));
return 1;
}
@ -18334,10 +18334,10 @@ int smlua_func_mario_update_moving_sand(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "mario_update_moving_sand"); return 0; }
lua_pushinteger(L, mario_update_moving_sand(arg0));
lua_pushinteger(L, mario_update_moving_sand(m));
return 1;
}
@ -18351,12 +18351,12 @@ int smlua_func_mario_update_quicksand(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "mario_update_quicksand"); return 0; }
f32 arg1 = smlua_to_number(L, 2);
f32 sinkingSpeed = smlua_to_number(L, 2);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "mario_update_quicksand"); return 0; }
lua_pushinteger(L, mario_update_quicksand(arg0, arg1));
lua_pushinteger(L, mario_update_quicksand(m, sinkingSpeed));
return 1;
}
@ -18370,10 +18370,10 @@ int smlua_func_mario_update_windy_ground(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "mario_update_windy_ground"); return 0; }
lua_pushinteger(L, mario_update_windy_ground(arg0));
lua_pushinteger(L, mario_update_windy_ground(m));
return 1;
}
@ -18387,12 +18387,12 @@ int smlua_func_perform_air_step(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "perform_air_step"); return 0; }
u32 arg1 = smlua_to_integer(L, 2);
u32 stepArg = smlua_to_integer(L, 2);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "perform_air_step"); return 0; }
lua_pushinteger(L, perform_air_step(arg0, arg1));
lua_pushinteger(L, perform_air_step(m, stepArg));
return 1;
}
@ -18406,10 +18406,10 @@ int smlua_func_perform_ground_step(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "perform_ground_step"); return 0; }
lua_pushinteger(L, perform_ground_step(arg0));
lua_pushinteger(L, perform_ground_step(m));
return 1;
}
@ -18440,10 +18440,10 @@ int smlua_func_stationary_ground_step(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "stationary_ground_step"); return 0; }
lua_pushinteger(L, stationary_ground_step(arg0));
lua_pushinteger(L, stationary_ground_step(m));
return 1;
}
@ -18457,10 +18457,10 @@ int smlua_func_stop_and_set_height_to_floor(lua_State* L) {
return 0;
}
struct MarioState* arg0 = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "stop_and_set_height_to_floor"); return 0; }
stop_and_set_height_to_floor(arg0);
stop_and_set_height_to_floor(m);
return 1;
}

View file

@ -54,7 +54,7 @@ const char* network_get_player_text_color_string(u8 localIndex) {
extern s16 gMenuMode;
bool network_check_singleplayer_pause(void) {
return gMenuMode != -1 && !gServerSettings.pauseAnywhere && network_player_connected_count() == 1 && mods_get_all_pausable() && !gDjuiInPlayerMenu;
return gMenuMode != -1 && network_player_connected_count() == 1 && mods_get_all_pausable() && !gDjuiInPlayerMenu;
}
const char* network_discord_id_from_local_index(u8 localIndex) {

View file

@ -4,17 +4,24 @@
#include <stdbool.h>
#include "network.h"
/* |description|Gets a player's global index from their local index|descriptionEnd| */
u8 network_global_index_from_local(u8 localIndex);
/* |description|Gets a player's local index from their global index|descriptionEnd| */
u8 network_local_index_from_global(u8 globalIndex);
/* |description|Checks if you are hosting the current lobby, this value doesn't change|descriptionEnd| */
bool network_is_server(void);
/* |description|Checks if you are a moderator in the current lobby|descriptionEnd| */
bool network_is_moderator(void);
u8* network_get_player_text_color(u8 localIndex);
/* |description|Gets the DJUI hex color code string for the player corresponding to `localIndex`'s cap color|descriptionEnd| */
const char* network_get_player_text_color_string(u8 localIndex);
/* |description|Checks if the game can currently be paused in singleplayer|descriptionEnd| */
bool network_check_singleplayer_pause(void);
/* |description|Gets a Discord ID corresponding to the network player with `localIndex`|descriptionEnd| */
const char* network_discord_id_from_local_index(u8 localIndex);
#endif