#include "sm64.h" #include "types.h" #include "data/dynos_coop.c.h" #include "game/hud.h" #include "pc/lua/smlua.h" #include "smlua_misc_utils.h" #include "pc/debuglog.h" u32 get_network_area_timer(void) { return gNetworkAreaTimer; } void hud_hide(void) { gOverrideHideHud = 1; } void hud_show(void) { gOverrideHideHud = 0; } bool warp_to_level(s32 aLevel, s32 aArea, s32 aAct) { return dynos_warp_to_level(aLevel, aArea, aAct); } bool warp_restart_level(void) { return dynos_warp_restart_level(); } bool warp_exit_level(s32 aDelay) { return dynos_warp_exit_level(aDelay); } bool warp_to_castle(s32 aLevel) { return dynos_warp_to_castle(aLevel); } u32 allocate_mario_action(u32 actFlags) { actFlags = actFlags & (~((u32)0xFF)); return actFlags | ACT_FLAG_CUSTOM_ACTION | gLuaMarioActionIndex++; } f32 get_hand_foot_pos_x(struct MarioState* m, u8 index) { if (index >= 4) { index = 0; } return m->marioBodyState->handFootPos[index][0]; } f32 get_hand_foot_pos_y(struct MarioState* m, u8 index) { if (index >= 4) { index = 0; } return m->marioBodyState->handFootPos[index][1]; } f32 get_hand_foot_pos_z(struct MarioState* m, u8 index) { if (index >= 4) { index = 0; } return m->marioBodyState->handFootPos[index][2]; }