139 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	⏪ Lua Functions
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functions from behavior_script.h
random_u16
Description
Generates a pseudo random integer between 0 and 65535
Lua Example
local integerValue = random_u16()
Parameters
- None
Returns
- integer
C Prototype
u16 random_u16(void);
random_float
Description
Generates a pseudo random float between 0.0 and 1.0
Lua Example
local numberValue = random_float()
Parameters
- None
Returns
- number
C Prototype
float random_float(void);
random_sign
Description
Returns either 1 or -1 with a pseudo 50:50 chance
Lua Example
local integerValue = random_sign()
Parameters
- None
Returns
- integer
C Prototype
s32 random_sign(void);
obj_update_gfx_pos_and_angle
Description
Updates an object's graphical position and angle
Lua Example
obj_update_gfx_pos_and_angle(obj)
Parameters
| Field | Type | 
|---|---|
| obj | Object | 
Returns
- None
C Prototype
void obj_update_gfx_pos_and_angle(struct Object *obj);
position_based_random_u16
Description
Sets the current object's position to random integers between 0 and 65536
Lua Example
local integerValue = position_based_random_u16()
Parameters
- None
Returns
- integer
C Prototype
u16 position_based_random_u16(void);
position_based_random_float_position
Description
Sets the current object's position to random floats between 0.0 and 1.0
Lua Example
local numberValue = position_based_random_float_position()
Parameters
- None
Returns
- number
C Prototype
f32 position_based_random_float_position(void);
draw_distance_scalar
Description
Gets the draw distance scalar
Lua Example
local numberValue = draw_distance_scalar()
Parameters
- None
Returns
- number
C Prototype
f32 draw_distance_scalar(void);
functions from behavior_table.h
get_id_from_behavior
Description
Gets a behavior ID from a behavior script
Lua Example
local enumValue = get_id_from_behavior(behavior)
Parameters
| Field | Type | 
|---|---|
| behavior | Pointer<BehaviorScript> | 
Returns
C Prototype
enum BehaviorId get_id_from_behavior(const BehaviorScript* behavior);
get_id_from_vanilla_behavior
Description
Gets a behavior ID from only vanilla behavior scripts
Lua Example
local enumValue = get_id_from_vanilla_behavior(behavior)
Parameters
| Field | Type | 
|---|---|
| behavior | Pointer<BehaviorScript> | 
Returns
C Prototype
enum BehaviorId get_id_from_vanilla_behavior(const BehaviorScript* behavior);
get_behavior_from_id
Description
Gets a behavior script from a behavior ID
Lua Example
local PointerValue = get_behavior_from_id(id)
Parameters
| Field | Type | 
|---|---|
| id | enum BehaviorId | 
Returns
- Pointer<- BehaviorScript>
C Prototype
const BehaviorScript* get_behavior_from_id(enum BehaviorId id);
get_behavior_name_from_id
Description
Gets a behavior name from a behavior ID (bhvMyGreatMODCustom004)
Lua Example
local stringValue = get_behavior_name_from_id(id)
Parameters
| Field | Type | 
|---|---|
| id | enum BehaviorId | 
Returns
- string
C Prototype
const char* get_behavior_name_from_id(enum BehaviorId id);
get_id_from_behavior_name
Description
gets a behavior ID from a behavior name
Lua Example
local enumValue = get_id_from_behavior_name(name)
Parameters
| Field | Type | 
|---|---|
| name | string | 
Returns
C Prototype
enum BehaviorId get_id_from_behavior_name(const char* name);
functions from camera.h
skip_camera_interpolation
Description
Skips camera interpolation for a frame, locking the camera instantly to the target position. Useful for immediate changes in camera state or position without smooth transitions
Lua Example
skip_camera_interpolation()
Parameters
- None
Returns
- None
C Prototype
void skip_camera_interpolation(void);
set_camera_shake_from_hit
Description
Applies a shake effect to the camera based on a hit type. Different shake types simulate various impacts, such as attacks, falls, or shocks
Lua Example
set_camera_shake_from_hit(shake)
Parameters
| Field | Type | 
|---|---|
| shake | integer | 
Returns
- None
C Prototype
void set_camera_shake_from_hit(s16 shake);
set_environmental_camera_shake
Description
Applies an environmental shake effect to the camera. Handles predefined shake types triggered by environmental events like explosions or platform movements
Lua Example
set_environmental_camera_shake(shake)
Parameters
| Field | Type | 
|---|---|
| shake | integer | 
Returns
- None
C Prototype
void set_environmental_camera_shake(s16 shake);
set_camera_shake_from_point
Description
Applies a shake effect to the camera, scaled by its proximity to a specified point. The intensity decreases with distance from the point
Lua Example
set_camera_shake_from_point(shake, posX, posY, posZ)
Parameters
| Field | Type | 
|---|---|
| shake | integer | 
| posX | number | 
| posY | number | 
| posZ | number | 
Returns
- None
C Prototype
void set_camera_shake_from_point(s16 shake, f32 posX, f32 posY, f32 posZ);
move_mario_head_c_up
Description
Moves Mario's head slightly upward when the C-Up button is pressed. This function aligns the camera to match the head movement for consistency
Lua Example
move_mario_head_c_up(c)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
Returns
- None
C Prototype
void move_mario_head_c_up(UNUSED struct Camera *c);
transition_next_state
Description
Transitions the camera to the next state over a specified number of frames. This is typically used for cutscenes or scripted sequences
Lua Example
transition_next_state(c, frames)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
| frames | integer | 
Returns
- None
C Prototype
void transition_next_state(UNUSED struct Camera *c, s16 frames);
set_camera_mode
Description
Changes the camera to a new mode, optionally interpolating over a specified number of frames. Useful for transitioning between different camera behaviors dynamically
Lua Example
set_camera_mode(c, mode, frames)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
| mode | integer | 
| frames | integer | 
Returns
- None
C Prototype
void set_camera_mode(struct Camera *c, s16 mode, s16 frames);
soft_reset_camera
Description
Resets the camera's state while retaining some settings, such as position or mode. This is often used when soft-resetting gameplay without reinitialization
Lua Example
soft_reset_camera(c)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
Returns
- None
C Prototype
void soft_reset_camera(struct Camera* c);
reset_camera
Description
Fully resets the camera to its default state and reinitializes all settings. This is typically used when restarting gameplay or loading a new area
Lua Example
reset_camera(c)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
Returns
- None
C Prototype
void reset_camera(struct Camera *c);
select_mario_cam_mode
Description
Selects the appropriate camera mode for Mario based on the current gameplay context. Adapts camera behavior dynamically to match Mario's environment or state
Lua Example
select_mario_cam_mode()
Parameters
- None
Returns
- None
C Prototype
void select_mario_cam_mode(void);
object_pos_to_vec3f
Description
Converts an object's position to a Vec3f format. Useful for aligning object behaviors or interactions with the camera system
Lua Example
object_pos_to_vec3f(dst, o)
Parameters
| Field | Type | 
|---|---|
| dst | Vec3f | 
| o | Object | 
Returns
- None
C Prototype
void object_pos_to_vec3f(OUT Vec3f dst, struct Object *o);
vec3f_to_object_pos
Description
Converts a Vec3f position to an object's internal format. Useful for syncing 3D positions between objects and the game world
Lua Example
vec3f_to_object_pos(o, src)
Parameters
| Field | Type | 
|---|---|
| o | Object | 
| src | Vec3f | 
Returns
- None
C Prototype
void vec3f_to_object_pos(struct Object *o, Vec3f src);
object_face_angle_to_vec3s
Description
Converts an object's face angle to a Vec3s format
Lua Example
object_face_angle_to_vec3s(dst, o)
Parameters
| Field | Type | 
|---|---|
| dst | Vec3s | 
| o | Object | 
Returns
- None
C Prototype
void object_face_angle_to_vec3s(OUT Vec3s dst, struct Object *o);
vec3s_to_object_face_angle
Description
Converts a Vec3s angle to an object's face angle internal format
Lua Example
vec3s_to_object_face_angle(o, src)
Parameters
| Field | Type | 
|---|---|
| o | Object | 
| src | Vec3s | 
Returns
- None
C Prototype
void vec3s_to_object_face_angle(struct Object *o, Vec3s src);
object_move_angle_to_vec3s
Description
Converts an object's move angle to a Vec3s format
Lua Example
object_move_angle_to_vec3s(dst, o)
Parameters
| Field | Type | 
|---|---|
| dst | Vec3s | 
| o | Object | 
Returns
- None
C Prototype
void object_move_angle_to_vec3s(OUT Vec3s dst, struct Object *o);
vec3s_to_object_move_angle
Description
Converts a Vec3s angle to an object's move angle internal format
Lua Example
vec3s_to_object_move_angle(o, src)
Parameters
| Field | Type | 
|---|---|
| o | Object | 
| src | Vec3s | 
Returns
- None
C Prototype
void vec3s_to_object_move_angle(struct Object *o, Vec3s src);
cam_select_alt_mode
Description
Selects an alternate camera mode based on the given angle. Used to toggle between predefined camera modes dynamically
Lua Example
local integerValue = cam_select_alt_mode(angle)
Parameters
| Field | Type | 
|---|---|
| angle | integer | 
Returns
- integer
C Prototype
s32 cam_select_alt_mode(s32 angle);
set_cam_angle
Description
Sets the camera's angle based on the specified mode. Handles rotation and focus adjustments for predefined camera behaviors
Lua Example
local integerValue = set_cam_angle(mode)
Parameters
| Field | Type | 
|---|---|
| mode | integer | 
Returns
- integer
C Prototype
s32 set_cam_angle(s32 mode);
set_handheld_shake
Description
Applies a handheld camera shake effect with configurable parameters. Can be used to simulate dynamic, realistic camera movement
Lua Example
set_handheld_shake(mode)
Parameters
| Field | Type | 
|---|---|
| mode | integer | 
Returns
- None
C Prototype
void set_handheld_shake(u8 mode);
shake_camera_handheld
Description
Activates a handheld camera shake effect. Calculates positional and focus adjustments to simulate manual movement
Lua Example
shake_camera_handheld(pos, focus)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| focus | Vec3f | 
Returns
- None
C Prototype
void shake_camera_handheld(Vec3f pos, OUT Vec3f focus);
find_c_buttons_pressed
Description
Determines which C-buttons are currently pressed by the player. Returns a bitmask indicating the active buttons for camera control
Lua Example
local integerValue = find_c_buttons_pressed(currentState, buttonsPressed, buttonsDown)
Parameters
| Field | Type | 
|---|---|
| currentState | integer | 
| buttonsPressed | integer | 
| buttonsDown | integer | 
Returns
- integer
C Prototype
s32 find_c_buttons_pressed(u16 currentState, u16 buttonsPressed, u16 buttonsDown);
collide_with_walls
Description
Checks for collisions between the camera and level geometry. Adjusts the camera's position to avoid clipping into walls or obstacles
Lua Example
local integerValue = collide_with_walls(pos, offsetY, radius)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| offsetY | number | 
| radius | number | 
Returns
- integer
C Prototype
s32 collide_with_walls(OUT Vec3f pos, f32 offsetY, f32 radius);
clamp_pitch
Description
Clamps the camera's pitch angle between a maximum and minimum value. Prevents over-rotation and maintains a consistent viewing angle
Lua Example
local integerValue = clamp_pitch(from, to, maxPitch, minPitch)
Parameters
| Field | Type | 
|---|---|
| from | Vec3f | 
| to | Vec3f | 
| maxPitch | integer | 
| minPitch | integer | 
Returns
- integer
C Prototype
s32 clamp_pitch(Vec3f from, OUT Vec3f to, s16 maxPitch, s16 minPitch);
is_within_100_units_of_mario
Description
Checks if a position is within 100 units of Mario's current position. Returns true if the position is within the specified radius and false otherwise
Lua Example
local integerValue = is_within_100_units_of_mario(posX, posY, posZ)
Parameters
| Field | Type | 
|---|---|
| posX | number | 
| posY | number | 
| posZ | number | 
Returns
- integer
C Prototype
s32 is_within_100_units_of_mario(f32 posX, f32 posY, f32 posZ);
set_or_approach_f32_asymptotic
Description
Smoothly transitions or directly sets a floating-point value (dst) to approach a target (goal). Uses asymptotic scaling for gradual adjustments or direct assignment
Lua Example
local integerValue = set_or_approach_f32_asymptotic(dst, goal, scale)
Parameters
| Field | Type | 
|---|---|
| dst | Pointer<number> | 
| goal | number | 
| scale | number | 
Returns
- integer
C Prototype
s32 set_or_approach_f32_asymptotic(f32 *dst, f32 goal, f32 scale);
approach_f32_asymptotic_bool
Description
Gradually adjusts a floating-point value (current) towards a target (target) using asymptotic smoothing. Returns true if current reaches the target and false otherwise
Lua Example
local integerValue = approach_f32_asymptotic_bool(current, target, multiplier)
Parameters
| Field | Type | 
|---|---|
| current | Pointer<number> | 
| target | number | 
| multiplier | number | 
Returns
- integer
C Prototype
s32 approach_f32_asymptotic_bool(f32 *current, f32 target, f32 multiplier);
approach_f32_asymptotic
Description
Gradually approaches a floating-point value (target) using asymptotic smoothing. The rate of approach is controlled by the multiplier. Useful for smoothly adjusting camera parameters like field-of-view or position
Lua Example
local numberValue = approach_f32_asymptotic(current, target, multiplier)
Parameters
| Field | Type | 
|---|---|
| current | number | 
| target | number | 
| multiplier | number | 
Returns
- number
C Prototype
f32 approach_f32_asymptotic(f32 current, f32 target, f32 multiplier);
approach_s16_asymptotic_bool
Description
Gradually adjusts a signed 16-bit integer (current) towards a target (target) using asymptotic smoothing. Returns true if current reaches target and false otherwise
Lua Example
local integerValue = approach_s16_asymptotic_bool(current, target, divisor)
Parameters
| Field | Type | 
|---|---|
| current | Pointer<integer> | 
| target | integer | 
| divisor | integer | 
Returns
- integer
C Prototype
s32 approach_s16_asymptotic_bool(s16 *current, s16 target, s16 divisor);
approach_s16_asymptotic
Description
Gradually approaches a signed 16-bit integer (target) using asymptotic smoothing. The divisor controls the rate of the adjustment. Useful for adjusting angles or positions smoothly
Lua Example
local integerValue = approach_s16_asymptotic(current, target, divisor)
Parameters
| Field | Type | 
|---|---|
| current | integer | 
| target | integer | 
| divisor | integer | 
Returns
- integer
C Prototype
s32 approach_s16_asymptotic(s16 current, s16 target, s16 divisor);
approach_vec3f_asymptotic
Description
Smoothly transitions a 3D vector (current) towards a target vector (target) using asymptotic scaling. Scaling values (the Mul variables) for x, y, and z axes determine the speed of adjustment for each component
Lua Example
approach_vec3f_asymptotic(current, target, xMul, yMul, zMul)
Parameters
| Field | Type | 
|---|---|
| current | Vec3f | 
| target | Vec3f | 
| xMul | number | 
| yMul | number | 
| zMul | number | 
Returns
- None
C Prototype
void approach_vec3f_asymptotic(OUT Vec3f current, Vec3f target, f32 xMul, f32 yMul, f32 zMul);
set_or_approach_vec3f_asymptotic
Description
Smoothly transitions a 3D vector (current) toward a target vector (goal) using asymptotic scaling. Allows gradual or instantaneous alignment of 3D positions. Scaling values (the Mul variables) for x, y, and z axes determine the speed of adjustment for each component
Lua Example
set_or_approach_vec3f_asymptotic(dst, goal, xMul, yMul, zMul)
Parameters
| Field | Type | 
|---|---|
| dst | Vec3f | 
| goal | Vec3f | 
| xMul | number | 
| yMul | number | 
| zMul | number | 
Returns
- None
C Prototype
void set_or_approach_vec3f_asymptotic(OUT Vec3f dst, Vec3f goal, f32 xMul, f32 yMul, f32 zMul);
camera_approach_s16_symmetric_bool
Description
Adjusts a signed 16-bit integer (current) towards a target (target) symmetrically with a fixed increment (increment). Returns true if the value reaches the target and false otherwise
Lua Example
local integerValue = camera_approach_s16_symmetric_bool(current, target, increment)
Parameters
| Field | Type | 
|---|---|
| current | Pointer<integer> | 
| target | integer | 
| increment | integer | 
Returns
- integer
C Prototype
s32 camera_approach_s16_symmetric_bool(s16 *current, s16 target, s16 increment);
set_or_approach_s16_symmetric
Description
Smoothly transitions or directly sets a signed 16-bit value (current) to approach a target (target). Uses symmetric scaling for gradual or immediate adjustments
Lua Example
local integerValue = set_or_approach_s16_symmetric(current, target, increment)
Parameters
| Field | Type | 
|---|---|
| current | Pointer<integer> | 
| target | integer | 
| increment | integer | 
Returns
- integer
C Prototype
s32 set_or_approach_s16_symmetric(s16 *current, s16 target, s16 increment);
camera_approach_f32_symmetric_bool
Description
Adjusts a floating-point value (current) towards a target (target) symmetrically with a fixed increment (increment). Returns true if the value reaches the target and false otherwise
Lua Example
local integerValue = camera_approach_f32_symmetric_bool(current, target, increment)
Parameters
| Field | Type | 
|---|---|
| current | Pointer<number> | 
| target | number | 
| increment | number | 
Returns
- integer
C Prototype
s32 camera_approach_f32_symmetric_bool(f32 *current, f32 target, f32 increment);
camera_approach_f32_symmetric
Description
Symmetrically approaches a floating-point value (target) with a fixed increment (increment) per frame. Limits the rate of change to ensure gradual transitions
Lua Example
local numberValue = camera_approach_f32_symmetric(value, target, increment)
Parameters
| Field | Type | 
|---|---|
| value | number | 
| target | number | 
| increment | number | 
Returns
- number
C Prototype
f32 camera_approach_f32_symmetric(f32 value, f32 target, f32 increment);
random_vec3s
Description
Generates a random 3D vector with short integer components. Useful for randomized offsets or environmental effects
Lua Example
random_vec3s(dst, xRange, yRange, zRange)
Parameters
| Field | Type | 
|---|---|
| dst | Vec3s | 
| xRange | integer | 
| yRange | integer | 
| zRange | integer | 
Returns
- None
C Prototype
void random_vec3s(OUT Vec3s dst, s16 xRange, s16 yRange, s16 zRange);
clamp_positions_and_find_yaw
Description
Clamps a position within specified X and Z bounds and calculates the yaw angle from the origin. Prevents the camera from moving outside of the designated area
Lua Example
local integerValue = clamp_positions_and_find_yaw(pos, origin, xMax, xMin, zMax, zMin)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| origin | Vec3f | 
| xMax | number | 
| xMin | number | 
| zMax | number | 
| zMin | number | 
Returns
- integer
C Prototype
s32 clamp_positions_and_find_yaw(OUT Vec3f pos, Vec3f origin, f32 xMax, f32 xMin, f32 zMax, f32 zMin);
is_range_behind_surface
Description
Determines if a range is obstructed by a surface relative to the camera. Returns true if the range is behind the specified surface
Lua Example
local integerValue = is_range_behind_surface(from, to, surf, range, surfType)
Parameters
| Field | Type | 
|---|---|
| from | Vec3f | 
| to | Vec3f | 
| surf | Surface | 
| range | integer | 
| surfType | integer | 
Returns
- integer
C Prototype
s32 is_range_behind_surface(Vec3f from, Vec3f to, struct Surface *surf, s16 range, s16 surfType);
scale_along_line
Description
Scales a point along a line between two 3D points (from and to). The scaling factor determines how far along the line the resulting point will be. The result is stored in the destination vector (dest)
Lua Example
scale_along_line(dest, from, to, scale)
Parameters
| Field | Type | 
|---|---|
| dest | Vec3f | 
| from | Vec3f | 
| to | Vec3f | 
| scale | number | 
Returns
- None
C Prototype
void scale_along_line(OUT Vec3f dest, Vec3f from, Vec3f to, f32 scale);
calculate_pitch
Description
Calculates the pitch angle (rotation around the X-axis) from one 3D point (from) to another (to). Returns the pitch as a signed 16-bit integer
Lua Example
local integerValue = calculate_pitch(from, to)
Parameters
| Field | Type | 
|---|---|
| from | Vec3f | 
| to | Vec3f | 
Returns
- integer
C Prototype
s16 calculate_pitch(Vec3f from, Vec3f to);
calculate_yaw
Description
Determines the yaw angle (rotation around the Y-axis) from one 3D position (from) to another (to). Returns the yaw as a signed 16-bit integer
Lua Example
local integerValue = calculate_yaw(from, to)
Parameters
| Field | Type | 
|---|---|
| from | Vec3f | 
| to | Vec3f | 
Returns
- integer
C Prototype
s16 calculate_yaw(Vec3f from, Vec3f to);
calculate_angles
Description
Calculates the pitch and yaw angles from one 3D position (from) to another (to). Updates the provided pointers with the computed pitch and yaw values
Lua Example
calculate_angles(from, to, pitch, yaw)
Parameters
| Field | Type | 
|---|---|
| from | Vec3f | 
| to | Vec3f | 
| pitch | Pointer<integer> | 
| yaw | Pointer<integer> | 
Returns
- None
C Prototype
void calculate_angles(Vec3f from, Vec3f to, s16 *pitch, s16 *yaw);
calc_abs_dist
Description
Calculates the absolute distance between two 3D points (a and b). Returns the distance as a floating-point value. Useful for determining proximity between objects in 3D space
Lua Example
local numberValue = calc_abs_dist(a, b)
Parameters
| Field | Type | 
|---|---|
| a | Vec3f | 
| b | Vec3f | 
Returns
- number
C Prototype
f32 calc_abs_dist(Vec3f a, Vec3f b);
calc_hor_dist
Description
Calculates the horizontal (XZ-plane) distance between two 3D points (a and b). Returns the distance as a floating-point value. Useful for terrain navigation or collision detection
Lua Example
local numberValue = calc_hor_dist(a, b)
Parameters
| Field | Type | 
|---|---|
| a | Vec3f | 
| b | Vec3f | 
Returns
- number
C Prototype
f32 calc_hor_dist(Vec3f a, Vec3f b);
rotate_in_xz
Description
Rotates a vector around the XZ-plane by a specified yaw angle. The result is stored in the destination vector (dst). Useful for rotating camera positions or object coordinates horizontally
Lua Example
rotate_in_xz(dst, src, yaw)
Parameters
| Field | Type | 
|---|---|
| dst | Vec3f | 
| src | Vec3f | 
| yaw | integer | 
Returns
- None
C Prototype
void rotate_in_xz(OUT Vec3f dst, Vec3f src, s16 yaw);
rotate_in_yz
Description
Rotates a vector around the YZ-plane by a specified pitch angle. The result is stored in the destination vector (dst). Useful for vertical camera rotations or object transformations
Lua Example
rotate_in_yz(dst, src, pitch)
Parameters
| Field | Type | 
|---|---|
| dst | Vec3f | 
| src | Vec3f | 
| pitch | integer | 
Returns
- None
C Prototype
void rotate_in_yz(OUT Vec3f dst, Vec3f src, s16 pitch);
set_camera_pitch_shake
Description
Applies a pitch-based shake effect to the camera. The shake's magnitude, decay, and increment are configurable. Simulates vertical disturbances like impacts or explosions
Lua Example
set_camera_pitch_shake(mag, decay, inc)
Parameters
| Field | Type | 
|---|---|
| mag | integer | 
| decay | integer | 
| inc | integer | 
Returns
- None
C Prototype
void set_camera_pitch_shake(s16 mag, s16 decay, s16 inc);
set_camera_yaw_shake
Description
Applies a yaw-based shake effect to the camera. Simulates horizontal vibrations or rotational impacts
Lua Example
set_camera_yaw_shake(mag, decay, inc)
Parameters
| Field | Type | 
|---|---|
| mag | integer | 
| decay | integer | 
| inc | integer | 
Returns
- None
C Prototype
void set_camera_yaw_shake(s16 mag, s16 decay, s16 inc);
set_camera_roll_shake
Description
Applies a roll-based shake effect to the camera. Simulates rotational disturbances for dynamic camera effects
Lua Example
set_camera_roll_shake(mag, decay, inc)
Parameters
| Field | Type | 
|---|---|
| mag | integer | 
| decay | integer | 
| inc | integer | 
Returns
- None
C Prototype
void set_camera_roll_shake(s16 mag, s16 decay, s16 inc);
set_pitch_shake_from_point
Description
Applies a pitch shake effect to the camera, scaled by proximity to a specified point. Simulates vibrations with intensity decreasing further from the point
Lua Example
set_pitch_shake_from_point(mag, decay, inc, maxDist, posX, posY, posZ)
Parameters
| Field | Type | 
|---|---|
| mag | integer | 
| decay | integer | 
| inc | integer | 
| maxDist | number | 
| posX | number | 
| posY | number | 
| posZ | number | 
Returns
- None
C Prototype
void set_pitch_shake_from_point(s16 mag, s16 decay, s16 inc, f32 maxDist, f32 posX, f32 posY, f32 posZ);
shake_camera_pitch
Description
Activates a pitch-based shake effect. Adds vertical vibrational movement to the camera's behavior
Lua Example
shake_camera_pitch(pos, focus)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| focus | Vec3f | 
Returns
- None
C Prototype
void shake_camera_pitch(Vec3f pos, OUT Vec3f focus);
shake_camera_yaw
Description
Activates a yaw-based shake effect. Adds horizontal vibrational movement to the camera's behavior
Lua Example
shake_camera_yaw(pos, focus)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| focus | Vec3f | 
Returns
- None
C Prototype
void shake_camera_yaw(Vec3f pos, OUT Vec3f focus);
shake_camera_roll
Description
Applies a roll-based shake effect to the camera. Simulates rotational disturbances caused by impacts or other events
Lua Example
shake_camera_roll(roll)
Parameters
| Field | Type | 
|---|---|
| roll | Pointer<integer> | 
Returns
- None
C Prototype
void shake_camera_roll(s16 *roll);
offset_yaw_outward_radial
Description
Calculates an outward radial offset based on the camera's yaw angle. Returns the offset yaw, used for positioning or alignment
Lua Example
local integerValue = offset_yaw_outward_radial(c, areaYaw)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
| areaYaw | integer | 
Returns
- integer
C Prototype
s32 offset_yaw_outward_radial(struct Camera *c, s16 areaYaw);
play_camera_buzz_if_cdown
Description
Plays a buzzing sound effect when the camera attempts to move downward but is restricted. Provides feedback for invalid C-Down input actions
Lua Example
play_camera_buzz_if_cdown()
Parameters
- None
Returns
- None
C Prototype
void play_camera_buzz_if_cdown(void);
play_camera_buzz_if_cbutton
Description
Plays a buzzing sound effect when a blocked C-button action is attempted. Used to signal invalid input or restricted camera movement
Lua Example
play_camera_buzz_if_cbutton()
Parameters
- None
Returns
- None
C Prototype
void play_camera_buzz_if_cbutton(void);
play_camera_buzz_if_c_sideways
Description
Plays a buzzing sound effect when the camera's position is misaligned with the player's perspective. Used as audio feedback for incorrect camera behavior
Lua Example
play_camera_buzz_if_c_sideways()
Parameters
- None
Returns
- None
C Prototype
void play_camera_buzz_if_c_sideways(void);
play_sound_cbutton_up
Description
Plays a sound effect when the C-Up button is pressed for camera movement. Provides feedback for vertical camera adjustments
Lua Example
play_sound_cbutton_up()
Parameters
- None
Returns
- None
C Prototype
void play_sound_cbutton_up(void);
play_sound_cbutton_down
Description
Plays a sound effect when the C-Down button is pressed for camera movement. Provides auditory feedback for valid camera input
Lua Example
play_sound_cbutton_down()
Parameters
- None
Returns
- None
C Prototype
void play_sound_cbutton_down(void);
play_sound_cbutton_side
Description
Plays a sound effect when the C-Side button (left or right) is pressed for camera movement. Used as audio feedback for horizontal adjustments to the camera
Lua Example
play_sound_cbutton_side()
Parameters
- None
Returns
- None
C Prototype
void play_sound_cbutton_side(void);
play_sound_button_change_blocked
Description
Plays a sound effect when a blocked action changes the camera mode. This provides feedback for invalid attempts to switch the camera state
Lua Example
play_sound_button_change_blocked()
Parameters
- None
Returns
- None
C Prototype
void play_sound_button_change_blocked(void);
play_sound_rbutton_changed
Description
Plays a sound effect when the R-Button camera mode is changed. Provides feedback for toggling camera behaviors
Lua Example
play_sound_rbutton_changed()
Parameters
- None
Returns
- None
C Prototype
void play_sound_rbutton_changed(void);
play_sound_if_cam_switched_to_lakitu_or_mario
Description
Plays a sound effect when the camera switches between Lakitu and Mario perspectives. Signals a successful change in camera mode
Lua Example
play_sound_if_cam_switched_to_lakitu_or_mario()
Parameters
- None
Returns
- None
C Prototype
void play_sound_if_cam_switched_to_lakitu_or_mario(void);
radial_camera_input
Description
Handles radial camera movement based on player input. Updates the camera's position or orientation accordingly
Lua Example
local integerValue = radial_camera_input(c, unused)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
| unused | number | 
Returns
- integer
C Prototype
s32 radial_camera_input(struct Camera *c, UNUSED f32 unused);
trigger_cutscene_dialog
Description
Triggers a dialog sequence during a cutscene. The dialog is synchronized with the camera's position and movement
Lua Example
local integerValue = trigger_cutscene_dialog(trigger)
Parameters
| Field | Type | 
|---|---|
| trigger | integer | 
Returns
- integer
C Prototype
s32 trigger_cutscene_dialog(s32 trigger);
handle_c_button_movement
Description
Handles camera movement based on input from the C-buttons. Updates the camera's position or angle to match directional player input
Lua Example
handle_c_button_movement(c)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
Returns
- None
C Prototype
void handle_c_button_movement(struct Camera *c);
start_cutscene
Description
Starts a cutscene based on the provided ID. The camera transitions to predefined behaviors for the duration of the cutscene
Lua Example
start_cutscene(c, cutscene)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
| cutscene | integer | 
Returns
- None
C Prototype
void start_cutscene(struct Camera *c, u8 cutscene);
get_cutscene_from_mario_status
Description
Gets the appropriate cutscene to play based on Mario's current gameplay state. This function helps determine transitions for cinematic or scripted sequences
Lua Example
local integerValue = get_cutscene_from_mario_status(c)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
Returns
- integer
C Prototype
u8 get_cutscene_from_mario_status(struct Camera *c);
warp_camera
Description
Moves the camera to a specified warp destination. This function handles transitions between levels or areas seamlessly
Lua Example
warp_camera(displacementX, displacementY, displacementZ)
Parameters
| Field | Type | 
|---|---|
| displacementX | number | 
| displacementY | number | 
| displacementZ | number | 
Returns
- None
C Prototype
void warp_camera(f32 displacementX, f32 displacementY, f32 displacementZ);
approach_camera_height
Description
Adjusts the camera's height toward a target value (goalHeight) while respecting terrain and obstructions. This is really wonky and probably shouldn't be used, prefer gLakituStates
Lua Example
approach_camera_height(c, goal, inc)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
| goal | number | 
| inc | number | 
Returns
- None
C Prototype
void approach_camera_height(struct Camera *c, f32 goal, f32 inc);
offset_rotated
Description
Offsets a vector by rotating it in 3D space relative to a reference position. This is useful for creating radial effects or dynamic transformations
Lua Example
offset_rotated(dst, from, to, rotation)
Parameters
| Field | Type | 
|---|---|
| dst | Vec3f | 
| from | Vec3f | 
| to | Vec3f | 
| rotation | Vec3s | 
Returns
- None
C Prototype
void offset_rotated(OUT Vec3f dst, Vec3f from, Vec3f to, Vec3s rotation);
next_lakitu_state
Description
Transitions the camera to the next Lakitu state, updating position and focus. This function handles smooth transitions between different gameplay scenarios
Lua Example
local integerValue = next_lakitu_state(newPos, newFoc, curPos, curFoc, oldPos, oldFoc, yaw)
Parameters
| Field | Type | 
|---|---|
| newPos | Vec3f | 
| newFoc | Vec3f | 
| curPos | Vec3f | 
| curFoc | Vec3f | 
| oldPos | Vec3f | 
| oldFoc | Vec3f | 
| yaw | integer | 
Returns
- integer
C Prototype
s16 next_lakitu_state(OUT Vec3f newPos, OUT Vec3f newFoc, Vec3f curPos, Vec3f curFoc, Vec3f oldPos, Vec3f oldFoc, s16 yaw);
set_fixed_cam_axis_sa_lobby
Description
Set the fixed camera base pos depending on the current level area
Lua Example
set_fixed_cam_axis_sa_lobby(preset)
Parameters
| Field | Type | 
|---|---|
| preset | integer | 
Returns
- None
C Prototype
void set_fixed_cam_axis_sa_lobby(UNUSED s16 preset);
camera_course_processing
Description
Processes course-specific camera settings, such as predefined positions or modes. Adjusts the camera to match the design and gameplay requirements of the current course
Lua Example
local integerValue = camera_course_processing(c)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
Returns
- integer
C Prototype
s16 camera_course_processing(struct Camera *c);
resolve_geometry_collisions
Description
Resolves collisions between the camera and level geometry. Adjusts the camera's position to prevent clipping or intersecting with objects
Lua Example
resolve_geometry_collisions(pos, lastGood)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| lastGood | Vec3f | 
Returns
- None
C Prototype
void resolve_geometry_collisions(OUT Vec3f pos, UNUSED Vec3f lastGood);
rotate_camera_around_walls
Description
Rotates the camera to avoid walls or other obstructions. Ensures clear visibility of the player or target objects
Lua Example
local integerValue = rotate_camera_around_walls(c, cPos, avoidYaw, yawRange)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
| cPos | Vec3f | 
| avoidYaw | Pointer<integer> | 
| yawRange | integer | 
Returns
- integer
C Prototype
s32 rotate_camera_around_walls(struct Camera *c, Vec3f cPos, s16 *avoidYaw, s16 yawRange);
find_mario_floor_and_ceil
Description
Finds the floor and ceiling directly above and below Mario's position. Updates Mario's geometry information for camera calculations
Lua Example
find_mario_floor_and_ceil(pg)
Parameters
| Field | Type | 
|---|---|
| pg | PlayerGeometry | 
Returns
- None
C Prototype
void find_mario_floor_and_ceil(struct PlayerGeometry *pg);
start_object_cutscene_without_focus
Description
Starts a cutscene focused on an object without requiring focus to remain locked. This is useful for dynamic events where the camera adjusts freely
Lua Example
local integerValue = start_object_cutscene_without_focus(cutscene)
Parameters
| Field | Type | 
|---|---|
| cutscene | integer | 
Returns
- integer
C Prototype
u8 start_object_cutscene_without_focus(u8 cutscene);
cutscene_object_with_dialog
Description
Starts a cutscene involving an object and displays dialog during the sequence. The camera focuses on the object while synchronizing dialog with the scene
Lua Example
local integerValue = cutscene_object_with_dialog(cutscene, o, dialogID)
Parameters
| Field | Type | 
|---|---|
| cutscene | integer | 
| o | Object | 
| dialogID | integer | 
Returns
- integer
C Prototype
s16 cutscene_object_with_dialog(u8 cutscene, struct Object *o, s16 dialogID);
cutscene_object_without_dialog
Description
Starts a cutscene involving an object without dialog. The camera transitions smoothly to focus on the object
Lua Example
local integerValue = cutscene_object_without_dialog(cutscene, o)
Parameters
| Field | Type | 
|---|---|
| cutscene | integer | 
| o | Object | 
Returns
- integer
C Prototype
s16 cutscene_object_without_dialog(u8 cutscene, struct Object *o);
cutscene_object
Description
Initiates a cutscene focusing on a specific object in the game world. The camera transitions smoothly to the object, adapting its position as needed
Lua Example
local integerValue = cutscene_object(cutscene, o)
Parameters
| Field | Type | 
|---|---|
| cutscene | integer | 
| o | Object | 
Returns
- integer
C Prototype
s16 cutscene_object(u8 cutscene, struct Object *o);
play_cutscene
Description
Starts the execution of a predefined cutscene. The camera transitions dynamically to follow the scripted sequence
Lua Example
play_cutscene(c)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
Returns
- None
C Prototype
void play_cutscene(struct Camera *c);
cutscene_spawn_obj
Description
Spawns an object as part of a cutscene, such as props or interactive elements. Returns the spawned object's reference for further manipulation
Lua Example
local integerValue = cutscene_spawn_obj(obj, frame)
Parameters
| Field | Type | 
|---|---|
| obj | integer | 
| frame | integer | 
Returns
- integer
C Prototype
s32 cutscene_spawn_obj(u32 obj, s16 frame);
set_fov_shake
Description
Applies a field-of-view shake effect to simulate zoom or focus disruptions. Shake parameters, such as amplitude and decay, control the intensity
Lua Example
set_fov_shake(amplitude, decay, shakeSpeed)
Parameters
| Field | Type | 
|---|---|
| amplitude | integer | 
| decay | integer | 
| shakeSpeed | integer | 
Returns
- None
C Prototype
void set_fov_shake(s16 amplitude, s16 decay, s16 shakeSpeed);
set_fov_function
Description
Assigns a custom function for dynamic field-of-view adjustments. This allows precise control over the camera's zoom behavior during gameplay
Lua Example
set_fov_function(func)
Parameters
| Field | Type | 
|---|---|
| func | integer | 
Returns
- None
C Prototype
void set_fov_function(u8 func);
cutscene_set_fov_shake_preset
Description
Applies a preset field-of-view shake effect during a cutscene. This creates dynamic visual effects, such as zoom or focus disruptions
Lua Example
cutscene_set_fov_shake_preset(preset)
Parameters
| Field | Type | 
|---|---|
| preset | integer | 
Returns
- None
C Prototype
void cutscene_set_fov_shake_preset(u8 preset);
set_fov_shake_from_point_preset
Description
Applies a preset field-of-view shake effect relative to a specific point. The intensity diminishes as the distance from the point increases
Lua Example
set_fov_shake_from_point_preset(preset, posX, posY, posZ)
Parameters
| Field | Type | 
|---|---|
| preset | integer | 
| posX | number | 
| posY | number | 
| posZ | number | 
Returns
- None
C Prototype
void set_fov_shake_from_point_preset(u8 preset, f32 posX, f32 posY, f32 posZ);
obj_rotate_towards_point
Description
Rotates an object toward a specific point in 3D space. Gradually updates the object's pitch and yaw angles to face the target
Lua Example
obj_rotate_towards_point(o, point, pitchOff, yawOff, pitchDiv, yawDiv)
Parameters
| Field | Type | 
|---|---|
| o | Object | 
| point | Vec3f | 
| pitchOff | integer | 
| yawOff | integer | 
| pitchDiv | integer | 
| yawDiv | integer | 
Returns
- None
C Prototype
void obj_rotate_towards_point(struct Object *o, Vec3f point, s16 pitchOff, s16 yawOff, s16 pitchDiv, s16 yawDiv);
set_camera_mode_fixed
Description
Activates a fixed camera mode and aligns the camera to specific X, Y, Z coordinates. This is useful for predefined static views in specific areas
Lua Example
local integerValue = set_camera_mode_fixed(c, x, y, z)
Parameters
| Field | Type | 
|---|---|
| c | Camera | 
| x | integer | 
| y | integer | 
| z | integer | 
Returns
- integer
C Prototype
s32 set_camera_mode_fixed(struct Camera* c, s16 x, s16 y, s16 z);
snap_to_45_degrees
Description
Takes in an SM64 angle unit and returns the nearest 45 degree angle, also in SM64 angle units. Useful when needing to align angles (camera, yaw, etc.)
Lua Example
local integerValue = snap_to_45_degrees(angle)
Parameters
| Field | Type | 
|---|---|
| angle | integer | 
Returns
- integer
C Prototype
s32 snap_to_45_degrees(s16 angle);
camera_set_use_course_specific_settings
Description
Toggles whether the camera uses course-specific settings. This is useful for enabling or disabling custom behaviors in specific courses or areas
Lua Example
camera_set_use_course_specific_settings(enable)
Parameters
| Field | Type | 
|---|---|
| enable | integer | 
Returns
- None
C Prototype
void camera_set_use_course_specific_settings(u8 enable);
center_rom_hack_camera
Description
Centers the ROM hack camera. This function is designed for non-standard level layouts and modded game environments
Lua Example
center_rom_hack_camera()
Parameters
- None
Returns
- None
C Prototype
void center_rom_hack_camera(void);
functions from characters.h
get_character
Description
Gets a Character struct from m
Lua Example
local CharacterValue = get_character(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
C Prototype
struct Character* get_character(struct MarioState* m);
play_character_sound
Description
Plays a character-specific sound based on the given characterSound value. The sound is tied to Mario's current state (m). Useful for triggering sound effects for actions like jumping or interacting with the environment
Lua Example
play_character_sound(m, characterSound)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| characterSound | enum CharacterSound | 
Returns
- None
C Prototype
void play_character_sound(struct MarioState* m, enum CharacterSound characterSound);
play_character_sound_offset
Description
Plays a character-specific sound with an additional offset, allowing variations or delays in the sound effect. Uses Mario's current state (m). Useful for adding dynamic sound effects or syncing sounds to specific animations or events
Lua Example
play_character_sound_offset(m, characterSound, offset)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| characterSound | enum CharacterSound | 
| offset | integer | 
Returns
- None
C Prototype
void play_character_sound_offset(struct MarioState* m, enum CharacterSound characterSound, u32 offset);
play_character_sound_if_no_flag
Description
Plays a character-specific sound only if certain flags are not set. This ensures that sounds are not repeated unnecessarily. The sound is based on characterSound, and the flags are checked using flags. Useful for avoiding duplicate sound effects in rapid succession or conditional actions
Lua Example
play_character_sound_if_no_flag(m, characterSound, flags)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| characterSound | enum CharacterSound | 
| flags | integer | 
Returns
- None
C Prototype
void play_character_sound_if_no_flag(struct MarioState* m, enum CharacterSound characterSound, u32 flags);
get_character_anim_offset
Description
Calculates the animation offset for Mario's current animation. The offset is determined by the type of animation being played (e.g., hand, feet, or torso movement). Useful for smoothly syncing Mario's model height or positional adjustments during animations
Lua Example
local numberValue = get_character_anim_offset(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- number
C Prototype
f32 get_character_anim_offset(struct MarioState* m);
get_character_anim
Description
Gets the animation ID to use for a specific character and animation combination. The ID is based on characterAnim and the character currently controlled by Mario (m). Useful for determining which animation to play for actions like walking, jumping, or idle states
Lua Example
local integerValue = get_character_anim(m, characterAnim)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| characterAnim | enum CharacterAnimID | 
Returns
- integer
C Prototype
s32 get_character_anim(struct MarioState* m, enum CharacterAnimID characterAnim);
update_character_anim_offset
Description
Updates Mario's current animation offset. This adjusts Mario's position based on the calculated offset to ensure animations appear smooth and natural. Useful for keeping Mario's animations visually aligned, particularly when transitioning between animations
Lua Example
update_character_anim_offset(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- None
C Prototype
void update_character_anim_offset(struct MarioState* m);
functions from djui_chat_message.h
djui_chat_message_create
Description
Creates a message in the game's chat box
Lua Example
djui_chat_message_create(message)
Parameters
| Field | Type | 
|---|---|
| message | string | 
Returns
- None
C Prototype
void djui_chat_message_create(const char* message);
functions from djui_console.h
djui_console_toggle
Description
Toggles the visibility of the DJUI console
Lua Example
djui_console_toggle()
Parameters
- None
Returns
- None
C Prototype
void djui_console_toggle(void);
functions from djui_hud_utils.h
djui_hud_get_resolution
Description
Gets the current DJUI HUD resolution
Lua Example
local integerValue = djui_hud_get_resolution()
Parameters
- None
Returns
- integer
C Prototype
u8 djui_hud_get_resolution(void);
djui_hud_set_resolution
Description
Sets the current DJUI HUD resolution
Lua Example
djui_hud_set_resolution(resolutionType)
Parameters
| Field | Type | 
|---|---|
| resolutionType | enum HudUtilsResolution | 
Returns
- None
C Prototype
void djui_hud_set_resolution(enum HudUtilsResolution resolutionType);
djui_hud_get_filter
Description
Gets the current DJUI HUD texture filter
Lua Example
local integerValue = djui_hud_get_filter()
Parameters
- None
Returns
- integer
C Prototype
u8 djui_hud_get_filter(void);
djui_hud_set_filter
Description
Sets the current DJUI HUD texture filter
Lua Example
djui_hud_set_filter(filterType)
Parameters
| Field | Type | 
|---|---|
| filterType | enum HudUtilsFilter | 
Returns
- None
C Prototype
void djui_hud_set_filter(enum HudUtilsFilter filterType);
djui_hud_get_font
Description
Gets the current DJUI HUD font
Lua Example
local integerValue = djui_hud_get_font()
Parameters
- None
Returns
- integer
C Prototype
u8 djui_hud_get_font(void);
djui_hud_set_font
Description
Sets the current DJUI HUD font
Lua Example
djui_hud_set_font(fontType)
Parameters
| Field | Type | 
|---|---|
| fontType | integer | 
Returns
- None
C Prototype
void djui_hud_set_font(s8 fontType);
djui_hud_get_color
Description
Gets the current DJUI HUD color
Lua Example
local DjuiColorValue = djui_hud_get_color()
Parameters
- None
Returns
C Prototype
struct DjuiColor* djui_hud_get_color(void);
djui_hud_set_color
Description
Sets the current DJUI HUD color
Lua Example
djui_hud_set_color(r, g, b, a)
Parameters
| Field | Type | 
|---|---|
| r | integer | 
| g | integer | 
| b | integer | 
| a | integer | 
Returns
- None
C Prototype
void djui_hud_set_color(u8 r, u8 g, u8 b, u8 a);
djui_hud_reset_color
Description
Resets the current DJUI HUD color
Lua Example
djui_hud_reset_color()
Parameters
- None
Returns
- None
C Prototype
void djui_hud_reset_color(void);
djui_hud_get_rotation
Description
Gets the current DJUI HUD rotation
Lua Example
local HudUtilsRotationValue = djui_hud_get_rotation()
Parameters
- None
Returns
C Prototype
struct HudUtilsRotation* djui_hud_get_rotation(void);
djui_hud_set_rotation
Description
Sets the current DJUI HUD rotation
Lua Example
djui_hud_set_rotation(rotation, pivotX, pivotY)
Parameters
| Field | Type | 
|---|---|
| rotation | integer | 
| pivotX | number | 
| pivotY | number | 
Returns
- None
C Prototype
void djui_hud_set_rotation(s16 rotation, f32 pivotX, f32 pivotY);
djui_hud_set_rotation_interpolated
Description
Sets the current DJUI HUD rotation interpolated
Lua Example
djui_hud_set_rotation_interpolated(prevRotation, prevPivotX, prevPivotY, rotation, pivotX, pivotY)
Parameters
| Field | Type | 
|---|---|
| prevRotation | integer | 
| prevPivotX | number | 
| prevPivotY | number | 
| rotation | integer | 
| pivotX | number | 
| pivotY | number | 
Returns
- None
C Prototype
void djui_hud_set_rotation_interpolated(s32 prevRotation, f32 prevPivotX, f32 prevPivotY, s32 rotation, f32 pivotX, f32 pivotY);
djui_hud_get_screen_width
Description
Gets the screen width in the current DJUI HUD resolution
Lua Example
local integerValue = djui_hud_get_screen_width()
Parameters
- None
Returns
- integer
C Prototype
u32 djui_hud_get_screen_width(void);
djui_hud_get_screen_height
Description
Gets the screen height in the current DJUI HUD resolution
Lua Example
local integerValue = djui_hud_get_screen_height()
Parameters
- None
Returns
- integer
C Prototype
u32 djui_hud_get_screen_height(void);
djui_hud_get_mouse_x
Description
Returns the x coordinate of the mouse relative to the window
Lua Example
local numberValue = djui_hud_get_mouse_x()
Parameters
- None
Returns
- number
C Prototype
f32 djui_hud_get_mouse_x(void);
djui_hud_get_mouse_y
Description
Returns the y coordinate of the mouse relative to the window
Lua Example
local numberValue = djui_hud_get_mouse_y()
Parameters
- None
Returns
- number
C Prototype
f32 djui_hud_get_mouse_y(void);
djui_hud_get_raw_mouse_x
Description
Returns the x coordinate of the mouse relative to the screen
Lua Example
local numberValue = djui_hud_get_raw_mouse_x()
Parameters
- None
Returns
- number
C Prototype
f32 djui_hud_get_raw_mouse_x(void);
djui_hud_get_raw_mouse_y
Description
Returns the y coordinate of the mouse relative to the screen
Lua Example
local numberValue = djui_hud_get_raw_mouse_y()
Parameters
- None
Returns
- number
C Prototype
f32 djui_hud_get_raw_mouse_y(void);
djui_hud_set_mouse_locked
Description
Sets if the cursor is hidden and constrainted to the window
Lua Example
djui_hud_set_mouse_locked(locked)
Parameters
| Field | Type | 
|---|---|
| locked | boolean | 
Returns
- None
C Prototype
void djui_hud_set_mouse_locked(bool locked);
djui_hud_get_mouse_buttons_down
Description
Returns the flags of the mouse buttons held down
Lua Example
local integerValue = djui_hud_get_mouse_buttons_down()
Parameters
- None
Returns
- integer
C Prototype
u8 djui_hud_get_mouse_buttons_down(void);
djui_hud_get_mouse_buttons_pressed
Description
Returns the flags of the mouse buttons clicked
Lua Example
local integerValue = djui_hud_get_mouse_buttons_pressed()
Parameters
- None
Returns
- integer
C Prototype
u8 djui_hud_get_mouse_buttons_pressed(void);
djui_hud_get_mouse_buttons_released
Description
Returns the flags of the mouse buttons released
Lua Example
local integerValue = djui_hud_get_mouse_buttons_released()
Parameters
- None
Returns
- integer
C Prototype
u8 djui_hud_get_mouse_buttons_released(void);
djui_hud_get_mouse_scroll_x
Description
Returns the amount scrolled horizontally (-left/right+)
Lua Example
local numberValue = djui_hud_get_mouse_scroll_x()
Parameters
- None
Returns
- number
C Prototype
f32 djui_hud_get_mouse_scroll_x(void);
djui_hud_get_mouse_scroll_y
Description
Returns the amount scrolled vertically (-down/up+)
Lua Example
local numberValue = djui_hud_get_mouse_scroll_y()
Parameters
- None
Returns
- number
C Prototype
f32 djui_hud_get_mouse_scroll_y(void);
djui_hud_measure_text
Description
Measures the length of message in the current font
Lua Example
local numberValue = djui_hud_measure_text(message)
Parameters
| Field | Type | 
|---|---|
| message | string | 
Returns
- number
C Prototype
f32 djui_hud_measure_text(const char* message);
djui_hud_print_text
Description
Prints DJUI HUD text onto the screen
Lua Example
djui_hud_print_text(message, x, y, scale)
Parameters
| Field | Type | 
|---|---|
| message | string | 
| x | number | 
| y | number | 
| scale | number | 
Returns
- None
C Prototype
void djui_hud_print_text(const char* message, f32 x, f32 y, f32 scale);
djui_hud_print_text_interpolated
Description
Prints interpolated DJUI HUD text onto the screen
Lua Example
djui_hud_print_text_interpolated(message, prevX, prevY, prevScale, x, y, scale)
Parameters
| Field | Type | 
|---|---|
| message | string | 
| prevX | number | 
| prevY | number | 
| prevScale | number | 
| x | number | 
| y | number | 
| scale | number | 
Returns
- None
C Prototype
void djui_hud_print_text_interpolated(const char* message, f32 prevX, f32 prevY, f32 prevScale, f32 x, f32 y, f32 scale);
djui_hud_render_texture
Description
Renders a DJUI HUD texture onto the screen
Lua Example
djui_hud_render_texture(texInfo, x, y, scaleW, scaleH)
Parameters
| Field | Type | 
|---|---|
| texInfo | TextureInfo | 
| x | number | 
| y | number | 
| scaleW | number | 
| scaleH | number | 
Returns
- None
C Prototype
void djui_hud_render_texture(struct TextureInfo* texInfo, f32 x, f32 y, f32 scaleW, f32 scaleH);
djui_hud_render_texture_tile
Description
Renders a DJUI HUD texture tile onto the screen
Lua Example
djui_hud_render_texture_tile(texInfo, x, y, scaleW, scaleH, tileX, tileY, tileW, tileH)
Parameters
| Field | Type | 
|---|---|
| texInfo | TextureInfo | 
| x | number | 
| y | number | 
| scaleW | number | 
| scaleH | number | 
| tileX | integer | 
| tileY | integer | 
| tileW | integer | 
| tileH | integer | 
Returns
- None
C Prototype
void djui_hud_render_texture_tile(struct TextureInfo* texInfo, f32 x, f32 y, f32 scaleW, f32 scaleH, u32 tileX, u32 tileY, u32 tileW, u32 tileH);
djui_hud_render_texture_interpolated
Description
Renders an interpolated DJUI HUD texture onto the screen
Lua Example
djui_hud_render_texture_interpolated(texInfo, prevX, prevY, prevScaleW, prevScaleH, x, y, scaleW, scaleH)
Parameters
| Field | Type | 
|---|---|
| texInfo | TextureInfo | 
| prevX | number | 
| prevY | number | 
| prevScaleW | number | 
| prevScaleH | number | 
| x | number | 
| y | number | 
| scaleW | number | 
| scaleH | number | 
Returns
- None
C Prototype
void djui_hud_render_texture_interpolated(struct TextureInfo* texInfo, f32 prevX, f32 prevY, f32 prevScaleW, f32 prevScaleH, f32 x, f32 y, f32 scaleW, f32 scaleH);
djui_hud_render_texture_tile_interpolated
Description
Renders an interpolated DJUI HUD texture tile onto the screen
Lua Example
djui_hud_render_texture_tile_interpolated(texInfo, prevX, prevY, prevScaleW, prevScaleH, x, y, scaleW, scaleH, tileX, tileY, tileW, tileH)
Parameters
| Field | Type | 
|---|---|
| texInfo | TextureInfo | 
| prevX | number | 
| prevY | number | 
| prevScaleW | number | 
| prevScaleH | number | 
| x | number | 
| y | number | 
| scaleW | number | 
| scaleH | number | 
| tileX | integer | 
| tileY | integer | 
| tileW | integer | 
| tileH | integer | 
Returns
- None
C Prototype
void djui_hud_render_texture_tile_interpolated(struct TextureInfo* texInfo, f32 prevX, f32 prevY, f32 prevScaleW, f32 prevScaleH, f32 x, f32 y, f32 scaleW, f32 scaleH, u32 tileX, u32 tileY, u32 tileW, u32 tileH);
djui_hud_render_rect
Description
Renders a DJUI HUD rect onto the screen
Lua Example
djui_hud_render_rect(x, y, width, height)
Parameters
| Field | Type | 
|---|---|
| x | number | 
| y | number | 
| width | number | 
| height | number | 
Returns
- None
C Prototype
void djui_hud_render_rect(f32 x, f32 y, f32 width, f32 height);
djui_hud_render_rect_interpolated
Description
Renders an interpolated DJUI HUD rect onto the screen
Lua Example
djui_hud_render_rect_interpolated(prevX, prevY, prevWidth, prevHeight, x, y, width, height)
Parameters
| Field | Type | 
|---|---|
| prevX | number | 
| prevY | number | 
| prevWidth | number | 
| prevHeight | number | 
| x | number | 
| y | number | 
| width | number | 
| height | number | 
Returns
- None
C Prototype
void djui_hud_render_rect_interpolated(f32 prevX, f32 prevY, f32 prevWidth, f32 prevHeight, f32 x, f32 y, f32 width, f32 height);
get_current_fov
Description
Gets the current camera FOV
Lua Example
local numberValue = get_current_fov()
Parameters
- None
Returns
- number
C Prototype
f32 get_current_fov();
djui_hud_get_fov_coeff
Description
Gets the camera FOV coefficient
Lua Example
local numberValue = djui_hud_get_fov_coeff()
Parameters
- None
Returns
- number
C Prototype
f32 djui_hud_get_fov_coeff();
djui_hud_world_pos_to_screen_pos
Description
Converts a world position to screen position
Lua Example
local booleanValue = djui_hud_world_pos_to_screen_pos(pos, out)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| out | Vec3f | 
Returns
- boolean
C Prototype
bool djui_hud_world_pos_to_screen_pos(Vec3f pos, OUT Vec3f out);
djui_hud_is_pause_menu_created
Description
Checks if the DJUI pause menu is created
Lua Example
local booleanValue = djui_hud_is_pause_menu_created()
Parameters
- None
Returns
- boolean
C Prototype
bool djui_hud_is_pause_menu_created(void);
djui_open_pause_menu
Description
Opens the DJUI pause menu
Lua Example
djui_open_pause_menu()
Parameters
- None
Returns
- None
C Prototype
void djui_open_pause_menu(void);
functions from djui_language.h
djui_language_get
Description
Gets a language key from a section
Lua Example
local stringValue = djui_language_get(section, key)
Parameters
| Field | Type | 
|---|---|
| section | string | 
| key | string | 
Returns
- string
C Prototype
char* djui_language_get(const char *section, const char *key);
functions from djui_panel_menu.h
djui_menu_get_rainbow_string_color
Description
Gets the header hex color code from a DJUI_RAINBOW_COLOR_* constant
Lua Example
local stringValue = djui_menu_get_rainbow_string_color(color)
Parameters
| Field | Type | 
|---|---|
| color | enum DjuiRainbowColor | 
Returns
- string
C Prototype
char* djui_menu_get_rainbow_string_color(enum DjuiRainbowColor color);
functions from djui_popup.h
djui_popup_create
Description
Creates a popup that says message and has lines
Lua Example
djui_popup_create(message, lines)
Parameters
| Field | Type | 
|---|---|
| message | string | 
| lines | integer | 
Returns
- None
C Prototype
void djui_popup_create(const char* message, int lines);
functions from external.h
play_sound
Description
Plays a sound (soundBits) at pos (usually gGlobalSoundSource or m.header.gfx.cameraToObject)
Lua Example
play_sound(soundBits, pos)
Parameters
| Field | Type | 
|---|---|
| soundBits | integer | 
| pos | Vec3f | 
Returns
- None
C Prototype
void play_sound(s32 soundBits, f32 *pos);
play_sound_with_freq_scale
Description
Plays a sound (soundBits) with freqScale at pos (usually gGlobalSoundSource or m.header.gfx.cameraToObject)
Lua Example
play_sound_with_freq_scale(soundBits, pos, freqScale)
Parameters
| Field | Type | 
|---|---|
| soundBits | integer | 
| pos | Vec3f | 
| freqScale | number | 
Returns
- None
C Prototype
void play_sound_with_freq_scale(s32 soundBits, f32* pos, f32 freqScale);
seq_player_fade_out
Description
Fades out player with fadeDuration
Lua Example
seq_player_fade_out(player, fadeDuration)
Parameters
| Field | Type | 
|---|---|
| player | integer | 
| fadeDuration | integer | 
Returns
- None
C Prototype
void seq_player_fade_out(u8 player, u16 fadeDuration);
fade_volume_scale
Description
Fades the volume of player to targetScale (0-127) over fadeDuration
Lua Example
fade_volume_scale(player, targetScale, fadeDuration)
Parameters
| Field | Type | 
|---|---|
| player | integer | 
| targetScale | integer | 
| fadeDuration | integer | 
Returns
- None
C Prototype
void fade_volume_scale(u8 player, u8 targetScale, u16 fadeDuration);
seq_player_lower_volume
Description
Fades the volume of player to percentage over fadeDuration
Lua Example
seq_player_lower_volume(player, fadeDuration, percentage)
Parameters
| Field | Type | 
|---|---|
| player | integer | 
| fadeDuration | integer | 
| percentage | integer | 
Returns
- None
C Prototype
void seq_player_lower_volume(u8 player, u16 fadeDuration, u8 percentage);
seq_player_unlower_volume
Description
Unfades the volume of player over fadeDuration
Lua Example
seq_player_unlower_volume(player, fadeDuration)
Parameters
| Field | Type | 
|---|---|
| player | integer | 
| fadeDuration | integer | 
Returns
- None
C Prototype
void seq_player_unlower_volume(u8 player, u16 fadeDuration);
set_audio_muted
Description
Sets the muted status of all sequence players
Lua Example
set_audio_muted(muted)
Parameters
| Field | Type | 
|---|---|
| muted | integer | 
Returns
- None
C Prototype
void set_audio_muted(u8 muted);
stop_sound
Description
Stops a sound (soundBits) at pos (usually gGlobalSoundSource or m.header.gfx.cameraToObject)
Lua Example
stop_sound(soundBits, pos)
Parameters
| Field | Type | 
|---|---|
| soundBits | integer | 
| pos | Vec3f | 
Returns
- None
C Prototype
void stop_sound(u32 soundBits, f32 *pos);
stop_sounds_from_source
Description
Stops sounds from pos (usually gGlobalSoundSource or m.header.gfx.cameraToObject)
Lua Example
stop_sounds_from_source(pos)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
Returns
- None
C Prototype
void stop_sounds_from_source(f32 *pos);
stop_sounds_in_continuous_banks
Description
Stops sounds in sound banks moving, env, and air
Lua Example
stop_sounds_in_continuous_banks()
Parameters
- None
Returns
- None
C Prototype
void stop_sounds_in_continuous_banks(void);
sound_banks_disable
Description
Enables bankMask soundbanks in player
Lua Example
sound_banks_disable(player, bankMask)
Parameters
| Field | Type | 
|---|---|
| player | integer | 
| bankMask | integer | 
Returns
- None
C Prototype
void sound_banks_disable(u8 player, u16 bankMask);
sound_banks_enable
Description
Disables bankMask soundbanks in player
Lua Example
sound_banks_enable(player, bankMask)
Parameters
| Field | Type | 
|---|---|
| player | integer | 
| bankMask | integer | 
Returns
- None
C Prototype
void sound_banks_enable(u8 player, u16 bankMask);
set_sound_moving_speed
Description
Sets the speed of moving bank
Lua Example
set_sound_moving_speed(bank, speed)
Parameters
| Field | Type | 
|---|---|
| bank | integer | 
| speed | integer | 
Returns
- None
C Prototype
void set_sound_moving_speed(u8 bank, u8 speed);
play_dialog_sound
Description
Plays a dialog sound corresponding to dialogID
Lua Example
play_dialog_sound(dialogID)
Parameters
| Field | Type | 
|---|---|
| dialogID | integer | 
Returns
- None
C Prototype
void play_dialog_sound(u8 dialogID);
play_music
Description
Plays fading in music (seqArgs) on player over fadeTimer
Lua Example
play_music(player, seqArgs, fadeTimer)
Parameters
| Field | Type | 
|---|---|
| player | integer | 
| seqArgs | integer | 
| fadeTimer | integer | 
Returns
- None
C Prototype
void play_music(u8 player, u16 seqArgs, u16 fadeTimer);
stop_background_music
Description
Stops background music seqId
Lua Example
stop_background_music(seqId)
Parameters
| Field | Type | 
|---|---|
| seqId | integer | 
Returns
- None
C Prototype
void stop_background_music(u16 seqId);
fadeout_background_music
Description
Fades out background music seqId over fadeOut
Lua Example
fadeout_background_music(seqId, fadeOut)
Parameters
| Field | Type | 
|---|---|
| seqId | integer | 
| fadeOut | integer | 
Returns
- None
C Prototype
void fadeout_background_music(u16 seqId, u16 fadeOut);
drop_queued_background_music
Description
Drops any queued background music
Lua Example
drop_queued_background_music()
Parameters
- None
Returns
- None
C Prototype
void drop_queued_background_music(void);
get_current_background_music
Description
Gets the current background music
Lua Example
local integerValue = get_current_background_music()
Parameters
- None
Returns
- integer
C Prototype
u16 get_current_background_music(void);
get_current_background_music_default_volume
Description
Gets the current background music's default volume
Lua Example
local integerValue = get_current_background_music_default_volume()
Parameters
- None
Returns
- integer
C Prototype
u8 get_current_background_music_default_volume(void);
get_current_background_music_target_volume
Description
Gets the current target volume
Lua Example
local integerValue = get_current_background_music_target_volume()
Parameters
- None
Returns
- integer
C Prototype
u8 get_current_background_music_target_volume(void);
get_current_background_music_max_target_volume
Description
Gets the current max target volume
Lua Example
local integerValue = get_current_background_music_max_target_volume()
Parameters
- None
Returns
- integer
C Prototype
u8 get_current_background_music_max_target_volume(void);
is_current_background_music_volume_lowered
Description
Checks if the current background music is lowered
Lua Example
local integerValue = is_current_background_music_volume_lowered()
Parameters
- None
Returns
- integer
C Prototype
u8 is_current_background_music_volume_lowered(void);
play_secondary_music
Description
Plays fading in secondary music seqId at volume over fadeTimer and sets the current background music's volume to bgMusicVolume
Lua Example
play_secondary_music(seqId, bgMusicVolume, volume, fadeTimer)
Parameters
| Field | Type | 
|---|---|
| seqId | integer | 
| bgMusicVolume | integer | 
| volume | integer | 
| fadeTimer | integer | 
Returns
- None
C Prototype
void play_secondary_music(u8 seqId, u8 bgMusicVolume, u8 volume, u16 fadeTimer);
stop_secondary_music
Description
Fades out secondary music over fadeTimer
Lua Example
stop_secondary_music(fadeTimer)
Parameters
| Field | Type | 
|---|---|
| fadeTimer | integer | 
Returns
- None
C Prototype
void stop_secondary_music(u16 fadeTimer);
set_audio_fadeout
Description
Sets the fadeOutTime of audio
Lua Example
set_audio_fadeout(fadeOutTime)
Parameters
| Field | Type | 
|---|---|
| fadeOutTime | integer | 
Returns
- None
C Prototype
void set_audio_fadeout(u16 fadeOutTime);
play_course_clear
Description
Plays the star collect fanfare (this function's name was mixed up with the other)
Lua Example
play_course_clear()
Parameters
- None
Returns
- None
C Prototype
void play_course_clear(void);
play_peachs_jingle
Description
Plays Peach's letter jingle
Lua Example
play_peachs_jingle()
Parameters
- None
Returns
- None
C Prototype
void play_peachs_jingle(void);
play_puzzle_jingle
Description
Plays the puzzle jingle
Lua Example
play_puzzle_jingle()
Parameters
- None
Returns
- None
C Prototype
void play_puzzle_jingle(void);
play_star_fanfare
Description
Plays the course clear fanfare (this function's name was mixed up with the other)
Lua Example
play_star_fanfare()
Parameters
- None
Returns
- None
C Prototype
void play_star_fanfare(void);
play_power_star_jingle
Description
Plays the power star jingle, set keepBackgroundMusic to 0 to mute background music
Lua Example
play_power_star_jingle(keepBackgroundMusic)
Parameters
| Field | Type | 
|---|---|
| keepBackgroundMusic | integer | 
Returns
- None
C Prototype
void play_power_star_jingle(u8 keepBackgroundMusic);
play_race_fanfare
Description
Plays the race fanfare when a race is started
Lua Example
play_race_fanfare()
Parameters
- None
Returns
- None
C Prototype
void play_race_fanfare(void);
play_toads_jingle
Description
Plays Toad's jingle
Lua Example
play_toads_jingle()
Parameters
- None
Returns
- None
C Prototype
void play_toads_jingle(void);
sound_reset_background_music_default_volume
Description
Resets a sequence's (seqId) volume back to the default volume
Lua Example
sound_reset_background_music_default_volume(seqId)
Parameters
| Field | Type | 
|---|---|
| seqId | integer | 
Returns
- None
C Prototype
void sound_reset_background_music_default_volume(u8 seqId);
sound_set_background_music_default_volume
Description
Sets a sequence's (seqId) volume to volume
Lua Example
sound_set_background_music_default_volume(seqId, volume)
Parameters
| Field | Type | 
|---|---|
| seqId | integer | 
| volume | integer | 
Returns
- None
C Prototype
void sound_set_background_music_default_volume(u8 seqId, u8 volume);
get_sound_pan
Description
Gets a sound left/right pan using x and z
Lua Example
local numberValue = get_sound_pan(x, z)
Parameters
| Field | Type | 
|---|---|
| x | number | 
| z | number | 
Returns
- number
C Prototype
f32 get_sound_pan(f32 x, f32 z);
sound_get_level_intensity
Description
Gets a sound level intensity based on distance
Lua Example
local numberValue = sound_get_level_intensity(distance)
Parameters
| Field | Type | 
|---|---|
| distance | number | 
Returns
- number
C Prototype
f32 sound_get_level_intensity(f32 distance);
functions from first_person_cam.h
first_person_check_cancels
Description
Checks common cancels for first person
Lua Example
local booleanValue = first_person_check_cancels(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- boolean
C Prototype
bool first_person_check_cancels(struct MarioState *m);
get_first_person_enabled
Description
Checks if first person is enabled
Lua Example
local booleanValue = get_first_person_enabled()
Parameters
- None
Returns
- boolean
C Prototype
bool get_first_person_enabled(void);
set_first_person_enabled
Description
Sets if first person is enabled
Lua Example
set_first_person_enabled(enable)
Parameters
| Field | Type | 
|---|---|
| enable | boolean | 
Returns
- None
C Prototype
void set_first_person_enabled(bool enable);
first_person_reset
Description
Resets first person
Lua Example
first_person_reset()
Parameters
- None
Returns
- None
C Prototype
void first_person_reset(void);
functions from ingame_menu.h
create_dialog_box
Description
Creates a dialog box with a dialog ID that rotates into view
Lua Example
create_dialog_box(dialog)
Parameters
| Field | Type | 
|---|---|
| dialog | integer | 
Returns
- None
C Prototype
void create_dialog_box(s16 dialog);
create_dialog_box_with_var
Description
Creates a dialog box with a dialog variable
Lua Example
create_dialog_box_with_var(dialog, dialogVar)
Parameters
| Field | Type | 
|---|---|
| dialog | integer | 
| dialogVar | integer | 
Returns
- None
C Prototype
void create_dialog_box_with_var(s16 dialog, s32 dialogVar);
create_dialog_inverted_box
Description
Creates a dialog box with a dialog ID that zooms into view
Lua Example
create_dialog_inverted_box(dialog)
Parameters
| Field | Type | 
|---|---|
| dialog | integer | 
Returns
- None
C Prototype
void create_dialog_inverted_box(s16 dialog);
create_dialog_box_with_response
Description
Creates a dialog box with a response
Lua Example
create_dialog_box_with_response(dialog)
Parameters
| Field | Type | 
|---|---|
| dialog | integer | 
Returns
- None
C Prototype
void create_dialog_box_with_response(s16 dialog);
reset_dialog_render_state
Description
Resets the dialog box's state including dialog ID and open state
Lua Example
reset_dialog_render_state()
Parameters
- None
Returns
- None
C Prototype
void reset_dialog_render_state(void);
set_menu_mode
Description
Sets the in-game menu state. 0-1 is the courses box with the castle secret stars and 2-3 is the course completion screen.
Lua Example
set_menu_mode(mode)
Parameters
| Field | Type | 
|---|---|
| mode | integer | 
Returns
- None
C Prototype
void set_menu_mode(s16 mode);
set_min_dialog_width
Description
Dialog box customization: Sets the minimum width for a dialog box
Lua Example
set_min_dialog_width(width)
Parameters
| Field | Type | 
|---|---|
| width | integer | 
Returns
- None
C Prototype
void set_min_dialog_width(s16 width);
set_dialog_override_pos
Description
Dialog box customization: Sets the override position for a dialog box
Lua Example
set_dialog_override_pos(x, y)
Parameters
| Field | Type | 
|---|---|
| x | integer | 
| y | integer | 
Returns
- None
C Prototype
void set_dialog_override_pos(s16 x, s16 y);
reset_dialog_override_pos
Description
Dialog box customization: Resets the override position for a dialog box
Lua Example
reset_dialog_override_pos()
Parameters
- None
Returns
- None
C Prototype
void reset_dialog_override_pos();
set_dialog_override_color
Description
Dialog box customization: Sets the override color for a dialog box
Lua Example
set_dialog_override_color(bgR, bgG, bgB, bgA, textR, textG, textB, textA)
Parameters
| Field | Type | 
|---|---|
| bgR | integer | 
| bgG | integer | 
| bgB | integer | 
| bgA | integer | 
| textR | integer | 
| textG | integer | 
| textB | integer | 
| textA | integer | 
Returns
- None
C Prototype
void set_dialog_override_color(u8 bgR, u8 bgG, u8 bgB, u8 bgA, u8 textR, u8 textG, u8 textB, u8 textA);
reset_dialog_override_color
Description
Dialog box customization: Resets the override color for a dialog box
Lua Example
reset_dialog_override_color()
Parameters
- None
Returns
- None
C Prototype
void reset_dialog_override_color();
set_dialog_box_state
Description
Sets the state for a dialog box (DIALOG_STATE_*)
Lua Example
set_dialog_box_state(state)
Parameters
| Field | Type | 
|---|---|
| state | integer | 
Returns
- None
C Prototype
void set_dialog_box_state(u8 state);
functions from interaction.h
interact_coin
Description
Handles Mario's interaction with coins. Collecting a coin increases Mario's coin count and heals him slightly. Useful for score, and coin management
Lua Example
local integerValue = interact_coin(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_coin(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_water_ring
Description
Handles interactions with water rings that heal Mario. Passing through water rings increases his health counter. Useful for underwater stages
Lua Example
local integerValue = interact_water_ring(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_water_ring(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_star_or_key
Description
Handles interaction with Stars or Keys. If Mario collects a star or key, it triggers a specific star grab cutscene and progression is updated. Also handles no-exit variants (like the wing cap stage star). Useful for the main progression system of collecting Stars and unlocking new areas
Lua Example
local integerValue = interact_star_or_key(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_star_or_key(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_bbh_entrance
Description
Handles Mario's interaction with the Boo's Big Haunt (BBH) entrance object. When Mario tries to enter the BBH area, this function determines the resulting action (e.g., a jump or spin entrance)
Lua Example
local integerValue = interact_bbh_entrance(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_bbh_entrance(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_warp
Description
Handles interaction with warps, including warp pipes and hole warps. If Mario steps onto a warp, he either transitions into another area or level. Useful for connecting different parts of the game world and controlling transitions between levels as well as custom warp areas
Lua Example
local integerValue = interact_warp(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_warp(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_warp_door
Description
Handles interaction with warp doors that lead to other areas or require keys. If Mario can open the door (has enough stars or a key), he proceeds. Otherwise, it may show a dialog. Useful for restricting access to certain areas based on progression
Lua Example
local integerValue = interact_warp_door(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_warp_door(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_door
Description
Handles interaction when Mario touches a door. If Mario meets the star requirement or has the key, he can unlock/open the door. Otherwise, it may display dialog indicating the requirement. Useful for controlling access to locked areas and providing progression gating in the game
Lua Example
local integerValue = interact_door(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_door(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_cannon_base
Description
Handles interaction when Mario touches a cannon base. If the cannon is ready, Mario enters the cannon, triggering a special action and camera behavior. Useful for transitioning to cannon-aiming mode and enabling cannon travel within levels
Lua Example
local integerValue = interact_cannon_base(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_cannon_base(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_player
Description
Handles interaction with another player (in multiplayer scenarios). Checks if Mario and another player collide and resolves any special behavior like bouncing on top. Useful for multiplayer interactions, such as PvP or cooperative gameplay mechanics
Lua Example
local integerValue = interact_player(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object* o);
interact_igloo_barrier
Description
Handles interaction with the igloo barrier found in Snowman's Land. If Mario runs into the barrier, this function pushes him away and prevents passage without the vanish cap. Useful for enforcing require-caps to access certain areas
Lua Example
local integerValue = interact_igloo_barrier(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_igloo_barrier(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_tornado
Description
Handles interaction with tornados. If Mario touches a tornado, he enters a spinning twirl action, losing control temporarily. Useful for desert levels or areas where environmental hazards lift Mario into the air
Lua Example
local integerValue = interact_tornado(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_tornado(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_whirlpool
Description
Handles interaction with whirlpools. If Mario gets caught in a whirlpool, he's pulled toward it, resulting in a unique "caught" action. Useful for hazards that trap Mario like whirlpools
Lua Example
local integerValue = interact_whirlpool(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_whirlpool(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_strong_wind
Description
Handles interaction with strong wind gusts. These gusts push Mario back, often knocking him off platforms or sending him flying backwards. Useful for environmental wind hazards
Lua Example
local integerValue = interact_strong_wind(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_strong_wind(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_flame
Description
Handles interaction with flame objects. If Mario touches a flame and is not invulnerable or protected by certain caps, he takes damage and may be set on fire, causing a burning jump. Useful for simulating fire damage and hazards in levels
Lua Example
local integerValue = interact_flame(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_flame(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_snufit_bullet
Description
Handles interaction with Snufit bullets (projectiles fired by certain enemies). If Mario is not protected, he takes damage. Otherwise, the bullet can be destroyed
Lua Example
local integerValue = interact_snufit_bullet(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_snufit_bullet(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_clam_or_bubba
Description
Handles interactions with objects like Clams or Bubbas, which can damage Mario or, in Bubba's case, eat Mario. If Bubba eats Mario, it triggers a unique "caught" action. Otherwise, it deals damage and knockback if hit by a Clam
Lua Example
local integerValue = interact_clam_or_bubba(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_clam_or_bubba(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_bully
Description
Handles interaction with Bully enemies. Determines if Mario attacks the Bully or gets knocked back. Updates Mario's velocity and state accordingly, and can defeat the Bully if attacked successfully. Useful for enemy encounters that involve pushing and shoving mechanics rather than just stomping like the bullies
Lua Example
local integerValue = interact_bully(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_bully(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_shock
Description
Handles interaction with shocking objects. If Mario touches an electrified enemy or hazard, he takes damage and may be stunned or shocked. Useful for electric-themed enemies and obstacles
Lua Example
local integerValue = interact_shock(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_shock(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_mr_blizzard
Description
Handles interaction with Mr. Blizzard (the snowman enemy) or similar objects. If Mario is attacked or collides with Mr. Blizzard, it applies damage and knockback if not protected or attacking
Lua Example
local integerValue = interact_mr_blizzard(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_mr_blizzard(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_hit_from_below
Description
Handles interactions where Mario hits an object from below (e.g., hitting a block from underneath). Determines if Mario damages/destroys the object, or if it damages Mario. Useful for handling upward attacks, hitting coin blocks, or interacting with certain NPCs from below
Lua Example
local integerValue = interact_hit_from_below(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_hit_from_below(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_bounce_top
Description
Handles interactions where Mario bounces off the top of an object (e.g., Goombas, Koopas). Checks if Mario attacks the object from above and applies the appropriate knockback, sound effects, and object state changes. Useful for enemy defeat mechanics and platform bouncing
Lua Example
local integerValue = interact_bounce_top(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_bounce_top(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_spiny_walking
Description
Handles interaction with Spiny-walking enemies. If Mario attacks it (e.g., by punching), the enemy is hurt. If he fails to attack properly (say bouncing on top), Mario takes damage and knockback. Useful for enemies that cannot be stomped from above and require direct attacks
Lua Example
local integerValue = interact_spiny_walking(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_spiny_walking(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_damage
Description
Handles damaging interactions from various objects (e.g., enemies, hazards). If Mario takes damage, it applies knockback and reduces health. Useful for enemy attacks, environmental hazards, and managing damage related behaviors
Lua Example
local integerValue = interact_damage(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_damage(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_breakable
Description
Handles interactions with breakable objects (e.g., breakable boxes or bob-ombs). If Mario hits the object with a valid attack (like a punch or kick), the object is destroyed or changes state. Useful for managing collectible items hidden in breakable objects and level progression through destructible blocks or walls
Lua Example
local integerValue = interact_breakable(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_breakable(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_koopa_shell
Description
Handles interaction when Mario touches a Koopa Shell. If conditions are met, Mario can hop onto the shell and start riding it, changing his movement mechanics. Useful for implementing Koopa Shell behavior
Lua Example
local integerValue = interact_koopa_shell(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_koopa_shell(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_pole
Description
Handles interaction with poles (e.g., climbing poles). If Mario runs into a vertical pole, he can grab it and start climbing. Useful for platforming mechanics
Lua Example
local integerValue = interact_pole(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_pole(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_hoot
Description
Handles interaction with Hoot, the owl. If Mario can grab onto Hoot, this sets Mario onto a riding action, allowing him to fly around the level. Useful for special traversal mechanics and shortcuts within a course
Lua Example
local integerValue = interact_hoot(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_hoot(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_cap
Description
Handles interaction when Mario picks up a cap object. This includes normal caps, wing caps, vanish caps, and metal caps. Updates Mario's state (e.g., cap timers, sound effects) and may initiate putting on the cap animation. Useful for managing cap statuses
Lua Example
local integerValue = interact_cap(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_cap(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
interact_grabbable
Description
Handles interaction with grabbable objects (e.g., crates, small enemies, or Bowser). Checks if Mario can pick up the object and initiates the grab action if possible. Useful for course mechanics, throwing items, and Bowser
Lua Example
local integerValue = interact_grabbable(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_grabbable(struct MarioState *m, u32 interactType, struct Object *o);
interact_text
Description
Handles interaction with signs, NPCs, and other text-bearing objects. If Mario presses the interact button facing them, he enters a dialog reading state. Useful for managing hints, story elements, or gameplay instructions through in-game dialogue
Lua Example
local integerValue = interact_text(m, interactType, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
| o | Object | 
Returns
- integer
C Prototype
u32 interact_text(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
mario_obj_angle_to_object
Description
Calculates the angle between Mario and a specified object. Used for determining Mario's orientation relative to the object. Useful for deciding directions between Mario and NPCs
Lua Example
local integerValue = mario_obj_angle_to_object(m, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| o | Object | 
Returns
- integer
C Prototype
s16 mario_obj_angle_to_object(struct MarioState *m, struct Object *o);
mario_stop_riding_object
Description
Stops Mario from riding any currently ridden object (e.g., a Koopa shell or Hoot), updating the object's interaction status and Mario's state. Useful for cleanly dismounting ridden objects
Lua Example
mario_stop_riding_object(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- None
C Prototype
void mario_stop_riding_object(struct MarioState *m);
mario_grab_used_object
Description
Grabs the object currently referenced by Mario's usedObj if it's not already being held. Changes the object's state to indicate it is now held by Mario. Useful for handling the moment Mario successfully picks up an object
Lua Example
mario_grab_used_object(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- None
C Prototype
void mario_grab_used_object(struct MarioState *m);
mario_drop_held_object
Description
Causes Mario to drop the object he is currently holding. Sets the held object's state accordingly and places it in front of Mario. Useful for releasing carried objects, such as throwing Bob-ombs or setting down crates
Lua Example
mario_drop_held_object(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- None
C Prototype
void mario_drop_held_object(struct MarioState *m);
mario_throw_held_object
Description
Throws the object Mario is currently holding. The object is placed in front of Mario and given a forward velocity. Useful for attacking enemies with thrown objects, solving puzzles by throwing crates, or interacting with environment items
Lua Example
mario_throw_held_object(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- None
C Prototype
void mario_throw_held_object(struct MarioState *m);
mario_stop_riding_and_holding
Description
Causes Mario to stop riding any object (like a shell or Hoot) and also drop any held object. Resets related states to ensure Mario is no longer attached to or holding anything. Useful when changing Mario's state after certain actions, transitions, or to prevent exploits
Lua Example
mario_stop_riding_and_holding(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- None
C Prototype
void mario_stop_riding_and_holding(struct MarioState *m);
does_mario_have_normal_cap_on_head
Description
Checks if Mario is currently wearing his normal cap on his head. Returns true if Mario's flag state matches that of having the normal cap equipped on his head, otherwise false. Useful for determining Mario's cap status
Lua Example
local integerValue = does_mario_have_normal_cap_on_head(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- integer
C Prototype
u32 does_mario_have_normal_cap_on_head(struct MarioState *m);
does_mario_have_blown_cap
Description
Checks if Mario has already had a cap blown off of his head in the current level, Returns true if a blown cap can be found for Mario, false if not. Useful to check if a blown cap exists in the level currently.
Lua Example
local booleanValue = does_mario_have_blown_cap(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- boolean
C Prototype
bool does_mario_have_blown_cap(struct MarioState *m);
mario_blow_off_cap
Description
Makes Mario blow off his normal cap at a given speed. Removes the normal cap from Mario's head and spawns it as a collectible object in the game world. Useful for simulating events where Mario loses his cap due to enemy attacks or environmental forces
Lua Example
mario_blow_off_cap(m, capSpeed)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| capSpeed | number | 
Returns
- None
C Prototype
void mario_blow_off_cap(struct MarioState *m, f32 capSpeed);
mario_lose_cap_to_enemy
Description
Makes Mario lose his normal cap to an enemy, such as Klepto or Ukiki. Updates flags so that the cap is no longer on Mario's head. Returns true if Mario was wearing his normal cap, otherwise false. Useful for scenarios where enemies steal Mario's cap
Lua Example
local integerValue = mario_lose_cap_to_enemy(m, arg)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| arg | integer | 
Returns
- integer
C Prototype
u32 mario_lose_cap_to_enemy(struct MarioState* m, u32 arg);
mario_retrieve_cap
Description
Retrieves Mario's normal cap if it was previously lost. Removes the cap from Mario's hand state and places it on his head. Useful when Mario recovers his normal cap from enemies, finds it in a level, or if it were to disappear
Lua Example
mario_retrieve_cap(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- None
C Prototype
void mario_retrieve_cap(struct MarioState* m);
mario_get_collided_object
Description
Returns a collided object that matches a given interaction type from Mario's current collision data. Useful for determining which object Mario has come into contact with
Lua Example
local ObjectValue = mario_get_collided_object(m, interactType)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| interactType | integer | 
Returns
C Prototype
struct Object *mario_get_collided_object(struct MarioState *m, u32 interactType);
mario_check_object_grab
Description
Checks if Mario can grab the currently encountered object (usually triggered when Mario punches or dives). If conditions are met, initiates the grabbing process. Useful for picking up objects, throwing enemies, or grabbing special items
Lua Example
local integerValue = mario_check_object_grab(m)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
Returns
- integer
C Prototype
u32 mario_check_object_grab(struct MarioState *m);
get_door_save_file_flag
Description
Retrieves the save file flag associated with a door, based on the number of stars required to open it. Used to check if the player has unlocked certain star doors or progressed far enough to access new areas
Lua Example
local integerValue = get_door_save_file_flag(door)
Parameters
| Field | Type | 
|---|---|
| door | Object | 
Returns
- integer
C Prototype
u32 get_door_save_file_flag(struct Object *door);
passes_pvp_interaction_checks
Description
Checks if the necessary conditions are met for one player to successfully attack another player in a PvP scenario. Considers factors like invincibility, action states, and whether the attack is valid. Useful for multiplayer where players can harm each other
Lua Example
local integerValue = passes_pvp_interaction_checks(attacker, victim)
Parameters
| Field | Type | 
|---|---|
| attacker | MarioState | 
| victim | MarioState | 
Returns
- integer
C Prototype
u8 passes_pvp_interaction_checks(struct MarioState* attacker, struct MarioState* victim);
should_push_or_pull_door
Description
Determines whether Mario should push or pull a door when he interacts with it, based on his orientation and position. Useful for animating door interactions realistically, depending on which side Mario approaches from
Lua Example
local integerValue = should_push_or_pull_door(m, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| o | Object | 
Returns
- integer
C Prototype
u32 should_push_or_pull_door(struct MarioState *m, struct Object *o);
take_damage_and_knock_back
Description
Handles the logic of Mario taking damage and being knocked back by a damaging object. Decreases Mario's health, sets his knockback state, and triggers appropriate sound and camera effects. Useful for implementing enemy attacks, hazards, and ensuring Mario receives proper feedback upon taking damage
Lua Example
local integerValue = take_damage_and_knock_back(m, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| o | Object | 
Returns
- integer
C Prototype
u32 take_damage_and_knock_back(struct MarioState *m, struct Object *o);
get_mario_cap_flag
Description
Determines the type of cap an object represents. Depending on the object's behavior, it returns a cap type (normal, metal, wing, vanish). Useful for handling the logic of picking up, wearing, or losing different kinds of caps
Lua Example
local integerValue = get_mario_cap_flag(capObject)
Parameters
| Field | Type | 
|---|---|
| capObject | Object | 
Returns
- integer
C Prototype
u32 get_mario_cap_flag(struct Object *capObject);
determine_interaction
Description
Determines how Mario interacts with a given object based on his current action, position, and other state variables. Calculates the appropriate interaction type (e.g., punch, kick, ground pound) that should result from Mario's contact with the specified object (o). Useful for handling different types of player-object collisions, attacks, and object behaviors
Lua Example
local integerValue = determine_interaction(m, o)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| o | Object | 
Returns
- integer
C Prototype
u32 determine_interaction(struct MarioState *m, struct Object *o);
functions from lag_compensation.h
lag_compensation_store
Description
Stores the local Mario's current state in lag compensation history
Lua Example
lag_compensation_store()
Parameters
- None
Returns
- None
C Prototype
void lag_compensation_store(void);
lag_compensation_get_local_state
Description
Gets the local Mario's state stored in lag compensation history
Lua Example
local MarioStateValue = lag_compensation_get_local_state(otherNp)
Parameters
| Field | Type | 
|---|---|
| otherNp | NetworkPlayer | 
Returns
C Prototype
struct MarioState* lag_compensation_get_local_state(struct NetworkPlayer* otherNp);
lag_compensation_get_local_state_ready
Description
Checks if lag compensation history is ready
Lua Example
local booleanValue = lag_compensation_get_local_state_ready()
Parameters
- None
Returns
- boolean
C Prototype
bool lag_compensation_get_local_state_ready(void);
lag_compensation_get_local_state_index
Description
Gets the local Mario's state index
Lua Example
local integerValue = lag_compensation_get_local_state_index()
Parameters
- None
Returns
- integer
C Prototype
u32 lag_compensation_get_local_state_index(void);
functions from level_info.h
get_level_name_ascii
Description
Returns the name of the level corresponding to courseNum, levelNum and areaIndex as an ASCII (human readable) string. Set charCase to 1 to capitalize or -1 to decapitalize the returned string
Lua Example
local stringValue = get_level_name_ascii(courseNum, levelNum, areaIndex, charCase)
Parameters
| Field | Type | 
|---|---|
| courseNum | integer | 
| levelNum | integer | 
| areaIndex | integer | 
| charCase | integer | 
Returns
- string
C Prototype
const char *get_level_name_ascii(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase);
get_level_name_sm64
Description
Returns the name of the level corresponding to courseNum, levelNum and areaIndex as an SM64 encoded string. This function should not be used in Lua mods. Set charCase to 1 to capitalize or -1 to decapitalize the returned string
Lua Example
local PointerValue = get_level_name_sm64(courseNum, levelNum, areaIndex, charCase)
Parameters
| Field | Type | 
|---|---|
| courseNum | integer | 
| levelNum | integer | 
| areaIndex | integer | 
| charCase | integer | 
Returns
- Pointer<- integer>
C Prototype
const u8 *get_level_name_sm64(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase);
get_level_name
Description
Returns the name of the level corresponding to courseNum, levelNum and areaIndex as a decapitalized ASCII (human readable) string
Lua Example
local stringValue = get_level_name(courseNum, levelNum, areaIndex)
Parameters
| Field | Type | 
|---|---|
| courseNum | integer | 
| levelNum | integer | 
| areaIndex | integer | 
Returns
- string
C Prototype
const char *get_level_name(s16 courseNum, s16 levelNum, s16 areaIndex);
get_star_name_ascii
Description
Returns the name of the star corresponding to courseNum and starNum as an ASCII (human readable) string. Set charCase to 1 to capitalize or -1 to decapitalize the returned string
Lua Example
local stringValue = get_star_name_ascii(courseNum, starNum, charCase)
Parameters
| Field | Type | 
|---|---|
| courseNum | integer | 
| starNum | integer | 
| charCase | integer | 
Returns
- string
C Prototype
const char *get_star_name_ascii(s16 courseNum, s16 starNum, s16 charCase);
get_star_name_sm64
Description
Returns the name of the star corresponding to courseNum and starNum as an SM64 encoded string. This function should not be used in Lua mods. Set charCase to 1 to capitalize or -1 to decapitalize the returned string
Lua Example
local PointerValue = get_star_name_sm64(courseNum, starNum, charCase)
Parameters
| Field | Type | 
|---|---|
| courseNum | integer | 
| starNum | integer | 
| charCase | integer | 
Returns
- Pointer<- integer>
C Prototype
const u8 *get_star_name_sm64(s16 courseNum, s16 starNum, s16 charCase);
get_star_name
Description
Returns the name of the star corresponding to courseNum and starNum as a decapitalized ASCII (human readable) string
Lua Example
local stringValue = get_star_name(courseNum, starNum)
Parameters
| Field | Type | 
|---|---|
| courseNum | integer | 
| starNum | integer | 
Returns
- string
C Prototype
const char *get_star_name(s16 courseNum, s16 starNum);
functions from level_script.h
area_create_warp_node
Description
Creates a warp node in the current level and area with id id that goes to the warp node destNode in level destLevel and area destArea, and attach it to the object o. To work properly, object o must be able to trigger a warp (for example, with interact type set to INTERACT_WARP.) checkpoint should be set only to WARP_NO_CHECKPOINT (0x00) or WARP_CHECKPOINT (0x80.) If checkpoint is set to 0x80, Mario will warp directly to this node if he enters the level again (after a death for example)
Lua Example
local ObjectWarpNodeValue = area_create_warp_node(id, destLevel, destArea, destNode, checkpoint, o)
Parameters
| Field | Type | 
|---|---|
| id | integer | 
| destLevel | integer | 
| destArea | integer | 
| destNode | integer | 
| checkpoint | integer | 
| o | Object | 
Returns
C Prototype
struct ObjectWarpNode *area_create_warp_node(u8 id, u8 destLevel, u8 destArea, u8 destNode, u8 checkpoint, struct Object *o);
functions from level_update.h
level_control_timer_running
Description
Returns if the level timer is running
Lua Example
local integerValue = level_control_timer_running()
Parameters
- None
Returns
- integer
C Prototype
u8 level_control_timer_running(void);
fade_into_special_warp
Description
Fades into a special warp with arg and using color
Lua Example
fade_into_special_warp(arg, color)
Parameters
| Field | Type | 
|---|---|
| arg | integer | 
| color | integer | 
Returns
- None
C Prototype
void fade_into_special_warp(u32 arg, u32 color);
get_instant_warp
Description
Gets an instant warp from the current area's instant warp array (0-3)
Lua Example
local InstantWarpValue = get_instant_warp(index)
Parameters
| Field | Type | 
|---|---|
| index | integer | 
Returns
C Prototype
struct InstantWarp *get_instant_warp(u8 index);
get_painting_warp_node
Description
Gets a painting warp node from the local mario's floor type
Lua Example
local WarpNodeValue = get_painting_warp_node()
Parameters
- None
Returns
C Prototype
struct WarpNode *get_painting_warp_node(void);
initiate_painting_warp
Description
Initiates a painting warp of paintingIndex
Lua Example
initiate_painting_warp(paintingIndex)
Parameters
| Field | Type | 
|---|---|
| paintingIndex | integer | 
Returns
- None
C Prototype
void initiate_painting_warp(s16 paintingIndex);
level_trigger_warp
Description
Triggers a warp (WARP_OP_*) for the level. Pass in gMarioStates[0] for m
Lua Example
local integerValue = level_trigger_warp(m, warpOp)
Parameters
| Field | Type | 
|---|---|
| m | MarioState | 
| warpOp | integer | 
Returns
- integer
C Prototype
s16 level_trigger_warp(struct MarioState *m, s32 warpOp);
warp_special
Description
Special warps to arg (SPECIAL_WARP_*)
Lua Example
warp_special(arg)
Parameters
| Field | Type | 
|---|---|
| arg | integer | 
Returns
- None
C Prototype
void warp_special(s32 arg);
lvl_set_current_level
Description
Sets the level number and handles the act select screen. param is used for overriding the level ID in level scripts, set to 0 in Lua
Lua Example
local integerValue = lvl_set_current_level(param, levelNum)
Parameters
| Field | Type | 
|---|---|
| param | integer | 
| levelNum | integer | 
Returns
- integer
C Prototype
s32 lvl_set_current_level(s16 param, s16 levelNum);
functions from lighting_engine.h
le_calculate_lighting_color
Description
Calculates the lighting with lightIntensityScalar at a position and outputs the color in out
Lua Example
le_calculate_lighting_color(pos, out, lightIntensityScalar)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| out | Color | 
| lightIntensityScalar | number | 
Returns
- None
C Prototype
void le_calculate_lighting_color(Vec3f pos, OUT Color out, f32 lightIntensityScalar);
le_calculate_lighting_dir
Description
Calculates the lighting direction from a position and outputs the result in out
Lua Example
le_calculate_lighting_dir(pos, out)
Parameters
| Field | Type | 
|---|---|
| pos | Vec3f | 
| out | Vec3f | 
Returns
- None
C Prototype
void le_calculate_lighting_dir(Vec3f pos, OUT Vec3f out);
le_add_light
Description
Adds a lighting engine point light at x, y, z with color r, g, b and radius with intensity
Lua Example
local integerValue = le_add_light(x, y, z, r, g, b, radius, intensity)
Parameters
| Field | Type | 
|---|---|
| x | number | 
| y | number | 
| z | number | 
| r | integer | 
| g | integer | 
| b | integer | 
| radius | number | 
| intensity | number | 
Returns
- integer
C Prototype
s32 le_add_light(f32 x, f32 y, f32 z, u8 r, u8 g, u8 b, f32 radius, f32 intensity);
le_remove_light
Description
Removes a lighting engine point light corresponding to id
Lua Example
le_remove_light(id)
Parameters
| Field | Type | 
|---|---|
| id | integer | 
Returns
- None
C Prototype
void le_remove_light(s32 id);
le_get_light_count
Description
Gets the total number of lights currently loaded in the lighting engine
Lua Example
local integerValue = le_get_light_count()
Parameters
- None
Returns
- integer
C Prototype
s32 le_get_light_count(void);
le_set_ambient_color
Description
Sets the lighting engine ambient color
Lua Example
le_set_ambient_color(r, g, b)
Parameters
| Field | Type | 
|---|---|
| r | integer | 
| g | integer | 
| b | integer | 
Returns
- None
C Prototype
void le_set_ambient_color(u8 r, u8 g, u8 b);
le_set_light_pos
Description
Sets a lighting engine point light's position to x, y, z
Lua Example
le_set_light_pos(id, x, y, z)
Parameters
| Field | Type | 
|---|---|
| id | integer | 
| x | number | 
| y | number | 
| z | number | 
Returns
- None
C Prototype
void le_set_light_pos(s32 id, f32 x, f32 y, f32 z);
le_set_light_color
Description
Sets a lighting engine point light's color to r, g, b
Lua Example
le_set_light_color(id, r, g, b)
Parameters
| Field | Type | 
|---|---|
| id | integer | 
| r | integer | 
| g | integer | 
| b | integer | 
Returns
- None
C Prototype
void le_set_light_color(s32 id, u8 r, u8 g, u8 b);
le_set_light_radius
Description
Sets a lighting engine point light's radius
Lua Example
le_set_light_radius(id, radius)
Parameters
| Field | Type | 
|---|---|
| id | integer | 
| radius | number | 
Returns
- None
C Prototype
void le_set_light_radius(s32 id, f32 radius);
le_set_light_intensity
Description
Sets a lighting engine point light's intensity
Lua Example
le_set_light_intensity(id, intensity)
Parameters
| Field | Type | 
|---|---|
| id | integer | 
| intensity | number | 
Returns
- None
C Prototype
void le_set_light_intensity(s32 id, f32 intensity);
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