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6087 lines
133 KiB
Markdown
6087 lines
133 KiB
Markdown
## [:rewind: Lua Functions](functions.md)
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---
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[< prev](functions-3.md) | [1](functions.md) | [2](functions-2.md) | [3](functions-3.md) | 4 | [5](functions-5.md) | [6](functions-6.md) | [next >](functions-5.md)]
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---
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# functions from mario.h
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<br />
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## [is_anim_at_end](#is_anim_at_end)
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### Description
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Checks if Mario's current animation has reached its final frame (i.e., the last valid frame in the animation). Useful for deciding when to transition out of an animation-driven action
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### Lua Example
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`local integerValue = is_anim_at_end(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- `integer`
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### C Prototype
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`s32 is_anim_at_end(struct MarioState *m);`
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[:arrow_up_small:](#)
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<br />
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## [is_anim_past_end](#is_anim_past_end)
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### Description
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Checks if Mario's current animation has passed the second-to-last valid frame (i.e., effectively at or beyond its final frames). Useful for advanced checks where slightly early transitions or timing are needed before the final frame
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### Lua Example
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`local integerValue = is_anim_past_end(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- `integer`
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### C Prototype
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`s32 is_anim_past_end(struct MarioState *m);`
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[:arrow_up_small:](#)
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<br />
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## [set_mario_animation](#set_mario_animation)
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### Description
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Sets Mario's current animation to `targetAnimID` at a default acceleration (no speed change)
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### Lua Example
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`local integerValue = set_mario_animation(m, targetAnimID)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| targetAnimID | `integer` |
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### Returns
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- `integer`
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### C Prototype
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`s16 set_mario_animation(struct MarioState *m, s32 targetAnimID);`
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[:arrow_up_small:](#)
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<br />
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## [set_mario_anim_with_accel](#set_mario_anim_with_accel)
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### Description
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Sets Mario's current animation to `targetAnimID` with a custom `accel` value to speed up or slow down the animation. Useful for controlling animation timing, e.g., slow-motion or fast-forward effects
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### Lua Example
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`local integerValue = set_mario_anim_with_accel(m, targetAnimID, accel)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| targetAnimID | `integer` |
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| accel | `integer` |
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### Returns
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- `integer`
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### C Prototype
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`s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);`
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[:arrow_up_small:](#)
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<br />
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## [set_character_animation](#set_character_animation)
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### Description
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Sets the character-specific animation at its default rate (no acceleration)
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### Lua Example
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`local integerValue = set_character_animation(m, targetAnimID)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| targetAnimID | [enum CharacterAnimID](constants.md#enum-CharacterAnimID) |
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### Returns
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- `integer`
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### C Prototype
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`s16 set_character_animation(struct MarioState *m, enum CharacterAnimID targetAnimID);`
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[:arrow_up_small:](#)
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<br />
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## [set_character_anim_with_accel](#set_character_anim_with_accel)
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### Description
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Sets a character-specific animation where the animation speed is adjusted by `accel`. Useful for varying animation speeds based on context or dynamic conditions (e.g., slow-motion)
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### Lua Example
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`local integerValue = set_character_anim_with_accel(m, targetAnimID, accel)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| targetAnimID | [enum CharacterAnimID](constants.md#enum-CharacterAnimID) |
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| accel | `integer` |
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### Returns
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- `integer`
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### C Prototype
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`s16 set_character_anim_with_accel(struct MarioState *m, enum CharacterAnimID targetAnimID, s32 accel);`
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[:arrow_up_small:](#)
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<br />
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## [set_anim_to_frame](#set_anim_to_frame)
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### Description
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Sets the current animation frame to a specific `animFrame`
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### Lua Example
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`set_anim_to_frame(m, animFrame)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| animFrame | `integer` |
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### Returns
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- None
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### C Prototype
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`void set_anim_to_frame(struct MarioState *m, s16 animFrame);`
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[:arrow_up_small:](#)
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<br />
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## [is_anim_past_frame](#is_anim_past_frame)
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### Description
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Checks if Mario's current animation is past a specified `animFrame`. Useful for conditional logic where an action can branch after reaching a specific point in the animation
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### Lua Example
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`local integerValue = is_anim_past_frame(m, animFrame)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| animFrame | `integer` |
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### Returns
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- `integer`
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### C Prototype
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`s32 is_anim_past_frame(struct MarioState *m, s16 animFrame);`
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[:arrow_up_small:](#)
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<br />
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## [find_mario_anim_flags_and_translation](#find_mario_anim_flags_and_translation)
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### Description
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Retrieves the current animation flags and calculates the translation for Mario's animation, rotating it into the global coordinate system based on `yaw`. Useful for determining positional offsets from animations (e.g., stepping forward in a walk animation) and applying them to Mario's position
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### Lua Example
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`local integerValue = find_mario_anim_flags_and_translation(o, yaw, translation)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| o | [Object](structs.md#Object) |
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| yaw | `integer` |
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| translation | [Vec3s](structs.md#Vec3s) |
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### Returns
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- `integer`
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### C Prototype
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`s16 find_mario_anim_flags_and_translation(struct Object *o, s32 yaw, Vec3s translation);`
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[:arrow_up_small:](#)
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<br />
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## [update_mario_pos_for_anim](#update_mario_pos_for_anim)
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### Description
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Applies the translation from Mario's current animation to his world position. Considers animation flags (horizontal/vertical translation)
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### Lua Example
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`update_mario_pos_for_anim(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- None
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### C Prototype
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`void update_mario_pos_for_anim(struct MarioState *m);`
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[:arrow_up_small:](#)
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<br />
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## [return_mario_anim_y_translation](#return_mario_anim_y_translation)
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### Description
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Determines the vertical translation from Mario's animation (how much the animation moves Mario up or down). Returns the y-component of the animation's translation. Useful for adjusting Mario's vertical position based on an ongoing animation (e.g., a bounce or jump)
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### Lua Example
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`local integerValue = return_mario_anim_y_translation(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- `integer`
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### C Prototype
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`s16 return_mario_anim_y_translation(struct MarioState *m);`
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[:arrow_up_small:](#)
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<br />
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## [play_sound_if_no_flag](#play_sound_if_no_flag)
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### Description
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Plays a sound if Mario does not currently have a specific flag set. Once played, the flag is set to prevent immediate repeats
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### Lua Example
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`play_sound_if_no_flag(m, soundBits, flags)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| soundBits | `integer` |
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| flags | `integer` |
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### Returns
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- None
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### C Prototype
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`void play_sound_if_no_flag(struct MarioState *m, u32 soundBits, u32 flags);`
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[:arrow_up_small:](#)
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<br />
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## [play_mario_jump_sound](#play_mario_jump_sound)
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### Description
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Plays Mario’s jump sound if it hasn't been played yet since the last action change. This helps avoid overlapping jump voice lines on repeated jumps
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### Lua Example
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`play_mario_jump_sound(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- None
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### C Prototype
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`void play_mario_jump_sound(struct MarioState *m);`
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[:arrow_up_small:](#)
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<br />
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## [adjust_sound_for_speed](#adjust_sound_for_speed)
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### Description
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Adjusts the pitch/volume of Mario's movement-based sounds according to his forward velocity (`m.forwardVel`). Useful for adding dynamic audio feedback based on Mario's running or walking speed
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### Lua Example
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`adjust_sound_for_speed(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- None
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### C Prototype
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`void adjust_sound_for_speed(struct MarioState *m);`
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[:arrow_up_small:](#)
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<br />
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## [play_sound_and_spawn_particles](#play_sound_and_spawn_particles)
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### Description
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Plays the specified sound effect and spawns surface-appropriate particles (e.g., water splash, snow, sand). Checks if Mario is metal to adjust audio accordingly
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### Lua Example
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`play_sound_and_spawn_particles(m, soundBits, waveParticleType)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| soundBits | `integer` |
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| waveParticleType | `integer` |
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### Returns
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- None
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### C Prototype
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`void play_sound_and_spawn_particles(struct MarioState *m, u32 soundBits, u32 waveParticleType);`
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[:arrow_up_small:](#)
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<br />
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## [play_mario_action_sound](#play_mario_action_sound)
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### Description
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Plays an action sound once per action, optionally spawning wave or dust particles depending on the surface. This sets the `MARIO_ACTION_SOUND_PLAYED` flag to prevent repeats
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### Lua Example
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`play_mario_action_sound(m, soundBits, waveParticleType)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| soundBits | `integer` |
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| waveParticleType | `integer` |
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### Returns
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- None
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### C Prototype
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`void play_mario_action_sound(struct MarioState *m, u32 soundBits, u32 waveParticleType);`
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[:arrow_up_small:](#)
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<br />
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## [play_mario_landing_sound](#play_mario_landing_sound)
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### Description
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Plays a normal landing sound (or metal landing sound if Mario is metal) and spawns appropriate particle effects (water splash, dust, etc.)
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### Lua Example
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`play_mario_landing_sound(m, soundBits)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| soundBits | `integer` |
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### Returns
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- None
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### C Prototype
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`void play_mario_landing_sound(struct MarioState *m, u32 soundBits);`
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[:arrow_up_small:](#)
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<br />
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## [play_mario_landing_sound_once](#play_mario_landing_sound_once)
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### Description
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A variant of `play_mario_landing_sound` that ensures the sound is only played once per action. Uses `play_mario_action_sound` internally
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### Lua Example
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`play_mario_landing_sound_once(m, soundBits)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| soundBits | `integer` |
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### Returns
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- None
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### C Prototype
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`void play_mario_landing_sound_once(struct MarioState *m, u32 soundBits);`
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[:arrow_up_small:](#)
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<br />
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## [play_mario_heavy_landing_sound](#play_mario_heavy_landing_sound)
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### Description
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Plays a heavier, more forceful landing sound, possibly for ground pounds or large impacts. Takes into account whether Mario has a metal cap equipped. Useful for making big impact landings stand out aurally
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### Lua Example
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`play_mario_heavy_landing_sound(m, soundBits)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| soundBits | `integer` |
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### Returns
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- None
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### C Prototype
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`void play_mario_heavy_landing_sound(struct MarioState *m, u32 soundBits);`
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[:arrow_up_small:](#)
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<br />
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## [play_mario_heavy_landing_sound_once](#play_mario_heavy_landing_sound_once)
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### Description
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A variant of `play_mario_heavy_landing_sound` that ensures the sound is only played once per action (using `play_mario_action_sound` internally). Useful for consistent heavy landing effects without repetition
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### Lua Example
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`play_mario_heavy_landing_sound_once(m, soundBits)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| soundBits | `integer` |
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### Returns
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- None
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### C Prototype
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`void play_mario_heavy_landing_sound_once(struct MarioState *m, u32 soundBits);`
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[:arrow_up_small:](#)
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<br />
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## [play_mario_sound](#play_mario_sound)
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### Description
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Plays a given action sound (like a jump or landing) and also a Mario voice line if certain conditions are met. It manages flags to avoid repeated sounds
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### Lua Example
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`play_mario_sound(m, primarySoundBits, scondarySoundBits)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| primarySoundBits | `integer` |
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| scondarySoundBits | `integer` |
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### Returns
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- None
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### C Prototype
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`void play_mario_sound(struct MarioState *m, s32 primarySoundBits, s32 scondarySoundBits);`
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[:arrow_up_small:](#)
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<br />
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## [mario_is_crouching](#mario_is_crouching)
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### Description
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Returns true if Mario is in any of the crouching or crawling states, checking his current action
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### Lua Example
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`local booleanValue = mario_is_crouching(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- `boolean`
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### C Prototype
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`bool mario_is_crouching(struct MarioState *m);`
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[:arrow_up_small:](#)
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<br />
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## [mario_can_bubble](#mario_can_bubble)
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### Description
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Checks whether Mario can become bubbled under certain game conditions (multiplayer bubble mechanic). Returns false if already bubbled or if not allowed by settings
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### Lua Example
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`local booleanValue = mario_can_bubble(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- `boolean`
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### C Prototype
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`bool mario_can_bubble(struct MarioState* m);`
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[:arrow_up_small:](#)
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<br />
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## [mario_set_bubbled](#mario_set_bubbled)
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### Description
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Transitions Mario into a bubbled state (if available in multiplayer), decrementing lives and preventing normal movement
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||
|
||
### Lua Example
|
||
`mario_set_bubbled(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mario_set_bubbled(struct MarioState* m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_set_forward_vel](#mario_set_forward_vel)
|
||
|
||
### Description
|
||
Sets Mario's forward velocity (`m.forwardVel`) and updates `slideVelX/Z` and `m.vel` accordingly, based on `m.faceAngle.y`. Useful for controlling Mario's speed and direction in various actions (jumping, walking, sliding, etc.)
|
||
|
||
### Lua Example
|
||
`mario_set_forward_vel(m, speed)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| speed | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mario_set_forward_vel(struct MarioState *m, f32 speed);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_get_floor_class](#mario_get_floor_class)
|
||
|
||
### Description
|
||
Retrieves the slipperiness class of Mario's current floor, ranging from not slippery to very slippery. Considers terrain types and special surfaces. Useful for controlling friction, movement speed adjustments, and whether Mario slips or walks
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_get_floor_class(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_get_floor_class(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_get_terrain_sound_addend](#mario_get_terrain_sound_addend)
|
||
|
||
### Description
|
||
Computes a value added to terrain sounds, depending on the floor’s type (sand, snow, water, etc.) and slipperiness. This returns a sound 'addend' used with sound effects. Useful for playing context-specific footstep or movement sounds
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_get_terrain_sound_addend(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 mario_get_terrain_sound_addend(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [resolve_and_return_wall_collisions](#resolve_and_return_wall_collisions)
|
||
|
||
### Description
|
||
Checks for and resolves wall collisions at a given position `pos`, returning the last wall encountered. Primarily used to prevent Mario from going through walls. Useful for collision detection when updating Mario’s movement or adjusting his position
|
||
|
||
### Lua Example
|
||
`local SurfaceValue = resolve_and_return_wall_collisions(pos, offset, radius)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| pos | [Vec3f](structs.md#Vec3f) |
|
||
| offset | `number` |
|
||
| radius | `number` |
|
||
|
||
### Returns
|
||
[Surface](structs.md#Surface)
|
||
|
||
### C Prototype
|
||
`struct Surface *resolve_and_return_wall_collisions(Vec3f pos, f32 offset, f32 radius);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [resolve_and_return_wall_collisions_data](#resolve_and_return_wall_collisions_data)
|
||
|
||
### Description
|
||
Similar to `resolve_and_return_wall_collisions` but also returns detailed collision data (`WallCollisionData`). This can handle multiple walls and store them for further checks
|
||
|
||
### Lua Example
|
||
`resolve_and_return_wall_collisions_data(pos, offset, radius, collisionData)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| pos | [Vec3f](structs.md#Vec3f) |
|
||
| offset | `number` |
|
||
| radius | `number` |
|
||
| collisionData | [WallCollisionData](structs.md#WallCollisionData) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void resolve_and_return_wall_collisions_data(Vec3f pos, f32 offset, f32 radius, struct WallCollisionData* collisionData);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_facing_downhill](#mario_facing_downhill)
|
||
|
||
### Description
|
||
Determines if Mario is facing downhill relative to his floor angle, optionally accounting for forward velocity direction. Returns true if he is oriented down the slope. Useful for deciding if Mario will walk or slide on sloped floors
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_facing_downhill(m, turnYaw)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| turnYaw | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_facing_downhill(struct MarioState *m, s32 turnYaw);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_floor_is_slippery](#mario_floor_is_slippery)
|
||
|
||
### Description
|
||
Checks whether Mario's current floor is slippery based on both the floor's surface class and Mario's environment (e.g., special slides). Useful for deciding if Mario should transition to sliding or maintain normal traction
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_floor_is_slippery(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 mario_floor_is_slippery(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_floor_is_slope](#mario_floor_is_slope)
|
||
|
||
### Description
|
||
Checks whether Mario's floor is a slope, i.e., not flat but not necessarily steep. This depends on the floor's surface class and angle
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_floor_is_slope(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_floor_is_slope(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_floor_is_steep](#mario_floor_is_steep)
|
||
|
||
### Description
|
||
Checks whether Mario's floor is steep enough to cause special behavior, such as forcing slides or preventing certain actions. Returns true if the slope is too steep. Useful for restricting normal movement on surfaces with extreme angles
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_floor_is_steep(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_floor_is_steep(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [find_floor_height_relative_polar](#find_floor_height_relative_polar)
|
||
|
||
### Description
|
||
Finds the floor height relative to Mario's current position given a polar displacement (`angleFromMario`, `distFromMario`). Useful for determining height differentials ahead or behind Mario, e.g. for slope checks or collision logic
|
||
|
||
### Lua Example
|
||
`local numberValue = find_floor_height_relative_polar(m, angleFromMario, distFromMario)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| angleFromMario | `integer` |
|
||
| distFromMario | `number` |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 find_floor_height_relative_polar(struct MarioState *m, s16 angleFromMario, f32 distFromMario);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [find_floor_slope](#find_floor_slope)
|
||
|
||
### Description
|
||
Returns a slope angle based on comparing the floor heights slightly in front and behind Mario. It essentially calculates how steep the ground is in a specific yaw direction. Useful for slope-based calculations such as setting walking or sliding behaviors
|
||
|
||
### Lua Example
|
||
`local integerValue = find_floor_slope(m, yawOffset)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| yawOffset | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s16 find_floor_slope(struct MarioState *m, s16 yawOffset);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_mario_sound_and_camera](#update_mario_sound_and_camera)
|
||
|
||
### Description
|
||
Updates the background noise and camera modes based on Mario's action. Especially relevant for actions like first-person view or sleeping. Useful for synchronizing camera behavior and ambient sounds with Mario's state changes
|
||
|
||
### Lua Example
|
||
`update_mario_sound_and_camera(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_mario_sound_and_camera(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_steep_jump_action](#set_steep_jump_action)
|
||
|
||
### Description
|
||
Transitions Mario into ACT_STEEP_JUMP if the floor is too steep, adjusting his forward velocity and orientation accordingly. Useful for forcing special jump states on surfaces exceeding normal slope limits
|
||
|
||
### Lua Example
|
||
`set_steep_jump_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void set_steep_jump_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_mario_y_vel_based_on_fspeed](#set_mario_y_vel_based_on_fspeed)
|
||
|
||
### Description
|
||
Adjusts Mario's vertical velocity (`m.vel.y`) based on his forward speed. This function also accounts for conditions like quicksand to halve velocity
|
||
|
||
### Lua Example
|
||
`set_mario_y_vel_based_on_fspeed(m, initialVelY, multiplier)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| initialVelY | `number` |
|
||
| multiplier | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void set_mario_y_vel_based_on_fspeed(struct MarioState *m, f32 initialVelY, f32 multiplier);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_mario_action](#set_mario_action)
|
||
|
||
### Description
|
||
Sets Mario's action to the specified `action` and `actionArg`, routing through group-specific transition functions (e.g., airborne actions). Resets sound flags and updates internal timers
|
||
|
||
### Lua Example
|
||
`local integerValue = set_mario_action(m, action, actionArg)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| action | `integer` |
|
||
| actionArg | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 set_mario_action(struct MarioState *m, u32 action, u32 actionArg);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_jump_from_landing](#set_jump_from_landing)
|
||
|
||
### Description
|
||
When Mario lands on the ground, decides whether to jump again (single, double, triple) or enter a steep jump if the floor is very steep. Handles quicksand logic as well
|
||
|
||
### Lua Example
|
||
`local integerValue = set_jump_from_landing(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 set_jump_from_landing(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_jumping_action](#set_jumping_action)
|
||
|
||
### Description
|
||
Sets Mario to a jumping action (regular, double, triple, or steep jump) if conditions allow it. If the floor is too steep or if in quicksand, it changes the action accordingly
|
||
|
||
### Lua Example
|
||
`local integerValue = set_jumping_action(m, action, actionArg)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| action | `integer` |
|
||
| actionArg | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 set_jumping_action(struct MarioState *m, u32 action, u32 actionArg);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [drop_and_set_mario_action](#drop_and_set_mario_action)
|
||
|
||
### Description
|
||
Drops any currently held object and sets Mario to a new action. This function is typically used when Mario transitions to states where he cannot hold objects
|
||
|
||
### Lua Example
|
||
`local integerValue = drop_and_set_mario_action(m, action, actionArg)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| action | `integer` |
|
||
| actionArg | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 drop_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [hurt_and_set_mario_action](#hurt_and_set_mario_action)
|
||
|
||
### Description
|
||
Increments Mario's `hurtCounter` and immediately sets a new action. Often used when Mario takes damage and transitions into a knockback or stunned action.
|
||
|
||
### Lua Example
|
||
`local integerValue = hurt_and_set_mario_action(m, action, actionArg, hurtCounter)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| action | `integer` |
|
||
| actionArg | `integer` |
|
||
| hurtCounter | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 hurt_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg, s16 hurtCounter);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_action_exits](#check_common_action_exits)
|
||
|
||
### Description
|
||
Checks for inputs that cause common action transitions (jump, freefall, walking, sliding). Useful for quickly exiting certain stationary actions when Mario begins moving or leaves the floor
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_action_exits(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_action_exits(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_hold_action_exits](#check_common_hold_action_exits)
|
||
|
||
### Description
|
||
Checks for inputs that cause common hold-action transitions (hold jump, hold freefall, hold walking, hold sliding)
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_hold_action_exits(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_hold_action_exits(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [transition_submerged_to_walking](#transition_submerged_to_walking)
|
||
|
||
### Description
|
||
Transitions Mario from being underwater to a walking state. Resets camera to the default mode and can handle object-holding states. Useful for restoring standard ground movement when emerging from water
|
||
|
||
### Lua Example
|
||
`local integerValue = transition_submerged_to_walking(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 transition_submerged_to_walking(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_water_plunge_action](#set_water_plunge_action)
|
||
|
||
### Description
|
||
Transitions Mario into a "water plunge" action, used when he enters water from above. Adjusts position, velocity, and camera mode
|
||
|
||
### Lua Example
|
||
`local integerValue = set_water_plunge_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 set_water_plunge_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [execute_mario_action](#execute_mario_action)
|
||
|
||
### Description
|
||
Main driver for Mario's behavior. Executes the current action group (stationary, moving, airborne, etc.) in a loop until no further action changes are necessary
|
||
|
||
### Lua Example
|
||
`local integerValue = execute_mario_action(o)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| o | [Object](structs.md#Object) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 execute_mario_action(UNUSED struct Object *o);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [force_idle_state](#force_idle_state)
|
||
|
||
### Description
|
||
Forces Mario into an idle state, either `ACT_IDLE` or `ACT_WATER_IDLE` depending on whether he is submerged. Useful for quickly resetting Mario's state to an idle pose under special conditions (e.g., cutscene triggers)
|
||
|
||
### Lua Example
|
||
`local integerValue = force_idle_state(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 force_idle_state(struct MarioState* m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [init_single_mario](#init_single_mario)
|
||
|
||
### Description
|
||
Initializes the fields of a single `MarioState` structure when the player spawns or respawns. Sets starting position, velocity, action, and various internal flags
|
||
|
||
### Lua Example
|
||
`init_single_mario(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void init_single_mario(struct MarioState* m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_mario_particle_flags](#set_mario_particle_flags)
|
||
|
||
### Description
|
||
Sets Mario's particle flags to spawn various visual effects (dust, water splashes, etc.), with an option to clear or set new flags
|
||
|
||
### Lua Example
|
||
`set_mario_particle_flags(m, flags, clear)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| flags | `integer` |
|
||
| clear | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void set_mario_particle_flags(struct MarioState* m, u32 flags, u8 clear);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_update_wall](#mario_update_wall)
|
||
|
||
### Description
|
||
Updates Mario's wall information based on wall collisions (`WallCollisionData`). Chooses the most relevant wall depending on the level’s collision fix settings
|
||
|
||
### Lua Example
|
||
`mario_update_wall(m, wcd)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| wcd | [WallCollisionData](structs.md#WallCollisionData) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mario_update_wall(struct MarioState* m, struct WallCollisionData* wcd);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [get_mario_state_from_object](#get_mario_state_from_object)
|
||
|
||
### Description
|
||
Gets the MarioState corresponding to the provided object if the object is a Mario object
|
||
|
||
### Lua Example
|
||
`local MarioStateValue = get_mario_state_from_object(o)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| o | [Object](structs.md#Object) |
|
||
|
||
### Returns
|
||
[MarioState](structs.md#MarioState)
|
||
|
||
### C Prototype
|
||
`struct MarioState *get_mario_state_from_object(struct Object *o);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_actions_airborne.c
|
||
|
||
<br />
|
||
|
||
|
||
## [play_flip_sounds](#play_flip_sounds)
|
||
|
||
### Description
|
||
Plays a spinning sound at specific animation frames for flips (usually side flips or certain jump flips). If the current animation frame matches any of the specified frames, it triggers `SOUND_ACTION_SPIN`
|
||
|
||
### Lua Example
|
||
`play_flip_sounds(m, frame1, frame2, frame3)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| frame1 | `integer` |
|
||
| frame2 | `integer` |
|
||
| frame3 | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void play_flip_sounds(struct MarioState *m, s16 frame1, s16 frame2, s16 frame3);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [play_far_fall_sound](#play_far_fall_sound)
|
||
|
||
### Description
|
||
Plays a unique sound when Mario has fallen a significant distance without being invulnerable, twirling, or flying. If the fall exceeds a threshold, triggers a "long fall" exclamation. Also sets a flag to prevent repeated triggering
|
||
|
||
### Lua Example
|
||
`play_far_fall_sound(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void play_far_fall_sound(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [play_knockback_sound](#play_knockback_sound)
|
||
|
||
### Description
|
||
Plays a knockback sound effect if Mario is hit or knocked back with significant velocity. The specific sound differs depending on whether Mario's forward velocity is high enough to be considered a strong knockback
|
||
|
||
### Lua Example
|
||
`play_knockback_sound(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void play_knockback_sound(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [lava_boost_on_wall](#lava_boost_on_wall)
|
||
|
||
### Description
|
||
Allows Mario to 'lava boost' off a lava wall, reorienting him to face away from the wall and adjusting forward velocity. Increases Mario's hurt counter if he's not metal, plays a burning sound, and transitions his action to `ACT_LAVA_BOOST`. Useful for handling collisions with lava walls, giving Mario a strong upward/forward boost at the cost of health
|
||
|
||
### Lua Example
|
||
`local integerValue = lava_boost_on_wall(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 lava_boost_on_wall(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_fall_damage](#check_fall_damage)
|
||
|
||
### Description
|
||
Evaluates whether Mario should take fall damage based on the height difference between his peak and current position. If the fall is large enough and does not occur over burning surfaces or while twirling, Mario may get hurt or enter a hard fall action. If the fall is significant but not extreme, minimal damage and a squish effect may be applied. Useful for determining if Mario's fall warrants a health penalty or a special landing action
|
||
|
||
### Lua Example
|
||
`local integerValue = check_fall_damage(m, hardFallAction)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| hardFallAction | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_fall_damage(struct MarioState *m, u32 hardFallAction);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_kick_or_dive_in_air](#check_kick_or_dive_in_air)
|
||
|
||
### Description
|
||
Checks if Mario should perform a kick or a dive while in mid-air, depending on his current forward velocity. Pressing the B button in the air can trigger a jump kick (at lower speeds) or a dive (at higher speeds)
|
||
|
||
### Lua Example
|
||
`local integerValue = check_kick_or_dive_in_air(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_kick_or_dive_in_air(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [should_get_stuck_in_ground](#should_get_stuck_in_ground)
|
||
|
||
### Description
|
||
Determines whether Mario should become stuck in the ground after landing, specifically for soft terrain such as snow or sand, provided certain conditions are met (height of the fall, normal of the floor, etc.). Returns true if Mario should be stuck, false otherwise
|
||
|
||
### Lua Example
|
||
`local integerValue = should_get_stuck_in_ground(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 should_get_stuck_in_ground(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_fall_damage_or_get_stuck](#check_fall_damage_or_get_stuck)
|
||
|
||
### Description
|
||
Checks if Mario should get stuck in the ground after a large fall onto soft terrain (like snow or sand) or if he should just proceed with regular fall damage calculations. If the terrain and height conditions are met, Mario's action changes to being stuck in the ground. Otherwise, normal fall damage logic applies
|
||
|
||
### Lua Example
|
||
`local integerValue = check_fall_damage_or_get_stuck(m, hardFallAction)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| hardFallAction | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_fall_damage_or_get_stuck(struct MarioState *m, u32 hardFallAction);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_horizontal_wind](#check_horizontal_wind)
|
||
|
||
### Description
|
||
Checks for the presence of a horizontal wind surface under Mario. If found, applies a push force to Mario's horizontal velocity. Caps speed at certain thresholds, updates Mario's forward velocity and yaw for sliding/wind movement
|
||
|
||
### Lua Example
|
||
`local integerValue = check_horizontal_wind(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_horizontal_wind(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_air_with_turn](#update_air_with_turn)
|
||
|
||
### Description
|
||
Updates Mario's air movement while allowing him to turn. Checks horizontal wind and applies a moderate amount of drag, approaches the forward velocity toward zero if no input is pressed, and modifies forward velocity/angle based on stick input
|
||
|
||
### Lua Example
|
||
`update_air_with_turn(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_air_with_turn(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_air_without_turn](#update_air_without_turn)
|
||
|
||
### Description
|
||
Updates Mario's air movement without directly turning his facing angle to match his intended yaw. Instead, Mario can move sideways relative to his current facing direction. Also checks horizontal wind and applies drag
|
||
|
||
### Lua Example
|
||
`update_air_without_turn(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_air_without_turn(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_lava_boost_or_twirling](#update_lava_boost_or_twirling)
|
||
|
||
### Description
|
||
Updates Mario's movement when in actions like lava boost or twirling in mid-air. Applies player input to adjust forward velocity and facing angle, but in a more restricted manner compared to standard jump movement. Used by `ACT_LAVA_BOOST` and `ACT_TWIRLING`
|
||
|
||
### Lua Example
|
||
`update_lava_boost_or_twirling(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_lava_boost_or_twirling(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_flying_yaw](#update_flying_yaw)
|
||
|
||
### Description
|
||
Calculates and applies a change in Mario's yaw while flying, based on horizontal stick input. Approaches a target yaw velocity and sets Mario's roll angle to simulate banking turns. This results in a more natural, curved flight path
|
||
|
||
### Lua Example
|
||
`update_flying_yaw(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_flying_yaw(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_flying_pitch](#update_flying_pitch)
|
||
|
||
### Description
|
||
Calculates and applies a change in Mario's pitch while flying, based on vertical stick input. Approaches a target pitch velocity and clamps the final pitch angle to a certain range, simulating a smooth flight control
|
||
|
||
### Lua Example
|
||
`update_flying_pitch(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_flying_pitch(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_flying](#update_flying)
|
||
|
||
### Description
|
||
Handles the complete flying logic for Mario (usually with the wing cap). Continuously updates pitch and yaw based on controller input, applies drag, and adjusts forward velocity. Also updates Mario's model angles for flight animations
|
||
|
||
### Lua Example
|
||
`update_flying(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_flying(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [common_air_action_step](#common_air_action_step)
|
||
|
||
### Description
|
||
Performs a standard step update for air actions without knockback, typically used for jumps or freefalls. Updates Mario's velocity (and possibly checks horizontal wind), then calls `perform_air_step` with given `stepArg`. Handles how Mario lands, hits walls, grabs ledges, or grabs ceilings. Optionally sets an animation
|
||
|
||
### Lua Example
|
||
`local integerValue = common_air_action_step(m, landAction, animation, stepArg)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| landAction | `integer` |
|
||
| animation | `integer` |
|
||
| stepArg | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 common_air_action_step(struct MarioState *m, u32 landAction, s32 animation, u32 stepArg);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [common_air_knockback_step](#common_air_knockback_step)
|
||
|
||
### Description
|
||
A shared step update used for airborne knockback states (both forward and backward). Updates velocity, calls `perform_air_step`, and handles wall collisions or landing transitions to appropriate ground knockback actions. Also sets animation and speed
|
||
|
||
### Lua Example
|
||
`local integerValue = common_air_knockback_step(m, landAction, hardFallAction, animation, speed)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| landAction | `integer` |
|
||
| hardFallAction | `integer` |
|
||
| animation | `integer` |
|
||
| speed | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 common_air_knockback_step(struct MarioState *m, u32 landAction, u32 hardFallAction, s32 animation, f32 speed);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_wall_kick](#check_wall_kick)
|
||
|
||
### Description
|
||
Checks if Mario should wall kick after performing an air hit against a wall. If the input conditions (e.g., pressing A) and the `wallKickTimer` allow, Mario transitions to `ACT_WALL_KICK_AIR`
|
||
|
||
### Lua Example
|
||
`local integerValue = check_wall_kick(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_wall_kick(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_airborne_cancels](#check_common_airborne_cancels)
|
||
|
||
### Description
|
||
Checks for and handles common conditions that would cancel Mario's current air action. This includes transitioning to a water plunge if below the water level, becoming squished if appropriate, or switching to vertical wind action if on certain wind surfaces. Also resets `m.quicksandDepth`
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_airborne_cancels(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_airborne_cancels(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_execute_airborne_action](#mario_execute_airborne_action)
|
||
|
||
### Description
|
||
Executes Mario's current airborne action by first checking common airborne cancels, then playing a far-fall sound if needed. Dispatches to the appropriate action function, such as jump, double jump, freefall, etc
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_execute_airborne_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_execute_airborne_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_actions_automatic.c
|
||
|
||
<br />
|
||
|
||
|
||
## [add_tree_leaf_particles](#add_tree_leaf_particles)
|
||
|
||
### Description
|
||
Spawns leaf particles when Mario climbs a tree, if he is sufficiently high above the floor. In Shifting Sand Land, the leaf effect spawns higher due to the taller palm trees
|
||
|
||
### Lua Example
|
||
`add_tree_leaf_particles(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void add_tree_leaf_particles(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [play_climbing_sounds](#play_climbing_sounds)
|
||
|
||
### Description
|
||
Plays the appropriate climbing sound effect depending on whether Mario is on a tree or a pole. If `b == 1`, it plays the "climbing up" sound; otherwise, it plays the "sliding down" sound
|
||
|
||
### Lua Example
|
||
`play_climbing_sounds(m, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| b | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void play_climbing_sounds(struct MarioState *m, s32 b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_pole_position](#set_pole_position)
|
||
|
||
### Description
|
||
Sets Mario's position and alignment while he is on a climbable pole or tree. This function checks collisions with floors and ceilings, and updates Mario's action if he leaves the pole or touches the floor. Useful for ensuring Mario's correct placement and transitions when climbing poles or trees
|
||
|
||
### Lua Example
|
||
`local integerValue = set_pole_position(m, offsetY)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| offsetY | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 set_pole_position(struct MarioState *m, f32 offsetY);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [perform_hanging_step](#perform_hanging_step)
|
||
|
||
### Description
|
||
Performs a single step of movement while Mario is hanging from a ceiling. It handles wall collisions and checks the floor and ceiling to determine if Mario remains hanging, leaves the ceiling, or hits it
|
||
|
||
### Lua Example
|
||
`local integerValue = perform_hanging_step(m, nextPos)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| nextPos | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 perform_hanging_step(struct MarioState *m, Vec3f nextPos);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_hang_moving](#update_hang_moving)
|
||
|
||
### Description
|
||
Updates Mario's velocity and position while he is moving across a hangable ceiling. It calls `perform_hanging_step()` to handle collisions and movement logic, returning a status code indicating if Mario is still hanging or if he left the ceiling
|
||
|
||
### Lua Example
|
||
`local integerValue = update_hang_moving(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 update_hang_moving(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_hang_stationary](#update_hang_stationary)
|
||
|
||
### Description
|
||
Keeps Mario stationary while he is hanging from a ceiling. This function zeroes out his velocity and ensures he remains aligned with the ceiling
|
||
|
||
### Lua Example
|
||
`update_hang_stationary(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_hang_stationary(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [let_go_of_ledge](#let_go_of_ledge)
|
||
|
||
### Description
|
||
Handles Mario letting go of a ledge by adjusting his position and setting his velocity to make him fall away from the ledge. The action then transitions to a 'soft bonk' state
|
||
|
||
### Lua Example
|
||
`local integerValue = let_go_of_ledge(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 let_go_of_ledge(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [climb_up_ledge](#climb_up_ledge)
|
||
|
||
### Description
|
||
Moves Mario onto the top of a ledge once he finishes climbing it. This shifts Mario forward slightly on the ledge and updates his animation accordingly
|
||
|
||
### Lua Example
|
||
`climb_up_ledge(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void climb_up_ledge(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_ledge_climb_camera](#update_ledge_climb_camera)
|
||
|
||
### Description
|
||
Gradually adjusts the camera position to track Mario as he climbs a ledge. This creates a smoother view transition from the ledge-grab camera angle to Mario's new location on top of the ledge
|
||
|
||
### Lua Example
|
||
`update_ledge_climb_camera(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_ledge_climb_camera(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_ledge_climb](#update_ledge_climb)
|
||
|
||
### Description
|
||
Updates Mario's climb onto a ledge by setting the chosen climbing animation and transitioning to the specified end action (e.g., standing idle) once the animation finishes. If the end action is `ACT_IDLE`, Mario is placed on top of the ledge
|
||
|
||
### Lua Example
|
||
`update_ledge_climb(m, animation, endAction)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| animation | `integer` |
|
||
| endAction | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_ledge_climb(struct MarioState *m, s32 animation, u32 endAction);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_automatic_cancels](#check_common_automatic_cancels)
|
||
|
||
### Description
|
||
Checks if Mario should cancel his current automatic action, primarily by detecting if he falls into deep water. If so, transitions him to the water-plunge state
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_automatic_cancels(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_automatic_cancels(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_execute_automatic_action](#mario_execute_automatic_action)
|
||
|
||
### Description
|
||
Executes Mario's current automatic action (e.g., climbing a pole, hanging, ledge-grabbing) by calling the corresponding function. It also checks for common cancellations, like falling into water. Returns true if the action was canceled and a new action was set, or false otherwise
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_execute_automatic_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_execute_automatic_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_actions_cutscene.c
|
||
|
||
<br />
|
||
|
||
|
||
## [get_credits_str_width](#get_credits_str_width)
|
||
|
||
### Description
|
||
Calculates the pixel width of a given credits string. Each space is counted as 4 pixels, and any other character as 7 pixels. Stops counting at the null terminator
|
||
|
||
### Lua Example
|
||
`local integerValue = get_credits_str_width(str)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| str | `Pointer` <`integer`> |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 get_credits_str_width(char *str);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [bhv_end_peach_loop](#bhv_end_peach_loop)
|
||
|
||
### Description
|
||
Handles Peach's final cutscene animation. Cycles through frames based on the global `sEndPeachAnimation` value
|
||
|
||
### Lua Example
|
||
`bhv_end_peach_loop()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void bhv_end_peach_loop(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [bhv_end_toad_loop](#bhv_end_toad_loop)
|
||
|
||
### Description
|
||
Handles Toad's final cutscene animation. Chooses which animation index to use based on Toad's x-position, then progresses through the animation frames as it nears completion
|
||
|
||
### Lua Example
|
||
`bhv_end_toad_loop()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void bhv_end_toad_loop(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [get_star_collection_dialog](#get_star_collection_dialog)
|
||
|
||
### Description
|
||
Determines which (if any) dialog to show when Mario collects a star. Checks milestone star counts against `prevNumStarsForDialog`, and returns a dialog ID if a milestone is reached. Otherwise, returns 0
|
||
|
||
### Lua Example
|
||
`local integerValue = get_star_collection_dialog(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 get_star_collection_dialog(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [handle_save_menu](#handle_save_menu)
|
||
|
||
### Description
|
||
Handles interactions with the save menu after collecting a star/key. Checks the user's selection (e.g., Save and Continue) and performs the corresponding action, such as saving the file or returning Mario to idle
|
||
|
||
### Lua Example
|
||
`handle_save_menu(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void handle_save_menu(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [cutscene_take_cap_off](#cutscene_take_cap_off)
|
||
|
||
### Description
|
||
Transitions Mario's state from wearing the cap on his head to holding it in his hand. Clears the `MARIO_CAP_ON_HEAD` flag, sets the `MARIO_CAP_IN_HAND` flag, and plays the 'take cap off' sound
|
||
|
||
### Lua Example
|
||
`cutscene_take_cap_off(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void cutscene_take_cap_off(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [cutscene_put_cap_on](#cutscene_put_cap_on)
|
||
|
||
### Description
|
||
Transitions Mario's state from having the cap in his hand to wearing it on his head. Clears the `MARIO_CAP_IN_HAND` flag, sets the `MARIO_CAP_ON_HEAD` flag, and plays the 'put cap on' sound
|
||
|
||
### Lua Example
|
||
`cutscene_put_cap_on(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void cutscene_put_cap_on(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_ready_to_speak](#mario_ready_to_speak)
|
||
|
||
### Description
|
||
Checks if Mario's current action allows him to speak. For Mario to be ready, his action must be in a 'stationary' or 'moving' group (or waiting for dialog), and he must not be riding a shell, invulnerable, or in first-person mode
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_ready_to_speak(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_ready_to_speak(struct MarioState* m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [should_start_or_continue_dialog](#should_start_or_continue_dialog)
|
||
|
||
### Description
|
||
Checks if the dialog from a specified `object` should start or continue for this particular Mario. Ensures Mario is visible to enemies (i.e., not in certain invulnerable states) and, for remote players, validates the correct dialog object
|
||
|
||
### Lua Example
|
||
`local integerValue = should_start_or_continue_dialog(m, object)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| object | [Object](structs.md#Object) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u8 should_start_or_continue_dialog(struct MarioState* m, struct Object* object);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [general_star_dance_handler](#general_star_dance_handler)
|
||
|
||
### Description
|
||
Manages the star collection dance sequence for Mario, both on land and in water. Plays music, spawns the celebration star, increments the star count, and triggers level exits or dialogs at the correct times
|
||
|
||
### Lua Example
|
||
`general_star_dance_handler(m, isInWater)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| isInWater | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void general_star_dance_handler(struct MarioState *m, s32 isInWater);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [common_death_handler](#common_death_handler)
|
||
|
||
### Description
|
||
Handles shared logic for Mario's various death states. Plays the specified death animation (`animation`), checks for a specific frame (`frameToDeathWarp`) to trigger a warp or bubble state if allowed, and sets Mario's eye state to 'dead'
|
||
|
||
### Lua Example
|
||
`local integerValue = common_death_handler(m, animation, frameToDeathWarp)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| animation | `integer` |
|
||
| frameToDeathWarp | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 common_death_handler(struct MarioState *m, s32 animation, s32 frameToDeathWarp);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [launch_mario_until_land](#launch_mario_until_land)
|
||
|
||
### Description
|
||
Launches Mario forward with a given velocity (`forwardVel`) and sets his animation. Continues moving him through the air until he lands, then changes Mario's action to `endAction`
|
||
|
||
### Lua Example
|
||
`local integerValue = launch_mario_until_land(m, endAction, animation, forwardVel)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| endAction | `integer` |
|
||
| animation | `integer` |
|
||
| forwardVel | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 launch_mario_until_land(struct MarioState *m, s32 endAction, s32 animation, f32 forwardVel);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [stuck_in_ground_handler](#stuck_in_ground_handler)
|
||
|
||
### Description
|
||
Handles the cutscene and animation sequence for when Mario is stuck in the ground (head, butt, or feet). Plays a designated `animation`, checks specific frames (`unstuckFrame`, `target2`, `target3`) for sound effects or transitions, and frees Mario to the `endAction` once the animation completes
|
||
|
||
### Lua Example
|
||
`stuck_in_ground_handler(m, animation, unstuckFrame, target2, target3, endAction)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| animation | `integer` |
|
||
| unstuckFrame | `integer` |
|
||
| target2 | `integer` |
|
||
| target3 | `integer` |
|
||
| endAction | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void stuck_in_ground_handler(struct MarioState *m, s32 animation, s32 unstuckFrame, s32 target2, s32 target3, s32 endAction);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [generate_yellow_sparkles](#generate_yellow_sparkles)
|
||
|
||
### Description
|
||
Spawns yellow sparkles in a circular pattern around a specified point (`x`, `y`, `z`) within a given `radius`. Frequently seen during end cutscenes when objects like stars or Peach appear
|
||
|
||
### Lua Example
|
||
`generate_yellow_sparkles(x, y, z, radius)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| x | `integer` |
|
||
| y | `integer` |
|
||
| z | `integer` |
|
||
| radius | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void generate_yellow_sparkles(s16 x, s16 y, s16 z, f32 radius);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_execute_cutscene_action](#mario_execute_cutscene_action)
|
||
|
||
### Description
|
||
Executes Mario's current cutscene action based on his `action` field. Includes various story-related sequences like entering doors, collecting stars, and final boss cutscenes. Delegates to the appropriate function for each cutscene action
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_execute_cutscene_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_execute_cutscene_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_actions_moving.c
|
||
|
||
<br />
|
||
|
||
|
||
## [tilt_body_running](#tilt_body_running)
|
||
|
||
### Description
|
||
Tilts Mario's body according to his running speed and slope angle. Calculates a pitch offset used while running to simulate leaning forward at higher speeds or on slopes
|
||
|
||
### Lua Example
|
||
`local integerValue = tilt_body_running(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s16 tilt_body_running(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [play_step_sound](#play_step_sound)
|
||
|
||
### Description
|
||
Checks the current animation frame against two specified frames to trigger footstep sounds. Also chooses specific sounds if Mario is wearing Metal Cap or is in quicksand
|
||
|
||
### Lua Example
|
||
`play_step_sound(m, frame1, frame2)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| frame1 | `integer` |
|
||
| frame2 | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void play_step_sound(struct MarioState *m, s16 frame1, s16 frame2);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [align_with_floor](#align_with_floor)
|
||
|
||
### Description
|
||
Aligns Mario's position and model transformation matrix to match the floor's angle. Specifically: Sets Mario's vertical position to be at `m.floorHeight` plus any active character animation offset and adjusts Mario's `throwMatrix` so that his body appears flush with the floor
|
||
|
||
### Lua Example
|
||
`align_with_floor(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void align_with_floor(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [begin_walking_action](#begin_walking_action)
|
||
|
||
### Description
|
||
Sets Mario's facing yaw to his intended yaw, applies a specified forward velocity, and transitions to the given action (e.g., `ACT_WALKING`).
|
||
|
||
### Lua Example
|
||
`local integerValue = begin_walking_action(m, forwardVel, action, actionArg)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| forwardVel | `number` |
|
||
| action | `integer` |
|
||
| actionArg | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 begin_walking_action(struct MarioState *m, f32 forwardVel, u32 action, u32 actionArg);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_ledge_climb_down](#check_ledge_climb_down)
|
||
|
||
### Description
|
||
Checks if Mario is near an edge while moving slowly and the floor below that edge is significantly lower. If the conditions are met, transitions Mario into a ledge-climb-down action and positions him accordingly on the edge
|
||
|
||
### Lua Example
|
||
`check_ledge_climb_down(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void check_ledge_climb_down(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [slide_bonk](#slide_bonk)
|
||
|
||
### Description
|
||
Handles the scenario where Mario slides into a wall. If Mario is moving fast, reflects his velocity and transitions to a fast knockback, Otherwise, stops his forward velocity and sets a slower knockback
|
||
|
||
### Lua Example
|
||
`slide_bonk(m, fastAction, slowAction)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| fastAction | `integer` |
|
||
| slowAction | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void slide_bonk(struct MarioState *m, u32 fastAction, u32 slowAction);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_triple_jump_action](#set_triple_jump_action)
|
||
|
||
### Description
|
||
Determines the proper triple jump action based on Mario's forward velocity and the Wing Cap flag: Normal triple jump, flying triple jump, or just a single jump if not enough speed
|
||
|
||
### Lua Example
|
||
`local integerValue = set_triple_jump_action(m, action, actionArg)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| action | `integer` |
|
||
| actionArg | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 set_triple_jump_action(struct MarioState *m, UNUSED u32 action, UNUSED u32 actionArg);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_sliding_angle](#update_sliding_angle)
|
||
|
||
### Description
|
||
Adjusts Mario's slide velocity and facing angle when on a slope. Calculates slope direction and steepness, then modifies velocity accordingly (speed up downhill, slow uphill). Handles facing-direction changes and maximum speed limits
|
||
|
||
### Lua Example
|
||
`update_sliding_angle(m, accel, lossFactor)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| accel | `number` |
|
||
| lossFactor | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_sliding_angle(struct MarioState *m, f32 accel, f32 lossFactor);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_sliding](#update_sliding)
|
||
|
||
### Description
|
||
Updates Mario's sliding state each frame, applying additional friction or acceleration based on the surface's slipperiness. Also checks if speed has slowed below a threshold to end the slide. Returns `true` if sliding has stopped
|
||
|
||
### Lua Example
|
||
`local integerValue = update_sliding(m, stopSpeed)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| stopSpeed | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 update_sliding(struct MarioState *m, f32 stopSpeed);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [apply_slope_accel](#apply_slope_accel)
|
||
|
||
### Description
|
||
Applies acceleration or deceleration based on the slope of the floor. On downward slopes, Mario gains speed, while on upward slopes, Mario loses speed
|
||
|
||
### Lua Example
|
||
`apply_slope_accel(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void apply_slope_accel(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [apply_landing_accel](#apply_landing_accel)
|
||
|
||
### Description
|
||
Applies friction-like deceleration if the floor is flat, or slope-based acceleration if the floor is sloped. Capped in such a way that Mario eventually stops or stabilizes on flatter ground
|
||
|
||
### Lua Example
|
||
`local integerValue = apply_landing_accel(m, frictionFactor)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| frictionFactor | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 apply_landing_accel(struct MarioState *m, f32 frictionFactor);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_shell_speed](#update_shell_speed)
|
||
|
||
### Description
|
||
Controls Mario's speed when riding a Koopa Shell on the ground.
|
||
|
||
### Lua Example
|
||
`update_shell_speed(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_shell_speed(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [apply_slope_decel](#apply_slope_decel)
|
||
|
||
### Description
|
||
Approaches Mario's forward velocity toward zero at a rate dependent on the floor's slipperiness. This function can completely stop Mario if the slope is gentle enough or if friction is high
|
||
|
||
### Lua Example
|
||
`local integerValue = apply_slope_decel(m, decelCoef)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| decelCoef | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 apply_slope_decel(struct MarioState *m, f32 decelCoef);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_decelerating_speed](#update_decelerating_speed)
|
||
|
||
### Description
|
||
Gradually reduces Mario's forward speed to zero over time on level ground, unless otherwise influenced by slope or friction. Returns true if Mario's speed reaches zero, meaning he has stopped
|
||
|
||
### Lua Example
|
||
`local integerValue = update_decelerating_speed(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 update_decelerating_speed(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_walking_speed](#update_walking_speed)
|
||
|
||
### Description
|
||
Updates Mario's walking speed based on player input and floor conditions (e.g., a slow floor or quicksand). Caps speed at a certain value and may reduce it slightly on steep slopes
|
||
|
||
### Lua Example
|
||
`update_walking_speed(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_walking_speed(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [should_begin_sliding](#should_begin_sliding)
|
||
|
||
### Description
|
||
Checks if Mario should begin sliding, based on player input (facing downhill, pressing the analog stick backward, or on a slide terrain), and current floor steepness. Returns true if conditions to slide are met.
|
||
|
||
### Lua Example
|
||
`local integerValue = should_begin_sliding(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 should_begin_sliding(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [analog_stick_held_back](#analog_stick_held_back)
|
||
|
||
### Description
|
||
Checks if the analog stick is held significantly behind Mario's current facing angle. Returns true if the stick is far enough in the opposite direction, indicating Mario wants to move backward
|
||
|
||
### Lua Example
|
||
`local integerValue = analog_stick_held_back(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 analog_stick_held_back(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_ground_dive_or_punch](#check_ground_dive_or_punch)
|
||
|
||
### Description
|
||
Checks if the B button was pressed to either initiate a dive (if moving fast enough) or a punch (if moving slowly). Returns `true` if the action was changed to either a dive or a punching attack
|
||
|
||
### Lua Example
|
||
`local integerValue = check_ground_dive_or_punch(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_ground_dive_or_punch(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [begin_braking_action](#begin_braking_action)
|
||
|
||
### Description
|
||
Begins a braking action if Mario's forward velocity is high enough or transitions to a decelerating action otherwise. Also handles the scenario where Mario is up against a wall, transitioning to a standing state
|
||
|
||
### Lua Example
|
||
`local integerValue = begin_braking_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 begin_braking_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [anim_and_audio_for_walk](#anim_and_audio_for_walk)
|
||
|
||
### Description
|
||
Handles the animation and audio (footstep sounds) for normal walking or running. The specific animation used (tiptoe, walk, or run) depends on Mario's current speed
|
||
|
||
### Lua Example
|
||
`anim_and_audio_for_walk(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void anim_and_audio_for_walk(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [anim_and_audio_for_hold_walk](#anim_and_audio_for_hold_walk)
|
||
|
||
### Description
|
||
Plays the appropriate animation and footstep sounds for walking while carrying a lighter object (like a small box). Adjusts the animation speed dynamically based on Mario's velocity
|
||
|
||
### Lua Example
|
||
`anim_and_audio_for_hold_walk(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void anim_and_audio_for_hold_walk(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [anim_and_audio_for_heavy_walk](#anim_and_audio_for_heavy_walk)
|
||
|
||
### Description
|
||
Plays the appropriate animation and footstep sounds for walking while carrying a heavy object. Sets the character animation speed based on Mario's intended movement speed
|
||
|
||
### Lua Example
|
||
`anim_and_audio_for_heavy_walk(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void anim_and_audio_for_heavy_walk(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [push_or_sidle_wall](#push_or_sidle_wall)
|
||
|
||
### Description
|
||
When Mario hits a wall during movement, decides whether he's pushing against the wall or sidling along it. Plays pushing animations and sounds if he's head-on, sidles along the wall if he's more angled
|
||
|
||
### Lua Example
|
||
`push_or_sidle_wall(m, startPos)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| startPos | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void push_or_sidle_wall(struct MarioState *m, Vec3f startPos);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [tilt_body_walking](#tilt_body_walking)
|
||
|
||
### Description
|
||
Applies a left/right tilt to Mario's torso (and some pitch if running fast) while walking or running. The tilt is based on his change in yaw and current speed, giving a leaning appearance when turning
|
||
|
||
### Lua Example
|
||
`tilt_body_walking(m, startYaw)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| startYaw | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void tilt_body_walking(struct MarioState *m, s16 startYaw);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [tilt_body_ground_shell](#tilt_body_ground_shell)
|
||
|
||
### Description
|
||
Tilts Mario's torso and head while riding a shell on the ground to reflect turning. Similar to other tilt functions but tuned for shell-riding speeds and angles
|
||
|
||
### Lua Example
|
||
`tilt_body_ground_shell(m, startYaw)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| startYaw | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void tilt_body_ground_shell(struct MarioState *m, s16 startYaw);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [tilt_body_butt_slide](#tilt_body_butt_slide)
|
||
|
||
### Description
|
||
Tilts Mario's torso while butt sliding based on analog input direction and magnitude. Gives the appearance that Mario is balancing or leaning into a turn
|
||
|
||
### Lua Example
|
||
`tilt_body_butt_slide(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void tilt_body_butt_slide(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [common_slide_action](#common_slide_action)
|
||
|
||
### Description
|
||
Applies shared logic for sliding-related actions while playing sliding sounds, managing ground steps (falling off edges, hitting walls), updates animation
|
||
|
||
### Lua Example
|
||
`common_slide_action(m, endAction, airAction, animation)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| endAction | `integer` |
|
||
| airAction | `integer` |
|
||
| animation | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void common_slide_action(struct MarioState *m, u32 endAction, u32 airAction, s32 animation);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [common_slide_action_with_jump](#common_slide_action_with_jump)
|
||
|
||
### Description
|
||
Builds on `common_slide_action` by also allowing Mario to jump out of a slide if A is pressed after a short delay. If the sliding slows enough, Mario transitions to a specified stopping action
|
||
|
||
### Lua Example
|
||
`local integerValue = common_slide_action_with_jump(m, stopAction, jumpAction, airAction, animation)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| stopAction | `integer` |
|
||
| jumpAction | `integer` |
|
||
| airAction | `integer` |
|
||
| animation | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 common_slide_action_with_jump(struct MarioState *m, u32 stopAction, u32 jumpAction, u32 airAction, s32 animation);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [stomach_slide_action](#stomach_slide_action)
|
||
|
||
### Description
|
||
Updates Mario's sliding state where he is on his stomach. Similar to other slide actions but has a chance to roll out if A or B is pressed. Uses `common_slide_action` for the core movement logic
|
||
|
||
### Lua Example
|
||
`local integerValue = stomach_slide_action(m, stopAction, airAction, animation)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| stopAction | `integer` |
|
||
| airAction | `integer` |
|
||
| animation | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 stomach_slide_action(struct MarioState *m, u32 stopAction, u32 airAction, s32 animation);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [common_ground_knockback_action](#common_ground_knockback_action)
|
||
|
||
### Description
|
||
Handles knockback on the ground (getting hit while on the ground) with shared logic for multiple knockback states. Applies deceleration or minimal momentum, chooses appropriate landing action if Mario leaves the ground, and handles death transitions if Mario's health is depleted
|
||
|
||
### Lua Example
|
||
`local integerValue = common_ground_knockback_action(m, animation, arg2, arg3, arg4)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| animation | `integer` |
|
||
| arg2 | `integer` |
|
||
| arg3 | `integer` |
|
||
| arg4 | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 common_ground_knockback_action(struct MarioState *m, s32 animation, s32 arg2, s32 arg3, s32 arg4);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [common_landing_action](#common_landing_action)
|
||
|
||
### Description
|
||
Applies movement upon landing from a jump or fall. Adjusts velocity based on slope or friction, checks for transitions like sliding or hitting a wall, handles small dust particles if moving fast
|
||
|
||
### Lua Example
|
||
`local integerValue = common_landing_action(m, animation, airAction)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| animation | `integer` |
|
||
| airAction | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 common_landing_action(struct MarioState *m, s16 animation, u32 airAction);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [quicksand_jump_land_action](#quicksand_jump_land_action)
|
||
|
||
### Description
|
||
Handles a special landing in quicksand after a jump. Over several frames, Mario emerges from the quicksand. First part of the animation reduces his quicksand depth. Ends with a normal landing action or transitions back to air if he leaves the ground
|
||
|
||
### Lua Example
|
||
`local integerValue = quicksand_jump_land_action(m, animation1, animation2, endAction, airAction)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| animation1 | `integer` |
|
||
| animation2 | `integer` |
|
||
| endAction | `integer` |
|
||
| airAction | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 quicksand_jump_land_action(struct MarioState *m, s32 animation1, s32 animation2, u32 endAction, u32 airAction);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_moving_cancels](#check_common_moving_cancels)
|
||
|
||
### Description
|
||
Performs common checks when Mario is in a moving state, transitions to water plunge if underwater, handles squished or shockwave bounce scenarios, and checks for death conditions
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_moving_cancels(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_moving_cancels(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_execute_moving_action](#mario_execute_moving_action)
|
||
|
||
### Description
|
||
Executes Mario's current moving actions by: checking common cancellations (e.g., water plunge, squish, death), handling quicksand updates, and switching to the correct sub-action handler based on `m.action`
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_execute_moving_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_execute_moving_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_actions_object.c
|
||
|
||
<br />
|
||
|
||
|
||
## [animated_stationary_ground_step](#animated_stationary_ground_step)
|
||
|
||
### Description
|
||
Performs a stationary step, sets `m`'s animation and sets action to `endAction` once the animation finishes
|
||
|
||
### Lua Example
|
||
`animated_stationary_ground_step(m, animation, endAction)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| animation | `integer` |
|
||
| endAction | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void animated_stationary_ground_step(struct MarioState *m, s32 animation, u32 endAction);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_update_punch_sequence](#mario_update_punch_sequence)
|
||
|
||
### Description
|
||
Updates Mario's punching state
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_update_punch_sequence(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_update_punch_sequence(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_object_cancels](#check_common_object_cancels)
|
||
|
||
### Description
|
||
Checks for and handles common conditions that would cancel Mario's current object action. This includes transitioning to a water plunge if below the water level, becoming squished if appropriate, or switching to standing death action if Mario is dead
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_object_cancels(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_object_cancels(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_execute_object_action](#mario_execute_object_action)
|
||
|
||
### Description
|
||
Executes Mario's current object action by first checking common object cancels, then updating quicksand state. Dispatches to the appropriate action function, such as punching, throwing, picking up Bowser, etc
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_execute_object_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_execute_object_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_actions_stationary.c
|
||
|
||
<br />
|
||
|
||
|
||
## [check_common_idle_cancels](#check_common_idle_cancels)
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_idle_cancels(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_idle_cancels(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_hold_idle_cancels](#check_common_hold_idle_cancels)
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_hold_idle_cancels(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_hold_idle_cancels(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [play_anim_sound](#play_anim_sound)
|
||
|
||
### Lua Example
|
||
`play_anim_sound(m, actionState, animFrame, sound)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| actionState | `integer` |
|
||
| animFrame | `integer` |
|
||
| sound | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void play_anim_sound(struct MarioState *m, u32 actionState, s32 animFrame, u32 sound);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [stopping_step](#stopping_step)
|
||
|
||
### Lua Example
|
||
`stopping_step(m, animID, action)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| animID | `integer` |
|
||
| action | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void stopping_step(struct MarioState *m, s32 animID, u32 action);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [landing_step](#landing_step)
|
||
|
||
### Lua Example
|
||
`local integerValue = landing_step(m, arg1, action)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| arg1 | `integer` |
|
||
| action | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 landing_step(struct MarioState *m, s32 arg1, u32 action);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_landing_cancels](#check_common_landing_cancels)
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_landing_cancels(m, action)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| action | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_landing_cancels(struct MarioState *m, u32 action);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [check_common_stationary_cancels](#check_common_stationary_cancels)
|
||
|
||
### Lua Example
|
||
`local integerValue = check_common_stationary_cancels(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 check_common_stationary_cancels(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_execute_stationary_action](#mario_execute_stationary_action)
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_execute_stationary_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_execute_stationary_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_actions_submerged.c
|
||
|
||
<br />
|
||
|
||
|
||
## [set_swimming_at_surface_particles](#set_swimming_at_surface_particles)
|
||
|
||
### Lua Example
|
||
`set_swimming_at_surface_particles(m, particleFlag)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| particleFlag | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void set_swimming_at_surface_particles(struct MarioState *m, u32 particleFlag);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [perform_water_full_step](#perform_water_full_step)
|
||
|
||
### Lua Example
|
||
`local integerValue = perform_water_full_step(m, nextPos)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| nextPos | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 perform_water_full_step(struct MarioState *m, Vec3f nextPos);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [apply_water_current](#apply_water_current)
|
||
|
||
### Lua Example
|
||
`apply_water_current(m, step)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| step | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void apply_water_current(struct MarioState *m, Vec3f step);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [perform_water_step](#perform_water_step)
|
||
|
||
### Lua Example
|
||
`local integerValue = perform_water_step(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 perform_water_step(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [float_surface_gfx](#float_surface_gfx)
|
||
|
||
### Lua Example
|
||
`float_surface_gfx(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void float_surface_gfx(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_execute_submerged_action](#mario_execute_submerged_action)
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_execute_submerged_action(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 mario_execute_submerged_action(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_misc.h
|
||
|
||
<br />
|
||
|
||
|
||
## [bhv_toad_message_init](#bhv_toad_message_init)
|
||
|
||
### Description
|
||
Behavior init function for NPC Toad
|
||
|
||
### Lua Example
|
||
`bhv_toad_message_init()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void bhv_toad_message_init(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [bhv_toad_message_loop](#bhv_toad_message_loop)
|
||
|
||
### Description
|
||
Behavior loop function for NPC Toad
|
||
|
||
### Lua Example
|
||
`bhv_toad_message_loop()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void bhv_toad_message_loop(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [bhv_unlock_door_star_init](#bhv_unlock_door_star_init)
|
||
|
||
### Description
|
||
Behavior init function for Star Door unlock object
|
||
|
||
### Lua Example
|
||
`bhv_unlock_door_star_init()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void bhv_unlock_door_star_init(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [bhv_unlock_door_star_loop](#bhv_unlock_door_star_loop)
|
||
|
||
### Description
|
||
Behavior loop function for Star Door unlock object
|
||
|
||
### Lua Example
|
||
`bhv_unlock_door_star_loop()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void bhv_unlock_door_star_loop(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [geo_get_mario_state](#geo_get_mario_state)
|
||
|
||
### Description
|
||
When used in a geo function, retrieve the MarioState associated to the current processed object
|
||
|
||
### Lua Example
|
||
`local MarioStateValue = geo_get_mario_state()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
[MarioState](structs.md#MarioState)
|
||
|
||
### C Prototype
|
||
`struct MarioState *geo_get_mario_state(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [geo_get_body_state](#geo_get_body_state)
|
||
|
||
### Description
|
||
When used in a geo function, retrieve the MarioBodyState associated to the current processed object
|
||
|
||
### Lua Example
|
||
`local MarioBodyStateValue = geo_get_body_state()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
[MarioBodyState](structs.md#MarioBodyState)
|
||
|
||
### C Prototype
|
||
`struct MarioBodyState *geo_get_body_state(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mario_step.h
|
||
|
||
<br />
|
||
|
||
|
||
## [get_additive_y_vel_for_jumps](#get_additive_y_vel_for_jumps)
|
||
|
||
### Description
|
||
Always returns zero. May have been originally used for beta trampolines
|
||
|
||
### Lua Example
|
||
`local numberValue = get_additive_y_vel_for_jumps()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 get_additive_y_vel_for_jumps(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_bonk_reflection](#mario_bonk_reflection)
|
||
|
||
### Description
|
||
Reflects Mario off a wall if he is colliding with one and flips forward velocity if `negateSpeed` is TRUE
|
||
|
||
### Lua Example
|
||
`mario_bonk_reflection(m, negateSpeed)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| negateSpeed | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mario_bonk_reflection(struct MarioState *m, u8 negateSpeed);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [init_bully_collision_data](#init_bully_collision_data)
|
||
|
||
### Lua Example
|
||
`init_bully_collision_data(data, posX, posZ, forwardVel, yaw, conversionRatio, radius)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| data | [BullyCollisionData](structs.md#BullyCollisionData) |
|
||
| posX | `number` |
|
||
| posZ | `number` |
|
||
| forwardVel | `number` |
|
||
| yaw | `integer` |
|
||
| conversionRatio | `number` |
|
||
| radius | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void init_bully_collision_data(struct BullyCollisionData *data, f32 posX, f32 posZ, f32 forwardVel, s16 yaw, f32 conversionRatio, f32 radius);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_update_quicksand](#mario_update_quicksand)
|
||
|
||
### Description
|
||
Updates Mario's state in quicksand, sinks him at `sinkingSpeed` if he's in non instant quicksand
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_update_quicksand(m, sinkingSpeed)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| sinkingSpeed | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 mario_update_quicksand(struct MarioState *m, f32 sinkingSpeed);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_push_off_steep_floor](#mario_push_off_steep_floor)
|
||
|
||
### Description
|
||
Pushes Mario off a steep floor and sets his action to `action` with `actionArg`
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_push_off_steep_floor(m, action, actionArg)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| action | `integer` |
|
||
| actionArg | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 mario_push_off_steep_floor(struct MarioState *m, u32 action, u32 actionArg);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_update_moving_sand](#mario_update_moving_sand)
|
||
|
||
### Description
|
||
Pushes Mario in the direction of the quicksand based on the floor surface
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_update_moving_sand(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 mario_update_moving_sand(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mario_update_windy_ground](#mario_update_windy_ground)
|
||
|
||
### Description
|
||
Pushes Mario in the direction of the wind based on the floor surface
|
||
|
||
### Lua Example
|
||
`local integerValue = mario_update_windy_ground(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 mario_update_windy_ground(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [stop_and_set_height_to_floor](#stop_and_set_height_to_floor)
|
||
|
||
### Description
|
||
Sets all of Mario's velocity variables to 0 and sets his Y position to the floor height
|
||
|
||
### Lua Example
|
||
`stop_and_set_height_to_floor(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void stop_and_set_height_to_floor(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [stationary_ground_step](#stationary_ground_step)
|
||
|
||
### Description
|
||
Performs a full Mario stationary physics step (4 substeps) and returns an `GROUND_STEP_*` result
|
||
|
||
### Lua Example
|
||
`local integerValue = stationary_ground_step(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 stationary_ground_step(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [perform_ground_step](#perform_ground_step)
|
||
|
||
### Description
|
||
Performs a full Mario ground physics step (4 substeps) and returns an `GROUND_STEP_*` result
|
||
|
||
### Lua Example
|
||
`local integerValue = perform_ground_step(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 perform_ground_step(struct MarioState *m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [perform_air_step](#perform_air_step)
|
||
|
||
### Description
|
||
Performs a full Mario air physics step (4 substeps) and returns an `AIR_STEP_*` result
|
||
|
||
### Lua Example
|
||
`local integerValue = perform_air_step(m, stepArg)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| stepArg | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 perform_air_step(struct MarioState *m, u32 stepArg);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [set_vel_from_pitch_and_yaw](#set_vel_from_pitch_and_yaw)
|
||
|
||
### Description
|
||
Sets Mario's velocity to his forward velocity multiplied by the cosine and sine of his pitch and yaw
|
||
|
||
### Lua Example
|
||
`set_vel_from_pitch_and_yaw(m)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void set_vel_from_pitch_and_yaw(struct MarioState* m);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from math_util.h
|
||
|
||
<br />
|
||
|
||
|
||
## [sins](#sins)
|
||
|
||
### Description
|
||
Calculates the sine of the given angle, where the angle is specified as a signed 16-bit integer representing a fixed-point "SM64 angle". This function returns a floating-point result corresponding to sin(angle)
|
||
|
||
### Lua Example
|
||
`local numberValue = sins(sm64Angle)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| sm64Angle | `integer` |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 sins(s16 sm64Angle);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [coss](#coss)
|
||
|
||
### Description
|
||
Calculates the cosine of the given angle, where the angle is specified as a signed 16-bit integer representing a fixed-point "SM64 angle". The function returns a floating-point value corresponding to cos(angle)
|
||
|
||
### Lua Example
|
||
`local numberValue = coss(sm64Angle)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| sm64Angle | `integer` |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 coss(s16 sm64Angle);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_copy](#vec3f_copy)
|
||
|
||
### Description
|
||
Copies the contents of a 3D floating-point vector (`src`) into another 3D floating-point vector (`dest`). After this operation, `dest` will have the same x, y, and z values as `src`
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_copy(dest, src)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| src | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_copy(Vec3f dest, Vec3f src);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_set](#vec3f_set)
|
||
|
||
### Description
|
||
Sets the values of the 3D floating-point vector `dest` to the given x, y, and z values. After this function, `dest` will have values (x, y, z)
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_set(dest, x, y, z)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| x | `number` |
|
||
| y | `number` |
|
||
| z | `number` |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_set(Vec3f dest, f32 x, f32 y, f32 z);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_add](#vec3f_add)
|
||
|
||
### Description
|
||
Adds the components of the 3D floating-point vector `a` to `dest`. After this operation, `dest.x` will be `dest.x + a.x`, and similarly for the y and z components
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_add(dest, a)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_add(Vec3f dest, Vec3f a);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_sum](#vec3f_sum)
|
||
|
||
### Description
|
||
Adds the corresponding components of two 3D floating-point vectors `a` and `b`, and stores the result in `dest`. For example, `dest.x = a.x + b.x`, `dest.y = a.y + b.y`, and `dest.z = a.z + b.z`
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_sum(dest, a, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
| b | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_dif](#vec3f_dif)
|
||
|
||
### Description
|
||
Subtracts the components of the 3D floating-point vector `b` from the components of `a` and stores the result in `dest`. For example, `dest.x = a.x - b.x` This results in a vector that represents the difference between `a` and `b`.
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_dif(dest, a, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
| b | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_dif(Vec3f dest, Vec3f a, Vec3f b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_mul](#vec3f_mul)
|
||
|
||
### Description
|
||
Multiplies each component of the 3D floating-point vector `dest` by the scalar value `a`. For instance, `dest.x = dest.x * a`, and similarly for y and z. This scales the vector `dest` by `a`
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_mul(dest, a)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| a | `number` |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_mul(Vec3f dest, f32 a);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3s_copy](#vec3s_copy)
|
||
|
||
### Description
|
||
Copies the components of one 3D signed-integer vector (`src`) to another (`dest`). After this function, `dest` will have the same x, y, and z integer values as `src`
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3s_copy(dest, src)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3s](structs.md#Vec3s) |
|
||
| src | [Vec3s](structs.md#Vec3s) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3s_copy(Vec3s dest, Vec3s src);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3s_set](#vec3s_set)
|
||
|
||
### Description
|
||
Sets the 3D signed-integer vector `dest` to the specified integer values (x, y, z), so that `dest` becomes (x, y, z).
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3s_set(dest, x, y, z)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3s](structs.md#Vec3s) |
|
||
| x | `integer` |
|
||
| y | `integer` |
|
||
| z | `integer` |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3s_set(Vec3s dest, s16 x, s16 y, s16 z);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3s_add](#vec3s_add)
|
||
|
||
### Description
|
||
Adds the components of a 3D signed-integer vector `a` to the corresponding components of `dest`. After this operation, each component of `dest` is increased by the corresponding component in `a`
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3s_add(dest, a)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3s](structs.md#Vec3s) |
|
||
| a | [Vec3s](structs.md#Vec3s) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3s_add(Vec3s dest, Vec3s a);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3s_sum](#vec3s_sum)
|
||
|
||
### Description
|
||
Adds the components of two 3D signed-integer vectors `a` and `b` together and stores the resulting vector in `dest`. For example, `dest.x = a.x + b.x`, and similarly for y and z
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3s_sum(dest, a, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3s](structs.md#Vec3s) |
|
||
| a | [Vec3s](structs.md#Vec3s) |
|
||
| b | [Vec3s](structs.md#Vec3s) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3s_sum(Vec3s dest, Vec3s a, Vec3s b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3s_to_vec3f](#vec3s_to_vec3f)
|
||
|
||
### Description
|
||
Converts a 3D signed-integer vector `a` (vec3s) into a 3D floating-point vector and stores it in `dest`. After this operation, `dest` will contain the floating-point equivalents of `a`'s integer components
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3s_to_vec3f(dest, a)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| a | [Vec3s](structs.md#Vec3s) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3s_to_vec3f(Vec3f dest, Vec3s a);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_to_vec3s](#vec3f_to_vec3s)
|
||
|
||
### Description
|
||
Converts a 3D floating-point vector `a` (Vec3f) into a 3D signed-integer vector and stores it in `dest`. After this operation, `dest` will contain the integer versions of `a`'s floating-point components
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_to_vec3s(dest, a)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3s](structs.md#Vec3s) |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_to_vec3s(Vec3s dest, Vec3f a);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [find_vector_perpendicular_to_plane](#find_vector_perpendicular_to_plane)
|
||
|
||
### Description
|
||
Determines a vector that is perpendicular (normal) to the plane defined by three given 3D floating-point points `a`, `b`, and `c`. The resulting perpendicular vector is stored in `dest`
|
||
|
||
### Lua Example
|
||
`local voidValue = find_vector_perpendicular_to_plane(dest, a, b, c)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
| b | [Vec3f](structs.md#Vec3f) |
|
||
| c | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_cross](#vec3f_cross)
|
||
|
||
### Description
|
||
Computes the cross product of two 3D floating-point vectors `a` and `b`. The cross product is a vector perpendicular to both `a` and `b`. The result is stored in `dest`
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_cross(dest, a, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
| b | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_cross(Vec3f dest, Vec3f a, Vec3f b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_normalize](#vec3f_normalize)
|
||
|
||
### Description
|
||
Normalizes the 3D floating-point vector `dest` so that its length (magnitude) becomes 1, while retaining its direction. This effectively scales `dest` so that it lies on the unit sphere
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_normalize(dest)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_normalize(Vec3f dest);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_length](#vec3f_length)
|
||
|
||
### Description
|
||
Calculates the length (magnitude) of the 3D floating-point vector `a`. The length is defined as sqrt(x² + y² + z²) for the vector components (x, y, z)
|
||
|
||
### Lua Example
|
||
`local numberValue = vec3f_length(a)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 vec3f_length(Vec3f a);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_dot](#vec3f_dot)
|
||
|
||
### Description
|
||
Computes the dot product of the two 3D floating-point vectors `a` and `b`. The dot product is a scalar value defined by (a.x * b.x + a.y * b.y + a.z * b.z), representing how aligned the two vectors are
|
||
|
||
### Lua Example
|
||
`local numberValue = vec3f_dot(a, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
| b | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 vec3f_dot(Vec3f a, Vec3f b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_combine](#vec3f_combine)
|
||
|
||
### Description
|
||
Takes two 3D floating-point vectors `vecA` and `vecB`, multiplies them by `sclA` and `sclB` respectively, and then adds the scaled vectors together. The final combined vector is stored in `dest`
|
||
|
||
### Lua Example
|
||
`vec3f_combine(dest, vecA, vecB, sclA, sclB)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| vecA | [Vec3f](structs.md#Vec3f) |
|
||
| vecB | [Vec3f](structs.md#Vec3f) |
|
||
| sclA | `number` |
|
||
| sclB | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void vec3f_combine(Vec3f dest, Vec3f vecA, Vec3f vecB, f32 sclA, f32 sclB);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_rotate_zxy](#vec3f_rotate_zxy)
|
||
|
||
### Description
|
||
Rotates the 3D floating-point vector `v` by the angles specified in the 3D signed-integer vector `rotate`, applying the rotations in the order Z, then X, then Y. The rotated vector replaces `v`
|
||
|
||
### Lua Example
|
||
`local voidValue = vec3f_rotate_zxy(v, rotate)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| v | [Vec3f](structs.md#Vec3f) |
|
||
| rotate | [Vec3s](structs.md#Vec3s) |
|
||
|
||
### Returns
|
||
- `void *`
|
||
|
||
### C Prototype
|
||
`void *vec3f_rotate_zxy(Vec3f v, Vec3s rotate);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_copy](#mtxf_copy)
|
||
|
||
### Description
|
||
Copies the 4x4 floating-point matrix `src` into `dest`. After this operation, `dest` contains the same matrix values as `src`
|
||
|
||
### Lua Example
|
||
`mtxf_copy(dest, src)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| src | `Mat4` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_copy(Mat4 dest, Mat4 src);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_identity](#mtxf_identity)
|
||
|
||
### Description
|
||
Sets the 4x4 floating-point matrix `mtx` to the identity matrix. The identity matrix leaves points unchanged when they are transformed by it which is useful for matrix math
|
||
|
||
### Lua Example
|
||
`mtxf_identity(mtx)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| mtx | `Mat4` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_identity(Mat4 mtx);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_translate](#mtxf_translate)
|
||
|
||
### Description
|
||
Applies a translation to the 4x4 floating-point matrix `dest` by adding the coordinates in the 3D floating-point vector `b`. This shifts any transformed point by `b`
|
||
|
||
### Lua Example
|
||
`mtxf_translate(dest, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| b | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_translate(Mat4 dest, Vec3f b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_lookat](#mtxf_lookat)
|
||
|
||
### Description
|
||
Adjusts the 4x4 floating-point matrix `mtx` so that it represents a viewing transformation looking from the point `from` toward the point `to`, with a given roll angle. This creates a view matrix oriented toward `to`
|
||
|
||
### Lua Example
|
||
`mtxf_lookat(mtx, from, to, roll)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| mtx | `Mat4` |
|
||
| from | [Vec3f](structs.md#Vec3f) |
|
||
| to | [Vec3f](structs.md#Vec3f) |
|
||
| roll | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to, s16 roll);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_rotate_zxy_and_translate](#mtxf_rotate_zxy_and_translate)
|
||
|
||
### Description
|
||
Rotates `dest` according to the angles in `rotate` using ZXY order, and then translates it by the 3D floating-point vector `translate`. This effectively positions and orients `dest` in 3D space
|
||
|
||
### Lua Example
|
||
`mtxf_rotate_zxy_and_translate(dest, translate, rotate)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| translate | [Vec3f](structs.md#Vec3f) |
|
||
| rotate | [Vec3s](structs.md#Vec3s) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_rotate_zxy_and_translate(Mat4 dest, Vec3f translate, Vec3s rotate);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_rotate_xyz_and_translate](#mtxf_rotate_xyz_and_translate)
|
||
|
||
### Description
|
||
Rotates `dest` using angles in XYZ order, and then translates it by the 3D floating-point vector `b` and applies the rotations described by `c`. This sets up `dest` with a specific orientation and position in space
|
||
|
||
### Lua Example
|
||
`mtxf_rotate_xyz_and_translate(dest, b, c)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| b | [Vec3f](structs.md#Vec3f) |
|
||
| c | [Vec3s](structs.md#Vec3s) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_rotate_xyz_and_translate(Mat4 dest, Vec3f b, Vec3s c);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_billboard](#mtxf_billboard)
|
||
|
||
### Description
|
||
Transforms a 4x4 floating-point matrix `mtx` into a "billboard" oriented toward the camera or a given direction. The billboard is placed at `position` and rotated by `angle`. This is useful for objects that should always face the viewer
|
||
|
||
### Lua Example
|
||
`mtxf_billboard(dest, mtx, position, angle)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| mtx | `Mat4` |
|
||
| position | [Vec3f](structs.md#Vec3f) |
|
||
| angle | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_cylboard](#mtxf_cylboard)
|
||
|
||
### Description
|
||
Creates a "cylindrical billboard" transformation from the 4x4 matrix `mtx` placed at `position` with a given `angle`. Unlike a full billboard, this might allow rotation around one axis while still facing the viewer on others
|
||
|
||
### Lua Example
|
||
`mtxf_cylboard(dest, mtx, position, angle)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| mtx | `Mat4` |
|
||
| position | [Vec3f](structs.md#Vec3f) |
|
||
| angle | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_cylboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_align_terrain_normal](#mtxf_align_terrain_normal)
|
||
|
||
### Description
|
||
Aligns `dest` so that it fits the orientation of a terrain surface defined by its normal vector `upDir`. The transformation is positioned at `pos` and oriented with a given `yaw`. This is often used to make objects sit naturally on uneven ground
|
||
|
||
### Lua Example
|
||
`mtxf_align_terrain_normal(dest, upDir, pos, yaw)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| upDir | [Vec3f](structs.md#Vec3f) |
|
||
| pos | [Vec3f](structs.md#Vec3f) |
|
||
| yaw | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_align_terrain_normal(Mat4 dest, Vec3f upDir, Vec3f pos, s16 yaw);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_align_terrain_triangle](#mtxf_align_terrain_triangle)
|
||
|
||
### Description
|
||
Aligns `mtx` to fit onto a terrain triangle at `pos`, applying a given `yaw` and scaling by `radius`. This helps position objects so they match the orientation of the terrain's surface
|
||
|
||
### Lua Example
|
||
`mtxf_align_terrain_triangle(mtx, pos, yaw, radius)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| mtx | `Mat4` |
|
||
| pos | [Vec3f](structs.md#Vec3f) |
|
||
| yaw | `integer` |
|
||
| radius | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s16 yaw, f32 radius);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_mul](#mtxf_mul)
|
||
|
||
### Description
|
||
Multiplies two 4x4 floating-point matrices `a` and `b` (in that order), storing the product in `dest`. This can be used for combining multiple transformations into one
|
||
|
||
### Lua Example
|
||
`mtxf_mul(dest, a, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| a | `Mat4` |
|
||
| b | `Mat4` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_mul(Mat4 dest, Mat4 a, Mat4 b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_scale_vec3f](#mtxf_scale_vec3f)
|
||
|
||
### Description
|
||
Scales the 4x4 floating-point matrix `mtx` by the scaling factors found in the 3D floating-point vector `s`, and stores the result in `dest`. This enlarges or shrinks objects in 3D space
|
||
|
||
### Lua Example
|
||
`mtxf_scale_vec3f(dest, mtx, s)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| mtx | `Mat4` |
|
||
| s | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_scale_vec3f(Mat4 dest, Mat4 mtx, Vec3f s);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_mul_vec3s](#mtxf_mul_vec3s)
|
||
|
||
### Description
|
||
Multiplies the 4x4 floating-point matrix `mtx` by a 3D signed-integer vector `b`, potentially interpreting `b` as angles or translations depending on usage, and modifies `mtx` accordingly
|
||
|
||
### Lua Example
|
||
`mtxf_mul_vec3s(mtx, b)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| mtx | `Mat4` |
|
||
| b | [Vec3s](structs.md#Vec3s) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_mul_vec3s(Mat4 mtx, Vec3s b);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mtxf_inverse](#mtxf_inverse)
|
||
|
||
### Description
|
||
Inverts the 4x4 floating-point matrix `src` and stores the inverse in `dest`. Applying the inverse transformation undoes whatever `src` did, returning points back to their original coordinate space
|
||
|
||
### Lua Example
|
||
`mtxf_inverse(dest, src)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | `Mat4` |
|
||
| src | `Mat4` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void mtxf_inverse(Mat4 dest, Mat4 src);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [get_pos_from_transform_mtx](#get_pos_from_transform_mtx)
|
||
|
||
### Description
|
||
Extracts the position (translation component) from the transformation matrix `objMtx` relative to the coordinate system defined by `camMtx` and stores that 3D position in `dest`. This can be used to get the object's coordinates in camera space
|
||
|
||
### Lua Example
|
||
`get_pos_from_transform_mtx(dest, objMtx, camMtx)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| dest | [Vec3f](structs.md#Vec3f) |
|
||
| objMtx | `Mat4` |
|
||
| camMtx | `Mat4` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void get_pos_from_transform_mtx(Vec3f dest, Mat4 objMtx, Mat4 camMtx);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_get_dist_and_angle](#vec3f_get_dist_and_angle)
|
||
|
||
### Description
|
||
Calculates the distance between two points in 3D space (`from` and `to`), as well as the pitch and yaw angles that describe the direction from `from` to `to`. The results are stored in `dist`, `pitch`, and `yaw`
|
||
|
||
### Lua Example
|
||
`vec3f_get_dist_and_angle(from, to, dist, pitch, yaw)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| from | [Vec3f](structs.md#Vec3f) |
|
||
| to | [Vec3f](structs.md#Vec3f) |
|
||
| dist | `Pointer` <`number`> |
|
||
| pitch | `Pointer` <`integer`> |
|
||
| yaw | `Pointer` <`integer`> |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void vec3f_get_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *yaw);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_set_dist_and_angle](#vec3f_set_dist_and_angle)
|
||
|
||
### Description
|
||
Positions the point `to` at a given `dist`, `pitch`, and `yaw` relative to the point `from`. This can be used to place objects around a reference point at specific angles and distances
|
||
|
||
### Lua Example
|
||
`vec3f_set_dist_and_angle(from, to, dist, pitch, yaw)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| from | [Vec3f](structs.md#Vec3f) |
|
||
| to | [Vec3f](structs.md#Vec3f) |
|
||
| dist | `number` |
|
||
| pitch | `integer` |
|
||
| yaw | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void vec3f_set_dist_and_angle(Vec3f from, Vec3f to, f32 dist, s16 pitch, s16 yaw);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [approach_s32](#approach_s32)
|
||
|
||
### Description
|
||
Gradually moves an integer `current` value toward a `target` value, increasing it by `inc` if it is too low, or decreasing it by `dec` if it is too high. This is often used for smooth transitions or animations
|
||
|
||
### Lua Example
|
||
`local integerValue = approach_s32(current, target, inc, dec)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| current | `integer` |
|
||
| target | `integer` |
|
||
| inc | `integer` |
|
||
| dec | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [approach_f32](#approach_f32)
|
||
|
||
### Description
|
||
Similar to `approach_s32`, but operates on floating-point numbers. It moves `current` toward `target` by increasing it by `inc` if below target, or decreasing it by `dec` if above target, creating a smooth interpolation
|
||
|
||
### Lua Example
|
||
`local numberValue = approach_f32(current, target, inc, dec)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| current | `number` |
|
||
| target | `number` |
|
||
| inc | `number` |
|
||
| dec | `number` |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [atan2s](#atan2s)
|
||
|
||
### Description
|
||
Computes the arctangent of y/x and returns the angle as a signed 16-bit integer, typically representing a direction in the SM64 fixed-point angle format. This can be used to find an angle between x and y coordinates
|
||
|
||
### Lua Example
|
||
`local integerValue = atan2s(y, x)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| y | `number` |
|
||
| x | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s16 atan2s(f32 y, f32 x);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [spline_get_weights](#spline_get_weights)
|
||
|
||
### Description
|
||
Computes spline interpolation weights for a given parameter `t` and stores these weights in `result`. This is used in spline-based animations to find intermediate positions between keyframes
|
||
|
||
### Lua Example
|
||
`spline_get_weights(m, result, t, c)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| result | `Vec4f` |
|
||
| t | `number` |
|
||
| c | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void spline_get_weights(struct MarioState* m, Vec4f result, f32 t, UNUSED s32 c);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [anim_spline_init](#anim_spline_init)
|
||
|
||
### Description
|
||
Initializes a spline-based animation for the `MarioState` structure `m` using the provided array of 3D signed-integer vectors `keyFrames`. This sets up the animation so that it can be advanced by polling
|
||
|
||
### Lua Example
|
||
`anim_spline_init(m, keyFrames)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| keyFrames | `Pointer` <`Vec4s`> |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void anim_spline_init(struct MarioState* m, Vec4s *keyFrames);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [anim_spline_poll](#anim_spline_poll)
|
||
|
||
### Description
|
||
Advances the spline-based animation associated with `m` and stores the current interpolated position in `result`. It returns the animation's status, allowing the caller to determine if the animation is ongoing or has completed
|
||
|
||
### Lua Example
|
||
`local integerValue = anim_spline_poll(m, result)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| m | [MarioState](structs.md#MarioState) |
|
||
| result | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 anim_spline_poll(struct MarioState* m, Vec3f result);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [not_zero](#not_zero)
|
||
|
||
### Description
|
||
Checks if `value` is zero. If not, it returns `value`. If it is zero, it returns the `replacement` value. This function ensures that a zero value can be substituted with a fallback value if needed
|
||
|
||
### Lua Example
|
||
`local numberValue = not_zero(value, replacement)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| value | `number` |
|
||
| replacement | `number` |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 not_zero(f32 value, f32 replacement);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_project](#vec3f_project)
|
||
|
||
### Description
|
||
Projects the 3D floating-point vector `vec` onto another 3D floating-point vector `onto`. The resulting projection, stored in `out`, represents how much of `vec` lies along the direction of `onto`
|
||
|
||
### Lua Example
|
||
`vec3f_project(vec, onto, out)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| vec | [Vec3f](structs.md#Vec3f) |
|
||
| onto | [Vec3f](structs.md#Vec3f) |
|
||
| out | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void vec3f_project(Vec3f vec, Vec3f onto, Vec3f out);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [vec3f_dist](#vec3f_dist)
|
||
|
||
### Description
|
||
Calculates the distance between two 3D floating-point points `v1` and `v2`. The distance is the length of the vector `v2 - v1`, i.e., sqrt((v2.x - v1.x)² + (v2.y - v1.y)² + (v2.z - v1.z)²)
|
||
|
||
### Lua Example
|
||
`local numberValue = vec3f_dist(v1, v2)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| v1 | [Vec3f](structs.md#Vec3f) |
|
||
| v2 | [Vec3f](structs.md#Vec3f) |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 vec3f_dist(Vec3f v1, Vec3f v2);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from misc.h
|
||
|
||
<br />
|
||
|
||
|
||
## [smooth_step](#smooth_step)
|
||
|
||
### Description
|
||
Smoothly steps between `edge0` and `edge1` with `x` as delta
|
||
|
||
### Lua Example
|
||
`local numberValue = smooth_step(edge0, edge1, x)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| edge0 | `number` |
|
||
| edge1 | `number` |
|
||
| x | `number` |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`float smooth_step(float edge0, float edge1, float x);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [update_all_mario_stars](#update_all_mario_stars)
|
||
|
||
### Description
|
||
Updates every Mario state's star count with the save file total star count
|
||
|
||
### Lua Example
|
||
`update_all_mario_stars()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void update_all_mario_stars(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [clock_elapsed](#clock_elapsed)
|
||
|
||
### Description
|
||
Gets the current clock elapsed time
|
||
|
||
### Lua Example
|
||
`local numberValue = clock_elapsed()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 clock_elapsed(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [clock_elapsed_f64](#clock_elapsed_f64)
|
||
|
||
### Description
|
||
Gets the current clock elapsed time with double precision
|
||
|
||
### Lua Example
|
||
`local numberValue = clock_elapsed_f64()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f64 clock_elapsed_f64(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [clock_elapsed_ticks](#clock_elapsed_ticks)
|
||
|
||
### Description
|
||
Gets the current clock elapsed time in frames
|
||
|
||
### Lua Example
|
||
`local integerValue = clock_elapsed_ticks()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u32 clock_elapsed_ticks(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [clock_is_date](#clock_is_date)
|
||
|
||
### Description
|
||
Checks whether it is the day given
|
||
|
||
### Lua Example
|
||
`local booleanValue = clock_is_date(month, day)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| month | `integer` |
|
||
| day | `integer` |
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool clock_is_date(u8 month, u8 day);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [delta_interpolate_f32](#delta_interpolate_f32)
|
||
|
||
### Description
|
||
Linearly interpolates between `a` and `b` with `delta`
|
||
|
||
### Lua Example
|
||
`local numberValue = delta_interpolate_f32(a, b, delta)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| a | `number` |
|
||
| b | `number` |
|
||
| delta | `number` |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 delta_interpolate_f32(f32 a, f32 b, f32 delta);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [delta_interpolate_s32](#delta_interpolate_s32)
|
||
|
||
### Description
|
||
Linearly interpolates between `a` and `b` with `delta`
|
||
|
||
### Lua Example
|
||
`local integerValue = delta_interpolate_s32(a, b, delta)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| a | `integer` |
|
||
| b | `integer` |
|
||
| delta | `number` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`s32 delta_interpolate_s32(s32 a, s32 b, f32 delta);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [delta_interpolate_vec3f](#delta_interpolate_vec3f)
|
||
|
||
### Description
|
||
Linearly interpolates `res` between `a` and `b` with `delta`
|
||
|
||
### Lua Example
|
||
`delta_interpolate_vec3f(res, a, b, delta)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| res | [Vec3f](structs.md#Vec3f) |
|
||
| a | [Vec3f](structs.md#Vec3f) |
|
||
| b | [Vec3f](structs.md#Vec3f) |
|
||
| delta | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void delta_interpolate_vec3f(Vec3f res, Vec3f a, Vec3f b, f32 delta);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [delta_interpolate_vec3s](#delta_interpolate_vec3s)
|
||
|
||
### Description
|
||
Linearly interpolates `res` between `a` and `b` with `delta`
|
||
|
||
### Lua Example
|
||
`delta_interpolate_vec3s(res, a, b, delta)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| res | [Vec3s](structs.md#Vec3s) |
|
||
| a | [Vec3s](structs.md#Vec3s) |
|
||
| b | [Vec3s](structs.md#Vec3s) |
|
||
| delta | `number` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void delta_interpolate_vec3s(Vec3s res, Vec3s a, Vec3s b, f32 delta);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from mod_storage.h
|
||
|
||
<br />
|
||
|
||
|
||
## [mod_storage_save](#mod_storage_save)
|
||
|
||
### Description
|
||
Saves a `key` corresponding to a string `value` to mod storage
|
||
|
||
### Lua Example
|
||
`local booleanValue = mod_storage_save(key, value)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| key | `string` |
|
||
| value | `string` |
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool mod_storage_save(const char* key, const char* value);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mod_storage_save_number](#mod_storage_save_number)
|
||
|
||
### Description
|
||
Saves a `key` corresponding to a float `value` to mod storage
|
||
|
||
### Lua Example
|
||
`local booleanValue = mod_storage_save_number(key, value)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| key | `string` |
|
||
| value | `number` |
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool mod_storage_save_number(const char* key, f32 value);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mod_storage_save_bool](#mod_storage_save_bool)
|
||
|
||
### Description
|
||
Saves a `key` corresponding to a bool `value` to mod storage
|
||
|
||
### Lua Example
|
||
`local booleanValue = mod_storage_save_bool(key, value)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| key | `string` |
|
||
| value | `boolean` |
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool mod_storage_save_bool(const char* key, bool value);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mod_storage_load](#mod_storage_load)
|
||
|
||
### Description
|
||
Loads a string `value` from a `key` in mod storage
|
||
|
||
### Lua Example
|
||
`local stringValue = mod_storage_load(key)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| key | `string` |
|
||
|
||
### Returns
|
||
- `string`
|
||
|
||
### C Prototype
|
||
`const char *mod_storage_load(const char* key);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mod_storage_load_number](#mod_storage_load_number)
|
||
|
||
### Description
|
||
Loads a float `value` from a `key` in mod storage
|
||
|
||
### Lua Example
|
||
`local numberValue = mod_storage_load_number(key)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| key | `string` |
|
||
|
||
### Returns
|
||
- `number`
|
||
|
||
### C Prototype
|
||
`f32 mod_storage_load_number(const char* key);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mod_storage_load_bool](#mod_storage_load_bool)
|
||
|
||
### Description
|
||
Loads a bool `value` from a `key` in mod storage
|
||
|
||
### Lua Example
|
||
`local booleanValue = mod_storage_load_bool(key)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| key | `string` |
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool mod_storage_load_bool(const char* key);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mod_storage_exists](#mod_storage_exists)
|
||
|
||
### Description
|
||
Checks if a `key` is in mod storage
|
||
|
||
### Lua Example
|
||
`local booleanValue = mod_storage_exists(key)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| key | `string` |
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool mod_storage_exists(const char* key);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mod_storage_remove](#mod_storage_remove)
|
||
|
||
### Description
|
||
Removes a `key` from mod storage
|
||
|
||
### Lua Example
|
||
`local booleanValue = mod_storage_remove(key)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| key | `string` |
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool mod_storage_remove(const char* key);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [mod_storage_clear](#mod_storage_clear)
|
||
|
||
### Description
|
||
Clears the mod's data from mod storage
|
||
|
||
### Lua Example
|
||
`local booleanValue = mod_storage_clear()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool mod_storage_clear(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from network_player.h
|
||
|
||
<br />
|
||
|
||
|
||
## [network_player_connected_count](#network_player_connected_count)
|
||
|
||
### Description
|
||
Gets the amount of players connected
|
||
|
||
### Lua Example
|
||
`local integerValue = network_player_connected_count()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u8 network_player_connected_count(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_player_set_description](#network_player_set_description)
|
||
|
||
### Description
|
||
Sets the description field of `np`
|
||
|
||
### Lua Example
|
||
`network_player_set_description(np, description, r, g, b, a)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| np | [NetworkPlayer](structs.md#NetworkPlayer) |
|
||
| description | `string` |
|
||
| r | `integer` |
|
||
| g | `integer` |
|
||
| b | `integer` |
|
||
| a | `integer` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void network_player_set_description(struct NetworkPlayer* np, const char* description, u8 r, u8 g, u8 b, u8 a);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_player_set_override_location](#network_player_set_override_location)
|
||
|
||
### Description
|
||
Overrides the location of `np`
|
||
|
||
### Lua Example
|
||
`network_player_set_override_location(np, location)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| np | [NetworkPlayer](structs.md#NetworkPlayer) |
|
||
| location | `string` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void network_player_set_override_location(struct NetworkPlayer *np, const char *location);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_player_from_global_index](#network_player_from_global_index)
|
||
|
||
### Description
|
||
Gets a network player from `globalIndex`
|
||
|
||
### Lua Example
|
||
`local NetworkPlayerValue = network_player_from_global_index(globalIndex)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| globalIndex | `integer` |
|
||
|
||
### Returns
|
||
[NetworkPlayer](structs.md#NetworkPlayer)
|
||
|
||
### C Prototype
|
||
`struct NetworkPlayer* network_player_from_global_index(u8 globalIndex);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [get_network_player_from_level](#get_network_player_from_level)
|
||
|
||
### Description
|
||
Gets the first network player whose information matches `courseNum`, `actNum`, and `levelNum`
|
||
|
||
### Lua Example
|
||
`local NetworkPlayerValue = get_network_player_from_level(courseNum, actNum, levelNum)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| courseNum | `integer` |
|
||
| actNum | `integer` |
|
||
| levelNum | `integer` |
|
||
|
||
### Returns
|
||
[NetworkPlayer](structs.md#NetworkPlayer)
|
||
|
||
### C Prototype
|
||
`struct NetworkPlayer* get_network_player_from_level(s16 courseNum, s16 actNum, s16 levelNum);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [get_network_player_from_area](#get_network_player_from_area)
|
||
|
||
### Description
|
||
Gets the first network player whose information matches `courseNum`, `actNum`, `levelNum`, and `areaIndex`
|
||
|
||
### Lua Example
|
||
`local NetworkPlayerValue = get_network_player_from_area(courseNum, actNum, levelNum, areaIndex)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| courseNum | `integer` |
|
||
| actNum | `integer` |
|
||
| levelNum | `integer` |
|
||
| areaIndex | `integer` |
|
||
|
||
### Returns
|
||
[NetworkPlayer](structs.md#NetworkPlayer)
|
||
|
||
### C Prototype
|
||
`struct NetworkPlayer* get_network_player_from_area(s16 courseNum, s16 actNum, s16 levelNum, s16 areaIndex);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [get_network_player_smallest_global](#get_network_player_smallest_global)
|
||
|
||
### Description
|
||
Gets the active network player with the smallest global index. Useful for assigning one player to "own" some kind of functionality or object
|
||
|
||
### Lua Example
|
||
`local NetworkPlayerValue = get_network_player_smallest_global()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
[NetworkPlayer](structs.md#NetworkPlayer)
|
||
|
||
### C Prototype
|
||
`struct NetworkPlayer* get_network_player_smallest_global(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_player_set_override_palette_color](#network_player_set_override_palette_color)
|
||
|
||
### Description
|
||
Sets the `part in `np`'s override color palette`
|
||
|
||
### Lua Example
|
||
`network_player_set_override_palette_color(np, part, color)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| np | [NetworkPlayer](structs.md#NetworkPlayer) |
|
||
| part | [enum PlayerPart](constants.md#enum-PlayerPart) |
|
||
| color | `Color` |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void network_player_set_override_palette_color(struct NetworkPlayer *np, enum PlayerPart part, Color color);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_player_reset_override_palette](#network_player_reset_override_palette)
|
||
|
||
### Description
|
||
Resets `np`'s override color palette
|
||
|
||
### Lua Example
|
||
`network_player_reset_override_palette(np)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| np | [NetworkPlayer](structs.md#NetworkPlayer) |
|
||
|
||
### Returns
|
||
- None
|
||
|
||
### C Prototype
|
||
`void network_player_reset_override_palette(struct NetworkPlayer *np);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_player_is_override_palette_same](#network_player_is_override_palette_same)
|
||
|
||
### Description
|
||
Checks if `np`'s override color palette is identical to the regular color palette
|
||
|
||
### Lua Example
|
||
`local booleanValue = network_player_is_override_palette_same(np)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| np | [NetworkPlayer](structs.md#NetworkPlayer) |
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool network_player_is_override_palette_same(struct NetworkPlayer *np);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
---
|
||
# functions from network_utils.h
|
||
|
||
<br />
|
||
|
||
|
||
## [network_global_index_from_local](#network_global_index_from_local)
|
||
|
||
### Description
|
||
Gets a player's global index from their local index
|
||
|
||
### Lua Example
|
||
`local integerValue = network_global_index_from_local(localIndex)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| localIndex | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u8 network_global_index_from_local(u8 localIndex);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_local_index_from_global](#network_local_index_from_global)
|
||
|
||
### Description
|
||
Gets a player's local index from their global index
|
||
|
||
### Lua Example
|
||
`local integerValue = network_local_index_from_global(globalIndex)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| globalIndex | `integer` |
|
||
|
||
### Returns
|
||
- `integer`
|
||
|
||
### C Prototype
|
||
`u8 network_local_index_from_global(u8 globalIndex);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_is_server](#network_is_server)
|
||
|
||
### Description
|
||
Checks if you are hosting the current lobby, this value doesn't change
|
||
|
||
### Lua Example
|
||
`local booleanValue = network_is_server()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool network_is_server(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_is_moderator](#network_is_moderator)
|
||
|
||
### Description
|
||
Checks if you are a moderator in the current lobby
|
||
|
||
### Lua Example
|
||
`local booleanValue = network_is_moderator()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool network_is_moderator(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_get_player_text_color_string](#network_get_player_text_color_string)
|
||
|
||
### Description
|
||
Gets the DJUI hex color code string for the player corresponding to `localIndex`'s cap color
|
||
|
||
### Lua Example
|
||
`local stringValue = network_get_player_text_color_string(localIndex)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| localIndex | `integer` |
|
||
|
||
### Returns
|
||
- `string`
|
||
|
||
### C Prototype
|
||
`const char* network_get_player_text_color_string(u8 localIndex);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_check_singleplayer_pause](#network_check_singleplayer_pause)
|
||
|
||
### Description
|
||
Checks if the game can currently be paused in singleplayer
|
||
|
||
### Lua Example
|
||
`local booleanValue = network_check_singleplayer_pause()`
|
||
|
||
### Parameters
|
||
- None
|
||
|
||
### Returns
|
||
- `boolean`
|
||
|
||
### C Prototype
|
||
`bool network_check_singleplayer_pause(void);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
|
||
## [network_discord_id_from_local_index](#network_discord_id_from_local_index)
|
||
|
||
### Description
|
||
Gets a Discord ID corresponding to the network player with `localIndex`
|
||
|
||
### Lua Example
|
||
`local stringValue = network_discord_id_from_local_index(localIndex)`
|
||
|
||
### Parameters
|
||
| Field | Type |
|
||
| ----- | ---- |
|
||
| localIndex | `integer` |
|
||
|
||
### Returns
|
||
- `string`
|
||
|
||
### C Prototype
|
||
`const char* network_discord_id_from_local_index(u8 localIndex);`
|
||
|
||
[:arrow_up_small:](#)
|
||
|
||
<br />
|
||
---
|
||
|
||
[< prev](functions-3.md) | [1](functions.md) | [2](functions-2.md) | [3](functions-3.md) | 4 | [5](functions-5.md) | [6](functions-6.md) | [next >](functions-5.md)]
|
||
|