sm64coopdx/autogen/lua_definitions/functions.lua
2024-12-08 18:38:23 -05:00

10168 lines
212 KiB
Lua

-- AUTOGENERATED FOR CODE EDITORS --
--- @param id integer
--- @return ObjectWarpNode
--- Finds a warp node in the current area by its ID. The warp node must exist in the list of warp nodes for the current area. Useful for locating a specific warp point in the level, such as teleportation zones or connections to other areas
function area_get_warp_node(id)
-- ...
end
--- @param o Object
--- @return ObjectWarpNode
--- Finds a warp node in the current area using parameters from the provided object. The object's behavior parameters are used to determine the warp node ID. Useful for associating an object (like a door or warp pipe) with its corresponding warp node in the area
function area_get_warp_node_from_params(o)
-- ...
end
--- @param goal Vec3f
--- @param pos Vec3f
--- @param yVel number
--- @param gravity number
--- @return integer
--- Calculates the time it takes for the current object to follow an arc from `pos` to `goal`
function arc_to_goal_pos(goal, pos, yVel, gravity)
-- ...
end
--- Behavior init function for common 1-Up
function bhv_1up_common_init()
-- ...
end
--- Behavior loop function for hidden 1-Up in pole (Green Demon)
function bhv_1up_hidden_in_pole_loop()
-- ...
end
--- Behavior loop function for 1-Up hidden in pole spawner
function bhv_1up_hidden_in_pole_spawner_loop()
-- ...
end
--- Behavior loop function for 1-Up hidden in pole trigger
function bhv_1up_hidden_in_pole_trigger_loop()
-- ...
end
--- Behavior loop function for hidden 1-Up
function bhv_1up_hidden_loop()
-- ...
end
--- Behavior loop function for hidden 1-Up trigger
function bhv_1up_hidden_trigger_loop()
-- ...
end
--- Behavior init function for 1-Up
function bhv_1up_init()
-- ...
end
--- Behavior loop function for jump on approach 1-Up
function bhv_1up_jump_on_approach_loop()
-- ...
end
--- Behavior loop function for 1-Up
function bhv_1up_loop()
-- ...
end
--- Behavior loop function for running away 1-Up
function bhv_1up_running_away_loop()
-- ...
end
--- Behavior loop function for sliding 1-Up
function bhv_1up_sliding_loop()
-- ...
end
--- Behavior init function for 1-Up trigger
function bhv_1up_trigger_init()
-- ...
end
--- Behavior loop function for walking 1-Up
function bhv_1up_walking_loop()
-- ...
end
--- Behavior init function for Act Selector
function bhv_act_selector_init()
-- ...
end
--- Behavior loop function for Act Selector
function bhv_act_selector_loop()
-- ...
end
--- Behavior loop function for Act Selector star type
function bhv_act_selector_star_type_loop()
-- ...
end
--- Behavior init function for activated back and forth platform in Bowser courses
function bhv_activated_back_and_forth_platform_init()
-- ...
end
--- Behavior loop function for activated back and forth platform in Bowser courses
function bhv_activated_back_and_forth_platform_update()
-- ...
end
--- Behavior loop function for alpha boo key
function bhv_alpha_boo_key_loop()
-- ...
end
--- Behavior init function for ambient sounds
function bhv_ambient_sounds_init()
-- ...
end
--- Behavior loop function for animated texture
function bhv_animated_texture_loop()
-- ...
end
--- Behavior init function for animates on floor switch press in Rainbow Ride and Bowser courses
function bhv_animates_on_floor_switch_press_init()
-- ...
end
--- Behavior loop function for animates on floor switch press in Rainbow Ride and Bowser courses
function bhv_animates_on_floor_switch_press_loop()
-- ...
end
--- Behavior loop function for Wet Dry World arrow lift
function bhv_arrow_lift_loop()
-- ...
end
--- Behavior loop function for Big Boo's Haunt tilting trap platform
function bhv_bbh_tilting_trap_platform_loop()
-- ...
end
--- Behavior loop function for beta boo key
function bhv_beta_boo_key_loop()
-- ...
end
--- Behavior loop function for beta Bowser anchor
function bhv_beta_bowser_anchor_loop()
-- ...
end
--- Behavior init function for beta chest bottom
function bhv_beta_chest_bottom_init()
-- ...
end
--- Behavior loop function for beta chest bottom
function bhv_beta_chest_bottom_loop()
-- ...
end
--- Behavior loop function for beta chest lid
function bhv_beta_chest_lid_loop()
-- ...
end
--- Behavior loop function for beta fish splash spawner
function bhv_beta_fish_splash_spawner_loop()
-- ...
end
--- Behavior init function for beta holdable object
function bhv_beta_holdable_object_init()
-- ...
end
--- Behavior loop function for beta holdable object
function bhv_beta_holdable_object_loop()
-- ...
end
--- Behavior loop function for beta moving flames
function bhv_beta_moving_flames_loop()
-- ...
end
--- Behavior loop function for beta moving flames spawn
function bhv_beta_moving_flames_spawn_loop()
-- ...
end
--- Behavior loop function for beta trampoline spring
function bhv_beta_trampoline_spring_loop()
-- ...
end
--- Behavior loop function for beta trampoline top
function bhv_beta_trampoline_top_loop()
-- ...
end
--- Behavior loop function for Big Boo
function bhv_big_boo_loop()
-- ...
end
--- Behavior loop function for big boulder generator
function bhv_big_boulder_generator_loop()
-- ...
end
--- Behavior init function for big boulder
function bhv_big_boulder_init()
-- ...
end
--- Behavior loop function for big boulder
function bhv_big_boulder_loop()
-- ...
end
--- Behavior init function for Big Bully
function bhv_big_bully_init()
-- ...
end
--- Behavior init function for Big Bully with minions
function bhv_big_bully_with_minions_init()
-- ...
end
--- Behavior loop function for Big Bully with minions
function bhv_big_bully_with_minions_loop()
-- ...
end
--- Behavior loop function for bird
function bhv_bird_update()
-- ...
end
--- Behavior loop function for birds sound
function bhv_birds_sound_loop()
-- ...
end
--- Behavior loop function for Bowser in the Fire Sea sinking cage platform
function bhv_bitfs_sinking_cage_platform_loop()
-- ...
end
--- Behavior loop function for Bowser in the Fire Sea sinking platform
function bhv_bitfs_sinking_platform_loop()
-- ...
end
--- Behavior loop function for black smoke Bowser
function bhv_black_smoke_bowser_loop()
-- ...
end
--- Behavior loop function for black smoke Mario
function bhv_black_smoke_mario_loop()
-- ...
end
--- Behavior loop function for black smoke upward
function bhv_black_smoke_upward_loop()
-- ...
end
--- Behavior init function for Blue Bowser flame
function bhv_blue_bowser_flame_init()
-- ...
end
--- Behavior loop function for Blue Bowser flame
function bhv_blue_bowser_flame_loop()
-- ...
end
--- Behavior loop function for Blue Coin jumping
function bhv_blue_coin_jumping_loop()
-- ...
end
--- Behavior loop function for Blue Coin number
function bhv_blue_coin_number_loop()
-- ...
end
--- Behavior init function for Blue Coin sliding jumping
function bhv_blue_coin_sliding_jumping_init()
-- ...
end
--- Behavior loop function for Blue Coin sliding
function bhv_blue_coin_sliding_loop()
-- ...
end
--- Behavior init function for Blue Coin switch
function bhv_blue_coin_switch_init()
-- ...
end
--- Behavior loop function for Blue Coin switch
function bhv_blue_coin_switch_loop()
-- ...
end
--- Behavior loop function for blue fish movement
function bhv_blue_fish_movement_loop()
-- ...
end
--- Behavior loop function for blue flames group
function bhv_blue_flames_group_loop()
-- ...
end
--- Behavior init function for Bob-omb Battlefield pit bowling ball
function bhv_bob_pit_bowling_ball_init()
-- ...
end
--- Behavior loop function for Bob-omb Battlefield pit bowling ball
function bhv_bob_pit_bowling_ball_loop()
-- ...
end
--- Behavior loop function for Bob-omb anchor mario
function bhv_bobomb_anchor_mario_loop()
-- ...
end
--- Behavior init function for Bob-omb buddy
function bhv_bobomb_buddy_init()
-- ...
end
--- Behavior loop function for Bob-omb buddy
function bhv_bobomb_buddy_loop()
-- ...
end
--- Behavior init function for Bob-omb and Bully death smoke
function bhv_bobomb_bully_death_smoke_init()
-- ...
end
--- Behavior init function for Bob-omb explosion bubble
function bhv_bobomb_explosion_bubble_init()
-- ...
end
--- Behavior loop function for Bob-omb explosion bubble
function bhv_bobomb_explosion_bubble_loop()
-- ...
end
--- Behavior init function for Bob-omb fuse smoke
function bhv_bobomb_fuse_smoke_init()
-- ...
end
--- Behavior init function for Bob-omb
function bhv_bobomb_init()
-- ...
end
--- Behavior loop function for Bob-omb
function bhv_bobomb_loop()
-- ...
end
--- Behavior loop function for Boo boss spawned bridge
function bhv_boo_boss_spawned_bridge_loop()
-- ...
end
--- Behavior init function for Boo cage
function bhv_boo_cage_init()
-- ...
end
--- Behavior loop function for Boo cage
function bhv_boo_cage_loop()
-- ...
end
--- Behavior loop function for the Boo inside the Castle
function bhv_boo_in_castle_loop()
-- ...
end
--- Behavior init function for Boo
function bhv_boo_init()
-- ...
end
--- Behavior loop function for Boo
function bhv_boo_loop()
-- ...
end
--- Behavior init function for Boo with cage
function bhv_boo_with_cage_init()
-- ...
end
--- Behavior loop function for Boo with cage
function bhv_boo_with_cage_loop()
-- ...
end
--- Behavior loop function for Book switch
function bhv_book_switch_loop()
-- ...
end
--- Behavior loop function for Bookend spawn
function bhv_bookend_spawn_loop()
-- ...
end
--- Behavior loop function for bouncing fireball flame
function bhv_bouncing_fireball_flame_loop()
-- ...
end
--- Behavior loop function for bouncing fireball
function bhv_bouncing_fireball_loop()
-- ...
end
--- Behavior init function for bowling ball
function bhv_bowling_ball_init()
-- ...
end
--- Behavior loop function for bowling ball
function bhv_bowling_ball_loop()
-- ...
end
--- Behavior init function for Bowser body anchor
function bhv_bowser_body_anchor_init()
-- ...
end
--- Behavior loop function for Bowser body anchor
function bhv_bowser_body_anchor_loop()
-- ...
end
--- Behavior loop function for Bowser bomb explosion
function bhv_bowser_bomb_explosion_loop()
-- ...
end
--- Behavior loop function for Bowser bomb
function bhv_bowser_bomb_loop()
-- ...
end
--- Behavior loop function for Bowser bomb smoke
function bhv_bowser_bomb_smoke_loop()
-- ...
end
--- Behavior loop function for Bowser course Red Coin Star
function bhv_bowser_course_red_coin_star_loop()
-- ...
end
--- Behavior loop function for Bowser flame spawn
function bhv_bowser_flame_spawn_loop()
-- ...
end
--- Behavior init function for Bowser
function bhv_bowser_init()
-- ...
end
--- Behavior loop function for Bowser key course exit
function bhv_bowser_key_course_exit_loop()
-- ...
end
--- Behavior init function for Bowser key
function bhv_bowser_key_init()
-- ...
end
--- Behavior loop function for Bowser key
function bhv_bowser_key_loop()
-- ...
end
--- Behavior loop function for Bowser key unlock door
function bhv_bowser_key_unlock_door_loop()
-- ...
end
--- Behavior loop function for Bowser
function bhv_bowser_loop()
-- ...
end
--- Behavior loop function for Bowser shock wave
function bhv_bowser_shock_wave_loop()
-- ...
end
--- Behavior init function for Bowser tail anchor
function bhv_bowser_tail_anchor_init()
-- ...
end
--- Behavior loop function for Bowser tail anchor
function bhv_bowser_tail_anchor_loop()
-- ...
end
--- Behavior loop function for Bowser's submarine
function bhv_bowsers_sub_loop()
-- ...
end
--- Behavior loop function for breakable box
function bhv_breakable_box_loop()
-- ...
end
--- Behavior init function for small breakable box
function bhv_breakable_box_small_init()
-- ...
end
--- Behavior loop function for small breakable box
function bhv_breakable_box_small_loop()
-- ...
end
--- Behavior loop function for Bub
function bhv_bub_loop()
-- ...
end
--- Behavior loop function for Bub spawner
function bhv_bub_spawner_loop()
-- ...
end
--- Behavior loop function for Bubba
function bhv_bubba_loop()
-- ...
end
--- Behavior loop function for bubble cannon barrel
function bhv_bubble_cannon_barrel_loop()
-- ...
end
--- Behavior loop function for bubble maybe
function bhv_bubble_maybe_loop()
-- ...
end
--- Behavior loop function for bubble player
function bhv_bubble_player_loop()
-- ...
end
--- Behavior init function for bubble splash
function bhv_bubble_splash_init()
-- ...
end
--- Behavior init function for bubble wave
function bhv_bubble_wave_init()
-- ...
end
--- Behavior init function for Bullet Bill
function bhv_bullet_bill_init()
-- ...
end
--- Behavior loop function for Bullet Bill
function bhv_bullet_bill_loop()
-- ...
end
--- Behavior loop function for Bully
function bhv_bully_loop()
-- ...
end
--- Behavior init function for Butterfly
function bhv_butterfly_init()
-- ...
end
--- Behavior loop function for Butterfly
function bhv_butterfly_loop()
-- ...
end
--- Behavior init function for Camera Lakitu
function bhv_camera_lakitu_init()
-- ...
end
--- Behavior loop function for Camera Lakitu
function bhv_camera_lakitu_update()
-- ...
end
--- Behavior loop function for cannon barrel
function bhv_cannon_barrel_loop()
-- ...
end
--- Behavior loop function for cannon base
function bhv_cannon_base_loop()
-- ...
end
--- Behavior loop function for cannon base unused
function bhv_cannon_base_unused_loop()
-- ...
end
--- Behavior init function for cannon closed
function bhv_cannon_closed_init()
-- ...
end
--- Behavior loop function for cannon closed
function bhv_cannon_closed_loop()
-- ...
end
--- Behavior loop function for Cap Switch
function bhv_cap_switch_loop()
-- ...
end
--- Behavior init function for Castle cannon grate
function bhv_castle_cannon_grate_init()
-- ...
end
--- Behavior init function for castle flag
function bhv_castle_flag_init()
-- ...
end
--- Behavior init function for Bowser in the Dark World floor trap manager
function bhv_castle_floor_trap_init()
-- ...
end
--- Behavior loop function for Bowser in the Dark World floor trap manager
function bhv_castle_floor_trap_loop()
-- ...
end
--- Behavior loop function for Cool, Cool Mountain touched Star spawn
function bhv_ccm_touched_star_spawn_loop()
-- ...
end
--- Behavior init function for Celebration Star
function bhv_celebration_star_init()
-- ...
end
--- Behavior loop function for Celebration Star
function bhv_celebration_star_loop()
-- ...
end
--- Behavior loop function for Celebration Star sparkle
function bhv_celebration_star_sparkle_loop()
-- ...
end
--- Behavior loop function for Chain Chomp chain part
function bhv_chain_chomp_chain_part_update()
-- ...
end
--- Behavior init function for Chain Chomp gate
function bhv_chain_chomp_gate_init()
-- ...
end
--- Behavior loop function for Chain Chomp gate
function bhv_chain_chomp_gate_update()
-- ...
end
--- Behavior loop function for Chain Chomp
function bhv_chain_chomp_update()
-- ...
end
--- Behavior init function for checkerboard elevator group
function bhv_checkerboard_elevator_group_init()
-- ...
end
--- Behavior loop function for checkerboard elevator group
function bhv_checkerboard_elevator_group_loop()
-- ...
end
--- Behavior init function for checkerboard platform
function bhv_checkerboard_platform_init()
-- ...
end
--- Behavior loop function for checkerboard platform
function bhv_checkerboard_platform_loop()
-- ...
end
--- Behavior loop function for Chuckya mario anchor
function bhv_chuckya_anchor_mario_loop()
-- ...
end
--- Behavior loop function for Chuckya
function bhv_chuckya_loop()
-- ...
end
--- Behavior init function for Circling Amp
function bhv_circling_amp_init()
-- ...
end
--- Behavior loop function for Circling Amp
function bhv_circling_amp_loop()
-- ...
end
--- Behavior loop function for Clam
function bhv_clam_loop()
-- ...
end
--- Behavior loop function for cloud part
function bhv_cloud_part_update()
-- ...
end
--- Behavior loop function for cloud
function bhv_cloud_update()
-- ...
end
--- Behavior loop function for coffin
function bhv_coffin_loop()
-- ...
end
--- Behavior loop function for coffin spawner
function bhv_coffin_spawner_loop()
-- ...
end
--- Behavior init function for Coin formation
function bhv_coin_formation_init()
-- ...
end
--- Behavior loop function for Coin formation
function bhv_coin_formation_loop()
-- ...
end
--- Behavior loop function for Coin formation spawn
function bhv_coin_formation_spawn_loop()
-- ...
end
--- Behavior init function for Coin
function bhv_coin_init()
-- ...
end
--- Behavior loop function for Coin inside Boo
function bhv_coin_inside_boo_loop()
-- ...
end
--- Behavior loop function for Coin
function bhv_coin_loop()
-- ...
end
--- Behavior loop function for Coin sparkles
function bhv_coin_sparkles_loop()
-- ...
end
--- Behavior init function for collectable Star
function bhv_collect_star_init()
-- ...
end
--- Behavior loop function for collectable Star
function bhv_collect_star_loop()
-- ...
end
--- Behavior init function for controllable platform
function bhv_controllable_platform_init()
-- ...
end
--- Behavior loop function for controllable platform
function bhv_controllable_platform_loop()
-- ...
end
--- Behavior loop function for controllable sub platform
function bhv_controllable_platform_sub_loop()
-- ...
end
--- Behavior init function for Courtyard Boo triplet
function bhv_courtyard_boo_triplet_init()
-- ...
end
--- Behavior loop function for Dire Dire Docks moving pole
function bhv_ddd_moving_pole_loop()
-- ...
end
--- Behavior init function for Dire Dire Docks pole
function bhv_ddd_pole_init()
-- ...
end
--- Behavior loop function for Dire Dire Docks pole
function bhv_ddd_pole_update()
-- ...
end
--- Behavior loop function for Castle Basement Dire Dire Docks warp collision
function bhv_ddd_warp_loop()
-- ...
end
--- Behavior init function for decorative pendulum
function bhv_decorative_pendulum_init()
-- ...
end
--- Behavior loop function for decorative pendulum
function bhv_decorative_pendulum_loop()
-- ...
end
--- Behavior loop function for donut platform spawner
function bhv_donut_platform_spawner_update()
-- ...
end
--- Behavior loop function for donut platform
function bhv_donut_platform_update()
-- ...
end
--- Behavior init function for door
function bhv_door_init()
-- ...
end
--- Behavior loop function for door
function bhv_door_loop()
-- ...
end
--- Behavior loop function for Dorrie
function bhv_dorrie_update()
-- ...
end
--- Behavior init function for elevator
function bhv_elevator_init()
-- ...
end
--- Behavior loop function for elevator
function bhv_elevator_loop()
-- ...
end
--- Behavior loop function for first end birds
function bhv_end_birds_1_loop()
-- ...
end
--- Behavior loop function for second end birds
function bhv_end_birds_2_loop()
-- ...
end
--- Behavior loop function for Enemy Lakitu
function bhv_enemy_lakitu_update()
-- ...
end
--- Behavior init function for Exclamation Box
function bhv_exclamation_box_init()
-- ...
end
--- Behavior loop function for Exclamation Box
function bhv_exclamation_box_loop()
-- ...
end
--- Behavior init function for explosion
function bhv_explosion_init()
-- ...
end
--- Behavior loop function for explosion
function bhv_explosion_loop()
-- ...
end
--- Behavior init function for Eyerok boss
function bhv_eyerok_boss_init()
-- ...
end
--- Behavior loop function for Eyerok boss
function bhv_eyerok_boss_loop()
-- ...
end
--- Behavior loop function for Eyerok hand
function bhv_eyerok_hand_loop()
-- ...
end
--- Behavior loop function for fading warp
function bhv_fading_warp_loop()
-- ...
end
--- Behavior loop function for falling Bowser in the Sky arena platform
function bhv_falling_bowser_platform_loop()
-- ...
end
--- Behavior loop function for Jolly Roger Bay falling pillar hitbox
function bhv_falling_pillar_hitbox_loop()
-- ...
end
--- Behavior init function for Jolly Roger Bay falling pillar
function bhv_falling_pillar_init()
-- ...
end
--- Behavior loop function for Jolly Roger Bay falling pillar
function bhv_falling_pillar_loop()
-- ...
end
--- Behavior init function for ferris wheel axle
function bhv_ferris_wheel_axle_init()
-- ...
end
--- Behavior init function for ferris wheel platform
function bhv_ferris_wheel_platform_init()
-- ...
end
--- Behavior loop function for ferris wheel platform
function bhv_ferris_wheel_platform_update()
-- ...
end
--- Behavior init function for Fire Piranha Plant
function bhv_fire_piranha_plant_init()
-- ...
end
--- Behavior loop function for Fire Piranha Plant
function bhv_fire_piranha_plant_update()
-- ...
end
--- Behavior loop function for Fire spitter
function bhv_fire_spitter_update()
-- ...
end
--- Behavior loop function for fish group
function bhv_fish_group_loop()
-- ...
end
--- Behavior loop function for fish
function bhv_fish_loop()
-- ...
end
--- Behavior loop function for fish spawner
function bhv_fish_spawner_loop()
-- ...
end
--- Behavior init function for flame bouncing
function bhv_flame_bouncing_init()
-- ...
end
--- Behavior loop function for flame bouncing
function bhv_flame_bouncing_loop()
-- ...
end
--- Behavior init function for Bowser flame
function bhv_flame_bowser_init()
-- ...
end
--- Behavior loop function for Bowser flame
function bhv_flame_bowser_loop()
-- ...
end
--- Behavior init function for flame floating landing
function bhv_flame_floating_landing_init()
-- ...
end
--- Behavior loop function for flame floating landing
function bhv_flame_floating_landing_loop()
-- ...
end
--- Behavior init function for large flame burning out
function bhv_flame_large_burning_out_init()
-- ...
end
--- Behavior loop function for flame Mario
function bhv_flame_mario_loop()
-- ...
end
--- Behavior init function for flame moving forward growing
function bhv_flame_moving_forward_growing_init()
-- ...
end
--- Behavior loop function for flame moving forward growing
function bhv_flame_moving_forward_growing_loop()
-- ...
end
--- Behavior loop function for flamethrower flame
function bhv_flamethrower_flame_loop()
-- ...
end
--- Behavior loop function for flamethrower
function bhv_flamethrower_loop()
-- ...
end
--- Behavior loop function for floating platform
function bhv_floating_platform_loop()
-- ...
end
--- Behavior loop function for Bowser in the Dark World floor trap
function bhv_floor_trap_in_castle_loop()
-- ...
end
--- Behavior loop function for Fly Guy flame
function bhv_fly_guy_flame_loop()
-- ...
end
--- Behavior loop function for Fly Guy
function bhv_fly_guy_update()
-- ...
end
--- Behavior loop function for flying bookend
function bhv_flying_bookend_loop()
-- ...
end
--- Behavior init function for free bowling ball
function bhv_free_bowling_ball_init()
-- ...
end
--- Behavior loop function for free bowling ball
function bhv_free_bowling_ball_loop()
-- ...
end
--- Behavior init function for generic bowling ball spawner
function bhv_generic_bowling_ball_spawner_init()
-- ...
end
--- Behavior loop function for generic bowling ball spawner
function bhv_generic_bowling_ball_spawner_loop()
-- ...
end
--- Behavior loop function for giant pole
function bhv_giant_pole_loop()
-- ...
end
--- Behavior loop function for golden Coin sparkles
function bhv_golden_coin_sparkles_loop()
-- ...
end
--- Behavior init function for Goomba
function bhv_goomba_init()
-- ...
end
--- Behavior loop function for Goomba triplet spawner
function bhv_goomba_triplet_spawner_update()
-- ...
end
--- Behavior loop function for Goomba
function bhv_goomba_update()
-- ...
end
--- Behavior init function for Grand Star
function bhv_grand_star_init()
-- ...
end
--- Behavior loop function for Grand Star
function bhv_grand_star_loop()
-- ...
end
--- Behavior loop function for Grindel and Thwomp
function bhv_grindel_thwomp_loop()
-- ...
end
--- Behavior init function for ground sand
function bhv_ground_sand_init()
-- ...
end
--- Behavior init function for ground snow
function bhv_ground_snow_init()
-- ...
end
--- Behavior loop function for Big Boo's Haunt haunted bookshelf
function bhv_haunted_bookshelf_loop()
-- ...
end
--- Behavior loop function for haunted bookshelf manager
function bhv_haunted_bookshelf_manager_loop()
-- ...
end
--- Behavior init function for Haunted Chair
function bhv_haunted_chair_init()
-- ...
end
--- Behavior loop function for Haunted Chair
function bhv_haunted_chair_loop()
-- ...
end
--- Behavior loop function for Heave ho
function bhv_heave_ho_loop()
-- ...
end
--- Behavior loop function for Heave ho throwing Mario
function bhv_heave_ho_throw_mario_loop()
-- ...
end
--- Behavior loop function for hidden Blue Coin
function bhv_hidden_blue_coin_loop()
-- ...
end
--- Behavior loop function for Wet Dry World hidden breakable box
function bhv_hidden_object_loop()
-- ...
end
--- Behavior init function for Hidden Red Coin Star
function bhv_hidden_red_coin_star_init()
-- ...
end
--- Behavior loop function for Hidden Red Coin Star
function bhv_hidden_red_coin_star_loop()
-- ...
end
--- Behavior init function for Secret Star
function bhv_hidden_star_init()
-- ...
end
--- Behavior loop function for Secret Star
function bhv_hidden_star_loop()
-- ...
end
--- Behavior loop function for Secrets
function bhv_hidden_star_trigger_loop()
-- ...
end
--- Behavior init function for Homing Amp
function bhv_homing_amp_init()
-- ...
end
--- Behavior loop function for Homing Amp
function bhv_homing_amp_loop()
-- ...
end
--- Behavior init function for Hoot
function bhv_hoot_init()
-- ...
end
--- Behavior loop function for Hoot
function bhv_hoot_loop()
-- ...
end
--- Behavior init function for horizontal Grindel
function bhv_horizontal_grindel_init()
-- ...
end
--- Behavior loop function for horizontal Grindel
function bhv_horizontal_grindel_update()
-- ...
end
--- Behavior loop function for idle water wave
function bhv_idle_water_wave_loop()
-- ...
end
--- Behavior init function for changing water level, called when Wet Dry World is loaded
function bhv_init_changing_water_level_loop()
-- ...
end
--- Behavior loop function for intro Lakitu
function bhv_intro_lakitu_loop()
-- ...
end
--- Behavior loop function for intro Peach
function bhv_intro_peach_loop()
-- ...
end
--- Behavior loop function for intro scene
function bhv_intro_scene_loop()
-- ...
end
--- Behavior init function for invisible objects under the Castle bridge
function bhv_invisible_objects_under_bridge_init()
-- ...
end
--- Behavior loop function for Invisible objects under the Castle bridge
function bhv_invisible_objects_under_bridge_loop()
-- ...
end
--- Behavior loop function for jet stream
function bhv_jet_stream_loop()
-- ...
end
--- Behavior loop function for jet stream ring spawner
function bhv_jet_stream_ring_spawner_loop()
-- ...
end
--- Behavior init function for jet stream water ring
function bhv_jet_stream_water_ring_init()
-- ...
end
--- Behavior loop function for jet stream water ring
function bhv_jet_stream_water_ring_loop()
-- ...
end
--- Behavior loop function for Jolly Roger Bay floating box
function bhv_jrb_floating_box_loop()
-- ...
end
--- Behavior loop function for Jolly Roger Bay sliding box
function bhv_jrb_sliding_box_loop()
-- ...
end
--- Behavior loop function for jumping box
function bhv_jumping_box_loop()
-- ...
end
--- Behavior loop function for Whomp's Fortress kickable board
function bhv_kickable_board_loop()
-- ...
end
--- Behavior loop function for King Bob-omb
function bhv_king_bobomb_loop()
-- ...
end
--- Behavior init function for Klepto
function bhv_klepto_init()
-- ...
end
--- Behavior loop function for Klepto
function bhv_klepto_update()
-- ...
end
--- Behavior init function for Koopa
function bhv_koopa_init()
-- ...
end
--- Behavior loop function for Koopa race endpoint
function bhv_koopa_race_endpoint_update()
-- ...
end
--- Behavior loop function for Koopa Shell flame
function bhv_koopa_shell_flame_loop()
-- ...
end
--- Behavior loop function for Koopa Shell
function bhv_koopa_shell_loop()
-- ...
end
--- Behavior loop function for Koopa Shell underwater
function bhv_koopa_shell_underwater_loop()
-- ...
end
--- Behavior loop function for Koopa
function bhv_koopa_update()
-- ...
end
--- Behavior init function for Large Bomp (Whomp's Fortress moving wall with eyes)
function bhv_large_bomp_init()
-- ...
end
--- Behavior loop function for Large Bomp (Whomp's Fortress moving wall with eyes)
function bhv_large_bomp_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land bowser puzzle
function bhv_lll_bowser_puzzle_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land bowser puzzle piece
function bhv_lll_bowser_puzzle_piece_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land drawbridge
function bhv_lll_drawbridge_loop()
-- ...
end
--- Behavior init function for Lethal Lava Land drawbridge spawner
function bhv_lll_drawbridge_spawner_init()
-- ...
end
--- Behavior loop function for Lethal Lava Land drawbridge spawner
function bhv_lll_drawbridge_spawner_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land floating wood bridge
function bhv_lll_floating_wood_bridge_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land moving octagonal mesh platform
function bhv_lll_moving_octagonal_mesh_platform_loop()
-- ...
end
--- Behavior init function for Lethal Lava Land rolling log
function bhv_lll_rolling_log_init()
-- ...
end
--- Behavior loop function for Lethal Lava Land rotating block fire bars
function bhv_lll_rotating_block_fire_bars_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land rotating hex flame
function bhv_lll_rotating_hex_flame_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land rotating hexagonal ring
function bhv_lll_rotating_hexagonal_ring_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land sinking rectangular platform
function bhv_lll_sinking_rectangular_platform_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land sinking rock block
function bhv_lll_sinking_rock_block_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land sinking square platforms
function bhv_lll_sinking_square_platforms_loop()
-- ...
end
--- Behavior loop function for Lethal Lava Land wood piece
function bhv_lll_wood_piece_loop()
-- ...
end
--- Behavior loop function for Mad Piano
function bhv_mad_piano_update()
-- ...
end
--- Behavior init function for Manta Ray
function bhv_manta_ray_init()
-- ...
end
--- Behavior loop function for Manta Ray
function bhv_manta_ray_loop()
-- ...
end
--- Behavior init function for Manta Ray water ring
function bhv_manta_ray_water_ring_init()
-- ...
end
--- Behavior loop function for Manta Ray water ring
function bhv_manta_ray_water_ring_loop()
-- ...
end
--- Behavior init function for File Select button
function bhv_menu_button_init()
-- ...
end
--- Behavior loop function for File Select button
function bhv_menu_button_loop()
-- ...
end
--- Behavior init function for File Select button manager
function bhv_menu_button_manager_init()
-- ...
end
--- Behavior loop function for File Select button manager
function bhv_menu_button_manager_loop()
-- ...
end
--- Behavior loop function for Merry Go Round Boo manager
function bhv_merry_go_round_boo_manager_loop()
-- ...
end
--- Behavior loop function for Big Boo's Haunt Merry Go Round
function bhv_merry_go_round_loop()
-- ...
end
--- Behavior init function for Metal Cap
function bhv_metal_cap_init()
-- ...
end
--- Behavior loop function for Metal Cap
function bhv_metal_cap_loop()
-- ...
end
--- Behavior init function for Mips
function bhv_mips_init()
-- ...
end
--- Behavior loop function for Mips
function bhv_mips_loop()
-- ...
end
--- Behavior loop function for moat grills
function bhv_moat_grills_loop()
-- ...
end
--- Behavior loop function for Moneybag hidden
function bhv_moneybag_hidden_loop()
-- ...
end
--- Behavior init function for Moneybag
function bhv_moneybag_init()
-- ...
end
--- Behavior loop function for Moneybag
function bhv_moneybag_loop()
-- ...
end
--- Behavior loop function for Monty Mole hole
function bhv_monty_mole_hole_update()
-- ...
end
--- Behavior init function for Monty Mole
function bhv_monty_mole_init()
-- ...
end
--- Behavior loop function for Monty Mole rock
function bhv_monty_mole_rock_update()
-- ...
end
--- Behavior loop function for Monty Mole
function bhv_monty_mole_update()
-- ...
end
--- Behavior init function for moving Blue Coin
function bhv_moving_blue_coin_init()
-- ...
end
--- Behavior loop function for moving Blue Coin
function bhv_moving_blue_coin_loop()
-- ...
end
--- Behavior init function for moving Yellow Coin
function bhv_moving_yellow_coin_init()
-- ...
end
--- Behavior loop function for moving Yellow Coin
function bhv_moving_yellow_coin_loop()
-- ...
end
--- Behavior init function for Mr. Blizzard
function bhv_mr_blizzard_init()
-- ...
end
--- Behavior loop function for Mr. Blizzard's snowball
function bhv_mr_blizzard_snowball()
-- ...
end
--- Behavior loop function for Mr. Blizzard
function bhv_mr_blizzard_update()
-- ...
end
--- Behavior loop function for Mr. I body
function bhv_mr_i_body_loop()
-- ...
end
--- Behavior loop function for Mr. I
function bhv_mr_i_loop()
-- ...
end
--- Behavior loop function for Mr. I particle
function bhv_mr_i_particle_loop()
-- ...
end
--- Behavior init function for Normal Cap
function bhv_normal_cap_init()
-- ...
end
--- Behavior loop function for Normal Cap
function bhv_normal_cap_loop()
-- ...
end
--- Behavior init function for bubble object
function bhv_object_bubble_init()
-- ...
end
--- Behavior loop function for bubble object
function bhv_object_bubble_loop()
-- ...
end
--- Behavior init function for water wave object
function bhv_object_water_wave_init()
-- ...
end
--- Behavior loop function for water wave object
function bhv_object_water_wave_loop()
-- ...
end
--- Behavior loop function for openable cage door
function bhv_openable_cage_door_loop()
-- ...
end
--- Behavior loop function for openable grill
function bhv_openable_grill_loop()
-- ...
end
--- Behavior init function for orange number
function bhv_orange_number_init()
-- ...
end
--- Behavior loop function for orange number
function bhv_orange_number_loop()
-- ...
end
--- Behavior init function for particle
function bhv_particle_init()
-- ...
end
--- Behavior loop function for particle
function bhv_particle_loop()
-- ...
end
--- Behavior loop function for Penguin race finish line
function bhv_penguin_race_finish_line_update()
-- ...
end
--- Behavior loop function for Penguin race shortcut check
function bhv_penguin_race_shortcut_check_update()
-- ...
end
--- Behavior loop function for Piranha particle
function bhv_piranha_particle_loop()
-- ...
end
--- Behavior loop function for Piranha Plant bubble
function bhv_piranha_plant_bubble_loop()
-- ...
end
--- Behavior loop function for Piranha Plant
function bhv_piranha_plant_loop()
-- ...
end
--- Behavior loop function for Piranha Plant waking bubbles
function bhv_piranha_plant_waking_bubbles_loop()
-- ...
end
--- Behavior init function for Bowser in the Dark World, Lethal Lava Land, and Bowser in the Fire Sea platform normals
function bhv_platform_normals_init()
-- ...
end
--- Behavior init function for platform on track
function bhv_platform_on_track_init()
-- ...
end
--- Behavior loop function for platform on track
function bhv_platform_on_track_update()
-- ...
end
--- Behavior loop function for playing a jingle when in a 200 unit radius
function bhv_play_music_track_when_touched_loop()
-- ...
end
--- Behavior loop function for Pokey body part
function bhv_pokey_body_part_update()
-- ...
end
--- Behavior loop function for Pokey
function bhv_pokey_update()
-- ...
end
--- Behavior loop function for pole base
function bhv_pole_base_loop()
-- ...
end
--- Behavior init function for pole
function bhv_pole_init()
-- ...
end
--- Behavior init function for tiny pound star particle
function bhv_pound_tiny_star_particle_init()
-- ...
end
--- Behavior loop function for tiny pound star particle
function bhv_pound_tiny_star_particle_loop()
-- ...
end
--- Behavior init function for pound white puffs
function bhv_pound_white_puffs_init()
-- ...
end
--- Behavior init function for tiny punch triangle
function bhv_punch_tiny_triangle_init()
-- ...
end
--- Behavior loop function for tiny punch triangle
function bhv_punch_tiny_triangle_loop()
-- ...
end
--- Behavior loop function for Purple Switch
function bhv_purple_switch_loop()
-- ...
end
--- Behavior loop function for pushable metal box
function bhv_pushable_loop()
-- ...
end
--- Behavior init function for Pyramid elevator
function bhv_pyramid_elevator_init()
-- ...
end
--- Behavior loop function for Pyramid elevator
function bhv_pyramid_elevator_loop()
-- ...
end
--- Behavior loop function for Pyramid elevator trajectory marker ball
function bhv_pyramid_elevator_trajectory_marker_ball_loop()
-- ...
end
--- Behavior loop function for Pyramid pillar touch detector
function bhv_pyramid_pillar_touch_detector_loop()
-- ...
end
--- Behavior init function for Pyramid top fragment
function bhv_pyramid_top_fragment_init()
-- ...
end
--- Behavior loop function for Pyramid top fragment
function bhv_pyramid_top_fragment_loop()
-- ...
end
--- Behavior init function for Pyramid top
function bhv_pyramid_top_init()
-- ...
end
--- Behavior loop function for Pyramid top
function bhv_pyramid_top_loop()
-- ...
end
--- Behavior init function for Racing Penguin
function bhv_racing_penguin_init()
-- ...
end
--- Behavior loop function for Racing Penguin
function bhv_racing_penguin_update()
-- ...
end
--- Behavior loop function for Recovery Heart
function bhv_recovery_heart_loop()
-- ...
end
--- Behavior init function for Red Coin
function bhv_red_coin_init()
-- ...
end
--- Behavior loop function for Red Coin
function bhv_red_coin_loop()
-- ...
end
--- Behavior init function for Red Coin Star marker
function bhv_red_coin_star_marker_init()
-- ...
end
--- Behavior loop function for respawner
function bhv_respawner_loop()
-- ...
end
--- Behavior loop function for rolling log
function bhv_rolling_log_loop()
-- ...
end
--- Behavior loop function for rotating clock arm
function bhv_rotating_clock_arm_loop()
-- ...
end
--- Behavior loop function for rotating exclamation mark
function bhv_rotating_exclamation_box_loop()
-- ...
end
--- Behavior init function for Rotating octagonal platform in Rainbow Ride and Bowser in the Sky
function bhv_rotating_octagonal_plat_init()
-- ...
end
--- Behavior loop function for Rotating octagonal platform in Rainbow Ride and Bowser in the Sky
function bhv_rotating_octagonal_plat_loop()
-- ...
end
--- Behavior loop function for rotating platform
function bhv_rotating_platform_loop()
-- ...
end
--- Behavior init function for Rainbow Ride cruiser wing
function bhv_rr_cruiser_wing_init()
-- ...
end
--- Behavior loop function for Rainbow Ride cruiser wing
function bhv_rr_cruiser_wing_loop()
-- ...
end
--- Behavior loop function for Rainbow Ride rotating bridge platform
function bhv_rr_rotating_bridge_platform_loop()
-- ...
end
--- Behavior loop function for sand sound
function bhv_sand_sound_loop()
-- ...
end
--- Behavior loop function for Scuttlebug
function bhv_scuttlebug_loop()
-- ...
end
--- Behavior loop function for Scuttlebug spawner
function bhv_scuttlebug_spawn_loop()
-- ...
end
--- Behavior init function for seaweed bundle
function bhv_seaweed_bundle_init()
-- ...
end
--- Behavior init function for seaweed
function bhv_seaweed_init()
-- ...
end
--- Behavior init function for seesaw platform
function bhv_seesaw_platform_init()
-- ...
end
--- Behavior loop function for seesaw platform
function bhv_seesaw_platform_update()
-- ...
end
--- Behavior init function for shallow water splash
function bhv_shallow_water_splash_init()
-- ...
end
--- Behavior loop function for Jolly Roger Bay ship part 3
function bhv_ship_part_3_loop()
-- ...
end
--- Behavior loop function for Skeeter
function bhv_skeeter_update()
-- ...
end
--- Behavior loop function for Skeeter wave
function bhv_skeeter_wave_update()
-- ...
end
--- Behavior loop function for Snowman's Land snowman wind
function bhv_sl_snowman_wind_loop()
-- ...
end
--- Behavior loop function for Snowman's Land walking penguin
function bhv_sl_walking_penguin_loop()
-- ...
end
--- Behavior init function for sliding platform 2 in Rainbow Ride and Bowser courses
function bhv_sliding_plat_2_init()
-- ...
end
--- Behavior loop function for sliding platform 2 in Rainbow Ride and Bowser courses
function bhv_sliding_plat_2_loop()
-- ...
end
--- Behavior loop function for sliding snow mound
function bhv_sliding_snow_mound_loop()
-- ...
end
--- Behavior init function for Small Bomp (Whomp's Fortress moving wall with eyes)
function bhv_small_bomp_init()
-- ...
end
--- Behavior loop function for Small Bomp (Whomp's Fortress moving wall with eyes)
function bhv_small_bomp_loop()
-- ...
end
--- Behavior loop function for small bubbles
function bhv_small_bubbles_loop()
-- ...
end
--- Behavior init function for Small Bully
function bhv_small_bully_init()
-- ...
end
--- Behavior loop function for small penguin
function bhv_small_penguin_loop()
-- ...
end
--- Behavior loop function for Small Piranha flame
function bhv_small_piranha_flame_loop()
-- ...
end
--- Behavior loop function for small water wave
function bhv_small_water_wave_loop()
-- ...
end
--- Behavior init function for snow leaf particle spawn
function bhv_snow_leaf_particle_spawn_init()
-- ...
end
--- Behavior loop function for snow mound spawn
function bhv_snow_mound_spawn_loop()
-- ...
end
--- Behavior loop function for Snowman's body checkpoint
function bhv_snowmans_body_checkpoint_loop()
-- ...
end
--- Behavior init function for Snowman's bottom
function bhv_snowmans_bottom_init()
-- ...
end
--- Behavior loop function for Snowman's bottom
function bhv_snowmans_bottom_loop()
-- ...
end
--- Behavior init function for Snowman's head
function bhv_snowmans_head_init()
-- ...
end
--- Behavior loop function for Snowman's head
function bhv_snowmans_head_loop()
-- ...
end
--- Behavior loop function for Snufit balls
function bhv_snufit_balls_loop()
-- ...
end
--- Behavior loop function for Snufit
function bhv_snufit_loop()
-- ...
end
--- Behavior init function for sound spawner
function bhv_sound_spawner_init()
-- ...
end
--- Behavior loop function for sparkle spawner
function bhv_sparkle_spawn_loop()
-- ...
end
--- @param object Object
--- @param params integer
--- @param networkSendEvent integer
--- Spawns a Star parented to `object` that won't make Mario exit the level with an ID corresponding to `params`' first byte
function bhv_spawn_star_no_level_exit(object, params, networkSendEvent)
-- ...
end
--- Behavior init function for spawned star
function bhv_spawned_star_init()
-- ...
end
--- Behavior loop function for Spawned star
function bhv_spawned_star_loop()
-- ...
end
--- Behavior init function for Spindel
function bhv_spindel_init()
-- ...
end
--- Behavior loop function for Spindel
function bhv_spindel_loop()
-- ...
end
--- Behavior loop function for Spindrift
function bhv_spindrift_loop()
-- ...
end
--- Behavior loop function for Spiny
function bhv_spiny_update()
-- ...
end
--- Behavior loop function for Bowser in the Dark World squarish path moving
function bhv_squarish_path_moving_loop()
-- ...
end
--- Behavior init function for Bowser in the Dark World squarish path parent
function bhv_squarish_path_parent_init()
-- ...
end
--- Behavior loop function for Bowser in the Dark World Ssuarish path parent
function bhv_squarish_path_parent_loop()
-- ...
end
--- Behavior loop function for squishable platform
function bhv_squishable_platform_loop()
-- ...
end
--- Behavior init function for Ssl moving pyramid wall
function bhv_ssl_moving_pyramid_wall_init()
-- ...
end
--- Behavior loop function for Ssl moving pyramid wall
function bhv_ssl_moving_pyramid_wall_loop()
-- ...
end
--- Behavior loop function for Star Door
function bhv_star_door_loop()
-- ...
end
--- Behavior loop function for Star Door
function bhv_star_door_loop_2()
-- ...
end
--- Behavior loop function for Star and key collection puff spawner
function bhv_star_key_collection_puff_spawner_loop()
-- ...
end
--- Behavior loop function for Star number
function bhv_star_number_loop()
-- ...
end
--- Behavior init function for Star spawn
function bhv_star_spawn_init()
-- ...
end
--- Behavior loop function for Star spawn
function bhv_star_spawn_loop()
-- ...
end
--- Behavior loop function for static checkered platform
function bhv_static_checkered_platform_loop()
-- ...
end
--- Behavior loop function for strong wind particle
function bhv_strong_wind_particle_loop()
-- ...
end
--- Behavior loop function for Jolly Roger Bay sunken ship part
function bhv_sunken_ship_part_loop()
-- ...
end
--- Behavior loop function for Sushi Shark collision
function bhv_sushi_shark_collision_loop()
-- ...
end
--- Behavior loop function for Sushi Shark
function bhv_sushi_shark_loop()
-- ...
end
--- Behavior init function for swing platform
function bhv_swing_platform_init()
-- ...
end
--- Behavior loop function for swing platform
function bhv_swing_platform_update()
-- ...
end
--- Behavior loop function for Swoop
function bhv_swoop_update()
-- ...
end
--- Behavior loop function for tank fish group
function bhv_tank_fish_group_loop()
-- ...
end
--- Behavior loop function for despawning Coin
function bhv_temp_coin_loop()
-- ...
end
--- Behavior loop function for Tiny Huge Island bowling ball spawner
function bhv_thi_bowling_ball_spawner_loop()
-- ...
end
--- Behavior loop function for Tiny Huge Island huge island top
function bhv_thi_huge_island_top_loop()
-- ...
end
--- Behavior loop function for Tiny Huge Island tiny island top
function bhv_thi_tiny_island_top_loop()
-- ...
end
--- Behavior init function for tilting Bowser in the Fire Sea arena platform
function bhv_tilting_bowser_lava_platform_init()
-- ...
end
--- Behavior loop function for Lethal Lava Land and Bowser in the Fire Sea tilting inverted pyramid
function bhv_tilting_inverted_pyramid_loop()
-- ...
end
--- Behavior init function for tiny Star particles
function bhv_tiny_star_particles_init()
-- ...
end
--- Behavior loop function for Whomp's Fortress tower door
function bhv_tower_door_loop()
-- ...
end
--- Behavior init function for Whomp's Fortress tower platform group
function bhv_tower_platform_group_init()
-- ...
end
--- Behavior loop function for Whomp's Fortress tower platform group
function bhv_tower_platform_group_loop()
-- ...
end
--- Behavior loop function for Tox Box
function bhv_tox_box_loop()
-- ...
end
--- Behavior loop function for track ball
function bhv_track_ball_update()
-- ...
end
--- Behavior init function for treasure chest bottom
function bhv_treasure_chest_bottom_init()
-- ...
end
--- Behavior loop function for treasure chest bottom
function bhv_treasure_chest_bottom_loop()
-- ...
end
--- Behavior init function for treasure chest
function bhv_treasure_chest_init()
-- ...
end
--- Behavior init function for treasure chest jrb
function bhv_treasure_chest_jrb_init()
-- ...
end
--- Behavior loop function for treasure chest jrb
function bhv_treasure_chest_jrb_loop()
-- ...
end
--- Behavior loop function for treasure chest
function bhv_treasure_chest_loop()
-- ...
end
--- Behavior init function for treasure chest ship
function bhv_treasure_chest_ship_init()
-- ...
end
--- Behavior loop function for treasure chest ship
function bhv_treasure_chest_ship_loop()
-- ...
end
--- Behavior loop function for treasure chest top
function bhv_treasure_chest_top_loop()
-- ...
end
--- Behavior loop function for tree snow or leaf particle
function bhv_tree_snow_or_leaf_loop()
-- ...
end
--- Behavior loop function for a triplet of butterflies
function bhv_triplet_butterfly_update()
-- ...
end
--- Behavior init function for Tick Tock Clock 2D rotator
function bhv_ttc_2d_rotator_init()
-- ...
end
--- Behavior loop function for Tick Tock Clock 2D rotator
function bhv_ttc_2d_rotator_update()
-- ...
end
--- Behavior init function for Tick Tock Clock cog
function bhv_ttc_cog_init()
-- ...
end
--- Behavior loop function for Tick Tock Clock cog
function bhv_ttc_cog_update()
-- ...
end
--- Behavior init function for Tick Tock Clock elevator
function bhv_ttc_elevator_init()
-- ...
end
--- Behavior loop function for Tick Tock Clock elevator
function bhv_ttc_elevator_update()
-- ...
end
--- Behavior init function for Tick Tock Clock moving bar
function bhv_ttc_moving_bar_init()
-- ...
end
--- Behavior loop function for Tick Tock Clock moving bar
function bhv_ttc_moving_bar_update()
-- ...
end
--- Behavior init function for Tick Tock Clock pendulum
function bhv_ttc_pendulum_init()
-- ...
end
--- Behavior loop function for Tick Tock Clock pendulum
function bhv_ttc_pendulum_update()
-- ...
end
--- Behavior init function for Tick Tock Clock pit block
function bhv_ttc_pit_block_init()
-- ...
end
--- Behavior loop function for Tick Tock Clock pit block
function bhv_ttc_pit_block_update()
-- ...
end
--- Behavior init function for Tick Tock Clock rotating solid
function bhv_ttc_rotating_solid_init()
-- ...
end
--- Behavior loop function for Tick Tock Clock rotating solid
function bhv_ttc_rotating_solid_update()
-- ...
end
--- Behavior loop function for Tick Tock Clock spinner
function bhv_ttc_spinner_update()
-- ...
end
--- Behavior init function for Tick Tock Clock treadmill
function bhv_ttc_treadmill_init()
-- ...
end
--- Behavior loop function for Tick Tock Clock treadmill
function bhv_ttc_treadmill_update()
-- ...
end
--- Behavior init function for Tall, Tall Mountain rolling log
function bhv_ttm_rolling_log_init()
-- ...
end
--- Behavior loop function for tumbling bridge
function bhv_tumbling_bridge_loop()
-- ...
end
--- Behavior loop function for tumbling bridge platform
function bhv_tumbling_bridge_platform_loop()
-- ...
end
--- Behavior loop function for Tuxie's mother
function bhv_tuxies_mother_loop()
-- ...
end
--- Behavior loop function for Tweester
function bhv_tweester_loop()
-- ...
end
--- Behavior loop function for Tweester sand particle
function bhv_tweester_sand_particle_loop()
-- ...
end
--- Behavior loop function for Ukiki cage
function bhv_ukiki_cage_loop()
-- ...
end
--- Behavior loop function for Ukiki cage Star
function bhv_ukiki_cage_star_loop()
-- ...
end
--- Behavior init function for Ukiki
function bhv_ukiki_init()
-- ...
end
--- Behavior loop function for Ukiki
function bhv_ukiki_loop()
-- ...
end
--- Behavior init function for Unagi
function bhv_unagi_init()
-- ...
end
--- Behavior loop function for Unagi
function bhv_unagi_loop()
-- ...
end
--- Behavior loop function for Unagi subobject
function bhv_unagi_subobject_loop()
-- ...
end
--- Behavior loop function for unused particle spawn
function bhv_unused_particle_spawn_loop()
-- ...
end
--- Behavior loop function for unused poundable platform
function bhv_unused_poundable_platform()
-- ...
end
--- Behavior init function for Vanish Cap
function bhv_vanish_cap_init()
-- ...
end
--- Behavior loop function for Volcano flames
function bhv_volcano_flames_loop()
-- ...
end
--- Behavior loop function for volcano sound
function bhv_volcano_sound_loop()
-- ...
end
--- Behavior loop function for volcano trap
function bhv_volcano_trap_loop()
-- ...
end
--- Behavior loop function for tiny wall star particle
function bhv_wall_tiny_star_particle_loop()
-- ...
end
--- Behavior loop function for warp
function bhv_warp_loop()
-- ...
end
--- Behavior init function for water air bubble
function bhv_water_air_bubble_init()
-- ...
end
--- Behavior loop function for water air bubble
function bhv_water_air_bubble_loop()
-- ...
end
--- Behavior loop function for water bomb cannon
function bhv_water_bomb_cannon_loop()
-- ...
end
--- Behavior loop function for water bomb shadow
function bhv_water_bomb_shadow_update()
-- ...
end
--- Behavior loop function for water bomb spawner
function bhv_water_bomb_spawner_update()
-- ...
end
--- Behavior loop function for water bomb
function bhv_water_bomb_update()
-- ...
end
--- Behavior loop function for water droplet
function bhv_water_droplet_loop()
-- ...
end
--- Behavior init function for water droplet splash
function bhv_water_droplet_splash_init()
-- ...
end
--- Behavior loop function for Wet Dry World water level diamond
function bhv_water_level_diamond_loop()
-- ...
end
--- Behavior init function for Castle Basement water level pillar
function bhv_water_level_pillar_init()
-- ...
end
--- Behavior loop function for Castle Basement water level pillar
function bhv_water_level_pillar_loop()
-- ...
end
--- Behavior loop function for water mist 2
function bhv_water_mist_2_loop()
-- ...
end
--- Behavior loop function for water mist
function bhv_water_mist_loop()
-- ...
end
--- Behavior loop function for water mist spawn
function bhv_water_mist_spawn_loop()
-- ...
end
--- Behavior init function for spawning water splash droplets
function bhv_water_splash_spawn_droplets()
-- ...
end
--- Behavior init function for water waves
function bhv_water_waves_init()
-- ...
end
--- Behavior loop function for waterfall sound
function bhv_waterfall_sound_loop()
-- ...
end
--- Behavior loop function for shrinking water trail
function bhv_wave_trail_shrink()
-- ...
end
--- Behavior loop function for Wet Dry World express elevator
function bhv_wdw_express_elevator_loop()
-- ...
end
--- Behavior loop function for Whomp's Fortress breakable wall
function bhv_wf_breakable_wall_loop()
-- ...
end
--- Behavior loop function for Whomp's Fortress elevator tower platform
function bhv_wf_elevator_tower_platform_loop()
-- ...
end
--- Behavior init function for Whomp's Fortress rotating wooden platform
function bhv_wf_rotating_wooden_platform_init()
-- ...
end
--- Behavior loop function for Whomp's Fortress rotating wooden platform
function bhv_wf_rotating_wooden_platform_loop()
-- ...
end
--- Behavior init function for Whomp's Fortress sliding platform
function bhv_wf_sliding_platform_init()
-- ...
end
--- Behavior loop function for Whomp's Fortress sliding platform
function bhv_wf_sliding_platform_loop()
-- ...
end
--- Behavior loop function for Whomp's Fortress sliding tower platform
function bhv_wf_sliding_tower_platform_loop()
-- ...
end
--- Behavior loop function for Whomp's Fortress solid tower platform
function bhv_wf_solid_tower_platform_loop()
-- ...
end
--- Behavior init function for whirlpool
function bhv_whirlpool_init()
-- ...
end
--- Behavior loop function for whirlpool
function bhv_whirlpool_loop()
-- ...
end
--- Behavior loop function for white puff 1
function bhv_white_puff_1_loop()
-- ...
end
--- Behavior loop function for white puff 2
function bhv_white_puff_2_loop()
-- ...
end
--- Behavior loop function for white puff exploding
function bhv_white_puff_exploding_loop()
-- ...
end
--- Behavior init function for White puff smoke
function bhv_white_puff_smoke_init()
-- ...
end
--- Behavior loop function for Whomp
function bhv_whomp_loop()
-- ...
end
--- Behavior loop function for Wiggler body part
function bhv_wiggler_body_part_update()
-- ...
end
--- Behavior loop function for Wiggler
function bhv_wiggler_update()
-- ...
end
--- Behavior loop function for wind
function bhv_wind_loop()
-- ...
end
--- Behavior init function for Wing Cap
function bhv_wing_cap_init()
-- ...
end
--- Behavior loop function for Wing and Vanish caps
function bhv_wing_vanish_cap_loop()
-- ...
end
--- Behavior loop function for ground poundable wooden post
function bhv_wooden_post_update()
-- ...
end
--- Behavior init function for Yellow Coin
function bhv_yellow_coin_init()
-- ...
end
--- Behavior loop function for Yellow Coin
function bhv_yellow_coin_loop()
-- ...
end
--- Behavior init function for Yoshi
function bhv_yoshi_init()
-- ...
end
--- Behavior loop function for Yoshi
function bhv_yoshi_loop()
-- ...
end
--- @param a0 number
--- @param a1 number
--- @return integer
--- Checks if the current object is moving `a1` units over a floor and within a threshold of `a0`
function check_if_moving_over_floor(a0, a1)
-- ...
end
--- @param flags integer
--- Clears the particle flags of the current object
function clear_particle_flags(flags)
-- ...
end
--- @param sp28 number
--- @param sp2C number
--- @param sp30 integer
--- Common behavior for when Mario's anchoring when grabbed
function common_anchor_mario_behavior(sp28, sp2C, sp30)
-- ...
end
--- @param windSpread integer
--- @param scale number
--- @param relPosX number
--- @param relPosY number
--- @param relPosZ number
--- Spawns strong wind particles relative to the current object
function cur_obj_spawn_strong_wind_particles(windSpread, scale, relPosX, relPosY, relPosZ)
-- ...
end
--- @return integer
--- Checks if Mario is moving fast enough to make Piranha Plant bite. This one is a mouthful
function mario_moving_fast_enough_to_make_piranha_plant_bite()
-- ...
end
--- Sets the secondary camera focus
function obj_set_secondary_camera_focus()
-- ...
end
--- @param walk integer
--- Plays the penguin walking sound
function play_penguin_walking_sound(walk)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @return Object
--- Spawns a Star with an ID corresponding to the current object's first behavior parameter byte
function spawn_default_star(x, y, z)
-- ...
end
--- Spawns mist particles around the current object
function spawn_mist_from_global()
-- ...
end
--- @param count integer
--- @param offsetY integer
--- @param size number
--- Spawns mist particles around the current object
function spawn_mist_particles_variable(count, offsetY, size)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @return Object
--- Spawns a Star that won't make Mario exit the level with an ID corresponding to the current object's first behavior parameter byte
function spawn_no_exit_star(x, y, z)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @return Object
--- Spawns a Red Coin cutscene star with an ID corresponding to the current object's first behavior parameter byte
function spawn_red_coin_cutscene_star(x, y, z)
-- ...
end
--- Spawns a star number
function spawn_star_number()
-- ...
end
--- @param numTris integer
--- @param triModel integer
--- @param triSize number
--- @param triAnimState integer
--- Spawns triangle break particles around the current object
function spawn_triangle_break_particles(numTris, triModel, triSize, triAnimState)
-- ...
end
--- @param pitch integer
--- @param yaw integer
--- Spawns wind particles around the current object
function spawn_wind_particles(pitch, yaw)
-- ...
end
--- @param forwardVel number
--- @param a1 number
--- @param deltaPitch integer
--- @param deltaRoll integer
--- Moves Tox Box
function tox_box_move(forwardVel, a1, deltaPitch, deltaRoll)
-- ...
end
--- @param angle Pointer_integer
--- @return integer
--- Updates the current object's angle from its move flags
function update_angle_from_move_flags(angle)
-- ...
end
--- Behavior loop function for UV texture scrolling
function uv_update_scroll()
-- ...
end
--- @param dest Vec3f
--- @param src Vec3f
--- Duplicate of vec3f_copy except without bad return
function vec3f_copy_2(dest, src)
-- ...
end
--- @return number
--- Gets the draw distance scalar
function draw_distance_scalar()
-- ...
end
--- @param obj Object
--- Updates an object's graphical position and angle
function obj_update_gfx_pos_and_angle(obj)
-- ...
end
--- @return number
--- Sets the current object's position to random floats between 0.0 and 1.0
function position_based_random_float_position()
-- ...
end
--- @return integer
--- Sets the current object's position to random integers between 0 and 65536
function position_based_random_u16()
-- ...
end
--- @return number
--- Generates a psuedo random float between 0.0 and 1.0
function random_float()
-- ...
end
--- @return integer
--- Returns either 1 or -1 with a psuedo 50:50 chance
function random_sign()
-- ...
end
--- @return integer
--- Generates a psuedo random integer between 0 and 65535
function random_u16()
-- ...
end
--- @param id BehaviorId
--- @return Pointer_BehaviorScript
--- Gets a behavior script from a behavior ID
function get_behavior_from_id(id)
-- ...
end
--- @param id BehaviorId
--- @return string
--- Gets a behavior name from a behavior ID (bhvMyGreatMODCustom004)
function get_behavior_name_from_id(id)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return BehaviorId
--- Gets a behavior ID from a behavior script
function get_id_from_behavior(behavior)
-- ...
end
--- @param name string
--- @return BehaviorId
--- gets a behavior ID from a behavior name
function get_id_from_behavior_name(name)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return BehaviorId
--- Gets a behavior ID from only vanilla behavior scripts
function get_id_from_vanilla_behavior(behavior)
-- ...
end
--- @param c Camera
--- @param goal number
--- @param inc number
function approach_camera_height(c, goal, inc)
-- ...
end
--- @param current number
--- @param target number
--- @param multiplier number
--- @return number
function approach_f32_asymptotic(current, target, multiplier)
-- ...
end
--- @param current Pointer_number
--- @param target number
--- @param multiplier number
--- @return integer
function approach_f32_asymptotic_bool(current, target, multiplier)
-- ...
end
--- @param current integer
--- @param target integer
--- @param divisor integer
--- @return integer
function approach_s16_asymptotic(current, target, divisor)
-- ...
end
--- @param current Pointer_integer
--- @param target integer
--- @param divisor integer
--- @return integer
function approach_s16_asymptotic_bool(current, target, divisor)
-- ...
end
--- @param current Vec3f
--- @param target Vec3f
--- @param xMul number
--- @param yMul number
--- @param zMul number
function approach_vec3f_asymptotic(current, target, xMul, yMul, zMul)
-- ...
end
--- @param a Vec3f
--- @param b Vec3f
--- @return number
function calc_abs_dist(a, b)
-- ...
end
--- @param a Vec3f
--- @param b Vec3f
--- @return number
function calc_hor_dist(a, b)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @param pitch Pointer_integer
--- @param yaw Pointer_integer
function calculate_angles(from, to, pitch, yaw)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @return integer
function calculate_pitch(from, to)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @return integer
function calculate_yaw(from, to)
-- ...
end
--- @param angle integer
--- @return integer
function cam_select_alt_mode(angle)
-- ...
end
--- @param value number
--- @param target number
--- @param increment number
--- @return number
function camera_approach_f32_symmetric(value, target, increment)
-- ...
end
--- @param current Pointer_number
--- @param target number
--- @param increment number
--- @return integer
function camera_approach_f32_symmetric_bool(current, target, increment)
-- ...
end
--- @param current Pointer_integer
--- @param target integer
--- @param increment integer
--- @return integer
function camera_approach_s16_symmetric_bool(current, target, increment)
-- ...
end
--- @param c Camera
--- @return integer
function camera_course_processing(c)
-- ...
end
--- @param enable integer
function camera_set_use_course_specific_settings(enable)
-- ...
end
function center_rom_hack_camera()
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @param maxPitch integer
--- @param minPitch integer
--- @return integer
function clamp_pitch(from, to, maxPitch, minPitch)
-- ...
end
--- @param pos Vec3f
--- @param origin Vec3f
--- @param xMax number
--- @param xMin number
--- @param zMax number
--- @param zMin number
--- @return integer
function clamp_positions_and_find_yaw(pos, origin, xMax, xMin, zMax, zMin)
-- ...
end
--- @param pos Vec3f
--- @param offsetY number
--- @param radius number
--- @return integer
function collide_with_walls(pos, offsetY, radius)
-- ...
end
--- @param cutscene integer
--- @param o Object
--- @return integer
function cutscene_object(cutscene, o)
-- ...
end
--- @param cutscene integer
--- @param o Object
--- @param dialogID integer
--- @return integer
function cutscene_object_with_dialog(cutscene, o, dialogID)
-- ...
end
--- @param cutscene integer
--- @param o Object
--- @return integer
function cutscene_object_without_dialog(cutscene, o)
-- ...
end
--- @param preset integer
function cutscene_set_fov_shake_preset(preset)
-- ...
end
--- @param obj integer
--- @param frame integer
--- @return integer
function cutscene_spawn_obj(obj, frame)
-- ...
end
--- @param currentState integer
--- @param buttonsPressed integer
--- @param buttonsDown integer
--- @return integer
function find_c_buttons_pressed(currentState, buttonsPressed, buttonsDown)
-- ...
end
--- @param pg PlayerGeometry
function find_mario_floor_and_ceil(pg)
-- ...
end
--- @param c Camera
--- @return integer
function get_cutscene_from_mario_status(c)
-- ...
end
--- @param c Camera
function handle_c_button_movement(c)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @param surf Surface
--- @param range integer
--- @param surfType integer
--- @return integer
function is_range_behind_surface(from, to, surf, range, surfType)
-- ...
end
--- @param posX number
--- @param posY number
--- @param posZ number
--- @return integer
function is_within_100_units_of_mario(posX, posY, posZ)
-- ...
end
--- @param c Camera
function move_mario_head_c_up(c)
-- ...
end
--- @param newPos Vec3f
--- @param newFoc Vec3f
--- @param curPos Vec3f
--- @param curFoc Vec3f
--- @param oldPos Vec3f
--- @param oldFoc Vec3f
--- @param yaw integer
--- @return integer
function next_lakitu_state(newPos, newFoc, curPos, curFoc, oldPos, oldFoc, yaw)
-- ...
end
--- @param o Object
--- @param point Vec3f
--- @param pitchOff integer
--- @param yawOff integer
--- @param pitchDiv integer
--- @param yawDiv integer
function obj_rotate_towards_point(o, point, pitchOff, yawOff, pitchDiv, yawDiv)
-- ...
end
--- @param dst Vec3f
--- @param o Object
function object_pos_to_vec3f(dst, o)
-- ...
end
--- @param dst Vec3f
--- @param from Vec3f
--- @param to Vec3f
--- @param rotation Vec3s
function offset_rotated(dst, from, to, rotation)
-- ...
end
--- @param c Camera
--- @param areaYaw integer
--- @return integer
function offset_yaw_outward_radial(c, areaYaw)
-- ...
end
function play_camera_buzz_if_c_sideways()
-- ...
end
function play_camera_buzz_if_cbutton()
-- ...
end
function play_camera_buzz_if_cdown()
-- ...
end
--- @param c Camera
function play_cutscene(c)
-- ...
end
function play_sound_button_change_blocked()
-- ...
end
function play_sound_cbutton_down()
-- ...
end
function play_sound_cbutton_side()
-- ...
end
function play_sound_cbutton_up()
-- ...
end
function play_sound_if_cam_switched_to_lakitu_or_mario()
-- ...
end
function play_sound_rbutton_changed()
-- ...
end
--- @param c Camera
--- @param unused number
--- @return integer
function radial_camera_input(c, unused)
-- ...
end
--- @param dst Vec3s
--- @param xRange integer
--- @param yRange integer
--- @param zRange integer
function random_vec3s(dst, xRange, yRange, zRange)
-- ...
end
--- @param c Camera
function reset_camera(c)
-- ...
end
--- @param pos Vec3f
--- @param lastGood Vec3f
function resolve_geometry_collisions(pos, lastGood)
-- ...
end
--- @param enable integer
function rom_hack_cam_set_collisions(enable)
-- ...
end
--- @param c Camera
--- @param cPos Vec3f
--- @param avoidYaw Pointer_integer
--- @param yawRange integer
--- @return integer
function rotate_camera_around_walls(c, cPos, avoidYaw, yawRange)
-- ...
end
--- @param dst Vec3f
--- @param src Vec3f
--- @param yaw integer
function rotate_in_xz(dst, src, yaw)
-- ...
end
--- @param dst Vec3f
--- @param src Vec3f
--- @param pitch integer
function rotate_in_yz(dst, src, pitch)
-- ...
end
--- @param dest Vec3f
--- @param from Vec3f
--- @param to Vec3f
--- @param scale number
function scale_along_line(dest, from, to, scale)
-- ...
end
function select_mario_cam_mode()
-- ...
end
--- @param mode integer
--- @return integer
function set_cam_angle(mode)
-- ...
end
--- @param c Camera
--- @param mode integer
--- @param frames integer
function set_camera_mode(c, mode, frames)
-- ...
end
--- @param c Camera
--- @param x integer
--- @param y integer
--- @param z integer
--- @return integer
function set_camera_mode_fixed(c, x, y, z)
-- ...
end
--- @param mag integer
--- @param decay integer
--- @param inc integer
function set_camera_pitch_shake(mag, decay, inc)
-- ...
end
--- @param mag integer
--- @param decay integer
--- @param inc integer
function set_camera_roll_shake(mag, decay, inc)
-- ...
end
--- @param shake integer
function set_camera_shake_from_hit(shake)
-- ...
end
--- @param shake integer
--- @param posX number
--- @param posY number
--- @param posZ number
function set_camera_shake_from_point(shake, posX, posY, posZ)
-- ...
end
--- @param mag integer
--- @param decay integer
--- @param inc integer
function set_camera_yaw_shake(mag, decay, inc)
-- ...
end
--- @param shake integer
function set_environmental_camera_shake(shake)
-- ...
end
--- @param preset integer
function set_fixed_cam_axis_sa_lobby(preset)
-- ...
end
--- @param func integer
function set_fov_function(func)
-- ...
end
--- @param amplitude integer
--- @param decay integer
--- @param shakeSpeed integer
function set_fov_shake(amplitude, decay, shakeSpeed)
-- ...
end
--- @param preset integer
--- @param posX number
--- @param posY number
--- @param posZ number
function set_fov_shake_from_point_preset(preset, posX, posY, posZ)
-- ...
end
--- @param mode integer
function set_handheld_shake(mode)
-- ...
end
--- @param dst Pointer_number
--- @param goal number
--- @param scale number
--- @return integer
function set_or_approach_f32_asymptotic(dst, goal, scale)
-- ...
end
--- @param current Pointer_integer
--- @param target integer
--- @param increment integer
--- @return integer
function set_or_approach_s16_symmetric(current, target, increment)
-- ...
end
--- @param dst Vec3f
--- @param goal Vec3f
--- @param xMul number
--- @param yMul number
--- @param zMul number
function set_or_approach_vec3f_asymptotic(dst, goal, xMul, yMul, zMul)
-- ...
end
--- @param mag integer
--- @param decay integer
--- @param inc integer
--- @param maxDist number
--- @param posX number
--- @param posY number
--- @param posZ number
function set_pitch_shake_from_point(mag, decay, inc, maxDist, posX, posY, posZ)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
function shake_camera_handheld(pos, focus)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
function shake_camera_pitch(pos, focus)
-- ...
end
--- @param roll Pointer_integer
function shake_camera_roll(roll)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
function shake_camera_yaw(pos, focus)
-- ...
end
function skip_camera_interpolation()
-- ...
end
--- @param c Camera
function soft_reset_camera(c)
-- ...
end
--- @param c Camera
--- @param cutscene integer
function start_cutscene(c, cutscene)
-- ...
end
--- @param cutscene integer
--- @return integer
function start_object_cutscene_without_focus(cutscene)
-- ...
end
--- @param c Camera
--- @param frames integer
function transition_next_state(c, frames)
-- ...
end
--- @param trigger integer
--- @return integer
function trigger_cutscene_dialog(trigger)
-- ...
end
--- @param dst Vec3f
--- @param src Vec3f
function vec3f_sub(dst, src)
-- ...
end
--- @param o Object
--- @param src Vec3f
function vec3f_to_object_pos(o, src)
-- ...
end
--- @param displacementX number
--- @param displacementY number
--- @param displacementZ number
function warp_camera(displacementX, displacementY, displacementZ)
-- ...
end
--- @param m MarioState
--- @return Character
function get_character(m)
-- ...
end
--- @param m MarioState
--- @param characterAnim CharacterAnimID
--- @return integer
--- Gets the animation ID to use for a specific character and animation combination. The ID is based on `characterAnim` and the character currently controlled by Mario (`m`). Useful for determining which animation to play for actions like walking, jumping, or idle states
function get_character_anim(m, characterAnim)
-- ...
end
--- @param m MarioState
--- @return number
--- Calculates the animation offset for Mario's current animation. The offset is determined by the type of animation being played (e.g., hand, feet, or torso movement). Useful for smoothly syncing Mario's model height or positional adjustments during animations
function get_character_anim_offset(m)
-- ...
end
--- @param m MarioState
--- @param characterSound CharacterSound
--- Plays a character-specific sound based on the given `characterSound` value. The sound is tied to Mario's current state (`m`). Useful for triggering sound effects for actions like jumping or interacting with the environment
function play_character_sound(m, characterSound)
-- ...
end
--- @param m MarioState
--- @param characterSound CharacterSound
--- @param flags integer
--- Plays a character-specific sound only if certain flags are not set. This ensures that sounds are not repeated unnecessarily. The sound is based on `characterSound`, and the flags are checked using `flags`. Useful for avoiding duplicate sound effects in rapid succession or conditional actions
function play_character_sound_if_no_flag(m, characterSound, flags)
-- ...
end
--- @param m MarioState
--- @param characterSound CharacterSound
--- @param offset integer
--- Plays a character-specific sound with an additional `offset`, allowing variations or delays in the sound effect. Uses Mario's current state (`m`). Useful for adding dynamic sound effects or syncing sounds to specific animations or events
function play_character_sound_offset(m, characterSound, offset)
-- ...
end
--- @param m MarioState
--- Updates Mario's current animation offset. This adjusts Mario's position based on the calculated offset to ensure animations appear smooth and natural. Useful for keeping Mario's animations visually aligned, particularly when transitioning between animations
function update_character_anim_offset(m)
-- ...
end
--- @param message string
--- Creates a `message` in the game's chat box
function djui_chat_message_create(message)
-- ...
end
--- Toggles the visibility of the DJUI console
function djui_console_toggle()
-- ...
end
--- @return DjuiColor
--- Gets the current DJUI HUD color
function djui_hud_get_color()
-- ...
end
--- @return integer
--- Gets the current DJUI HUD texture filter
function djui_hud_get_filter()
-- ...
end
--- @return integer
--- Gets the current DJUI HUD font
function djui_hud_get_font()
-- ...
end
--- @return number
--- Gets the camera FOV coefficient
function djui_hud_get_fov_coeff()
-- ...
end
--- @return number
--- Returns the x coordinate of the mouse relative to the window
function djui_hud_get_mouse_x()
-- ...
end
--- @return number
--- Returns the y coordinate of the mouse relative to the window
function djui_hud_get_mouse_y()
-- ...
end
--- @return number
--- Returns the x coordinate of the mouse relative to the screen
function djui_hud_get_raw_mouse_x()
-- ...
end
--- @return number
--- Returns the y coordinate of the mouse relative to the screen
function djui_hud_get_raw_mouse_y()
-- ...
end
--- @return integer
--- Gets the current DJUI HUD resolution
function djui_hud_get_resolution()
-- ...
end
--- @return HudUtilsRotation
--- Gets the current DJUI HUD rotation
function djui_hud_get_rotation()
-- ...
end
--- @return integer
--- Gets the screen height in the current DJUI HUD resolution
function djui_hud_get_screen_height()
-- ...
end
--- @return integer
--- Gets the screen width in the current DJUI HUD resolution
function djui_hud_get_screen_width()
-- ...
end
--- @return boolean
--- Checks if the DJUI pause menu is created
function djui_hud_is_pause_menu_created()
-- ...
end
--- @param message string
--- @return number
--- Measures the length of `message` in the current font
function djui_hud_measure_text(message)
-- ...
end
--- @param message string
--- @param x number
--- @param y number
--- @param scale number
--- Prints DJUI HUD text onto the screen
function djui_hud_print_text(message, x, y, scale)
-- ...
end
--- @param message string
--- @param prevX number
--- @param prevY number
--- @param prevScale number
--- @param x number
--- @param y number
--- @param scale number
--- Prints interpolated DJUI HUD text onto the screen
function djui_hud_print_text_interpolated(message, prevX, prevY, prevScale, x, y, scale)
-- ...
end
--- @param x number
--- @param y number
--- @param width number
--- @param height number
--- Renders a DJUI HUD rect onto the screen
function djui_hud_render_rect(x, y, width, height)
-- ...
end
--- @param prevX number
--- @param prevY number
--- @param prevWidth number
--- @param prevHeight number
--- @param x number
--- @param y number
--- @param width number
--- @param height number
--- Renders an interpolated DJUI HUD rect onto the screen
function djui_hud_render_rect_interpolated(prevX, prevY, prevWidth, prevHeight, x, y, width, height)
-- ...
end
--- Resets the current DJUI HUD color
function djui_hud_reset_color()
-- ...
end
--- @param r integer
--- @param g integer
--- @param b integer
--- @param a integer
--- Sets the current DJUI HUD color
function djui_hud_set_color(r, g, b, a)
-- ...
end
--- @param filterType HudUtilsFilter
--- Sets the current DJUI HUD texture filter
function djui_hud_set_filter(filterType)
-- ...
end
--- @param fontType integer
--- Sets the current DJUI HUD font
function djui_hud_set_font(fontType)
-- ...
end
--- @param locked boolean
--- Sets if the cursor is hidden and constrainted to the window
function djui_hud_set_mouse_locked(locked)
-- ...
end
--- @param resolutionType HudUtilsResolution
--- Sets the current DJUI HUD resolution
function djui_hud_set_resolution(resolutionType)
-- ...
end
--- @param rotation integer
--- @param pivotX number
--- @param pivotY number
--- Sets the current DJUI HUD rotation
function djui_hud_set_rotation(rotation, pivotX, pivotY)
-- ...
end
--- @param prevRotation integer
--- @param prevPivotX number
--- @param prevPivotY number
--- @param rotation integer
--- @param pivotX number
--- @param pivotY number
--- Sets the current DJUI HUD rotation interpolated
function djui_hud_set_rotation_interpolated(prevRotation, prevPivotX, prevPivotY, rotation, pivotX, pivotY)
-- ...
end
--- @param pos Vec3f
--- @param out Vec3f
--- @return boolean
--- Converts a world position to screen position
function djui_hud_world_pos_to_screen_pos(pos, out)
-- ...
end
--- Opens the DJUI pause menu
function djui_open_pause_menu()
-- ...
end
--- @return number
--- Gets the current camera FOV
function get_current_fov()
-- ...
end
--- @param section string
--- @param key string
--- @return string
--- Gets a language `key` from a `section`
function djui_language_get(section, key)
-- ...
end
--- @param message string
--- @param lines integer
--- Creates a popup that says `message` and has `lines`
function djui_popup_create(message, lines)
-- ...
end
function drop_queued_background_music()
-- ...
end
--- @param player integer
--- @param targetScale integer
--- @param fadeDuration integer
function fade_volume_scale(player, targetScale, fadeDuration)
-- ...
end
--- @param arg0 integer
--- @param fadeOut integer
function fadeout_background_music(arg0, fadeOut)
-- ...
end
--- @return integer
function get_current_background_music()
-- ...
end
--- @return integer
function get_current_background_music_default_volume()
-- ...
end
--- @return integer
function get_current_background_music_max_target_volume()
-- ...
end
--- @return integer
function get_current_background_music_target_volume()
-- ...
end
--- @return integer
function is_current_background_music_volume_lowered()
-- ...
end
function play_course_clear()
-- ...
end
--- @param dialogID integer
function play_dialog_sound(dialogID)
-- ...
end
--- @param player integer
--- @param seqArgs integer
--- @param fadeTimer integer
function play_music(player, seqArgs, fadeTimer)
-- ...
end
function play_peachs_jingle()
-- ...
end
--- @param arg0 integer
function play_power_star_jingle(arg0)
-- ...
end
function play_puzzle_jingle()
-- ...
end
function play_race_fanfare()
-- ...
end
--- @param seqId integer
--- @param bgMusicVolume integer
--- @param volume integer
--- @param fadeTimer integer
function play_secondary_music(seqId, bgMusicVolume, volume, fadeTimer)
-- ...
end
--- @param soundBits integer
--- @param pos Vec3f
function play_sound(soundBits, pos)
-- ...
end
--- @param soundBits integer
--- @param pos Vec3f
--- @param freqScale number
function play_sound_with_freq_scale(soundBits, pos, freqScale)
-- ...
end
function play_star_fanfare()
-- ...
end
function play_toads_jingle()
-- ...
end
--- @param player integer
--- @param fadeDuration integer
function seq_player_fade_out(player, fadeDuration)
-- ...
end
--- @param player integer
--- @param fadeDuration integer
--- @param percentage integer
function seq_player_lower_volume(player, fadeDuration, percentage)
-- ...
end
--- @param player integer
--- @param fadeDuration integer
function seq_player_unlower_volume(player, fadeDuration)
-- ...
end
--- @param fadeOutTime integer
function set_audio_fadeout(fadeOutTime)
-- ...
end
--- @param player integer
--- @param bankMask integer
function sound_banks_disable(player, bankMask)
-- ...
end
--- @param player integer
--- @param bankMask integer
function sound_banks_enable(player, bankMask)
-- ...
end
--- @param distance number
--- @return number
function sound_get_level_intensity(distance)
-- ...
end
--- @param seqId integer
function stop_background_music(seqId)
-- ...
end
--- @param fadeTimer integer
function stop_secondary_music(fadeTimer)
-- ...
end
--- @param soundBits integer
--- @param pos Vec3f
function stop_sound(soundBits, pos)
-- ...
end
--- @param pos Vec3f
function stop_sounds_from_source(pos)
-- ...
end
function stop_sounds_in_continuous_banks()
-- ...
end
--- @param m MarioState
--- @return boolean
--- Checks common cancels for first person
function first_person_check_cancels(m)
-- ...
end
--- Resets first person
function first_person_reset()
-- ...
end
--- @return boolean
--- Checks if first person is enabled
function get_first_person_enabled()
-- ...
end
--- @param enable boolean
--- Sets if first person is enabled
function set_first_person_enabled(enable)
-- ...
end
--- @param dialog integer
function create_dialog_box(dialog)
-- ...
end
--- @param dialog integer
function create_dialog_box_with_response(dialog)
-- ...
end
--- @param dialog integer
--- @param dialogVar integer
function create_dialog_box_with_var(dialog, dialogVar)
-- ...
end
--- @param dialog integer
function create_dialog_inverted_box(dialog)
-- ...
end
function reset_dialog_override_color()
-- ...
end
function reset_dialog_override_pos()
-- ...
end
function reset_dialog_render_state()
-- ...
end
--- @param bgR integer
--- @param bgG integer
--- @param bgB integer
--- @param bgA integer
--- @param textR integer
--- @param textG integer
--- @param textB integer
--- @param textA integer
function set_dialog_override_color(bgR, bgG, bgB, bgA, textR, textG, textB, textA)
-- ...
end
--- @param x integer
--- @param y integer
function set_dialog_override_pos(x, y)
-- ...
end
--- @param mode integer
function set_menu_mode(mode)
-- ...
end
--- @param width integer
function set_min_dialog_width(width)
-- ...
end
--- @param m MarioState
--- @param o Object
--- @return integer
function determine_interaction(m, o)
-- ...
end
--- @param m MarioState
--- @return integer
function does_mario_have_normal_cap_on_head(m)
-- ...
end
--- @param door Object
--- @return integer
function get_door_save_file_flag(door)
-- ...
end
--- @param capObject Object
--- @return integer
function get_mario_cap_flag(capObject)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_bbh_entrance(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_bounce_top(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_breakable(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_bully(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_cannon_base(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_cap(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_clam_or_bubba(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_coin(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_damage(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_door(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_flame(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_grabbable(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_hit_from_below(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_hoot(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_igloo_barrier(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_koopa_shell(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_mr_blizzard(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_player(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_pole(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_shock(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_snufit_bullet(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_spiny_walking(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_star_or_key(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_strong_wind(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_text(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_tornado(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_warp(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_warp_door(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_water_ring(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @param o Object
--- @return integer
function interact_whirlpool(m, interactType, o)
-- ...
end
--- @param m MarioState
--- @param capSpeed number
function mario_blow_off_cap(m, capSpeed)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_check_object_grab(m)
-- ...
end
--- @param m MarioState
function mario_drop_held_object(m)
-- ...
end
--- @param m MarioState
--- @param interactType integer
--- @return Object
function mario_get_collided_object(m, interactType)
-- ...
end
--- @param m MarioState
function mario_grab_used_object(m)
-- ...
end
--- @param m MarioState
--- @param arg integer
--- @return integer
function mario_lose_cap_to_enemy(m, arg)
-- ...
end
--- @param m MarioState
--- @param o Object
--- @return integer
function mario_obj_angle_to_object(m, o)
-- ...
end
--- @param m MarioState
function mario_retrieve_cap(m)
-- ...
end
--- @param m MarioState
function mario_stop_riding_and_holding(m)
-- ...
end
--- @param m MarioState
function mario_stop_riding_object(m)
-- ...
end
--- @param m MarioState
function mario_throw_held_object(m)
-- ...
end
--- @param attacker MarioState
--- @param victim MarioState
--- @return integer
function passes_pvp_interaction_checks(attacker, victim)
-- ...
end
--- @param m MarioState
--- @param o Object
--- @return integer
function should_push_or_pull_door(m, o)
-- ...
end
--- @param m MarioState
--- @param o Object
--- @return integer
function take_damage_and_knock_back(m, o)
-- ...
end
--- @param otherNp NetworkPlayer
--- @return MarioState
--- Gets the local Mario's state stored in lag compensation history
function lag_compensation_get_local_state(otherNp)
-- ...
end
--- @return integer
--- Gets the local Mario's state index
function lag_compensation_get_local_state_index()
-- ...
end
--- @return boolean
--- Checks if lag compensation history is ready
function lag_compensation_get_local_state_ready()
-- ...
end
--- Stores the local Mario's current state in lag compensation history
function lag_compensation_store()
-- ...
end
--- @param courseNum integer
--- @param levelNum integer
--- @param areaIndex integer
--- @return string
--- Returns the name of the level corresponding to `courseNum`, `levelNum` and `areaIndex` as a decapitalized ASCII (human readable) string
function get_level_name(courseNum, levelNum, areaIndex)
-- ...
end
--- @param courseNum integer
--- @param levelNum integer
--- @param areaIndex integer
--- @param charCase integer
--- @return string
--- Returns the name of the level corresponding to `courseNum`, `levelNum` and `areaIndex` as an ASCII (human readable) string. Set `charCase` to 1 to capitalize or -1 to decapitalize the returned string
function get_level_name_ascii(courseNum, levelNum, areaIndex, charCase)
-- ...
end
--- @param courseNum integer
--- @param levelNum integer
--- @param areaIndex integer
--- @param charCase integer
--- @return Pointer_integer
function get_level_name_sm64(courseNum, levelNum, areaIndex, charCase)
-- ...
end
--- @param courseNum integer
--- @param starNum integer
--- @return string
--- Returns the name of the star corresponding to `courseNum` and `starNum` as a decapitalized ASCII (human readable) string
function get_star_name(courseNum, starNum)
-- ...
end
--- @param courseNum integer
--- @param starNum integer
--- @param charCase integer
--- @return string
--- Returns the name of the star corresponding to `courseNum` and `starNum` as an ASCII (human readable) string. Set `charCase` to 1 to capitalize or -1 to decapitalize the returned string
function get_star_name_ascii(courseNum, starNum, charCase)
-- ...
end
--- @param courseNum integer
--- @param starNum integer
--- @param charCase integer
--- @return Pointer_integer
function get_star_name_sm64(courseNum, starNum, charCase)
-- ...
end
--- @param id integer
--- @param destLevel integer
--- @param destArea integer
--- @param destNode integer
--- @param checkpoint integer
--- @param o Object
--- @return ObjectWarpNode
--- Creates a warp node in the current level and area with id `id` that goes to the warp node `destNode` in level `destLevel` and area `destArea`, and attach it to the object `o`. To work properly, object `o` must be able to trigger a warp (for example, with interact type set to `INTERACT_WARP`.) `checkpoint` should be set only to WARP_NO_CHECKPOINT (0x00) or WARP_CHECKPOINT (0x80.) If `checkpoint` is set to `0x80`, Mario will warp directly to this node if he enters the level again (after a death for example)
function area_create_warp_node(id, destLevel, destArea, destNode, checkpoint, o)
-- ...
end
--- @param arg integer
--- @param color integer
function fade_into_special_warp(arg, color)
-- ...
end
--- @return WarpNode
function get_painting_warp_node()
-- ...
end
--- @param paintingIndex integer
function initiate_painting_warp(paintingIndex)
-- ...
end
--- @return integer
function level_control_timer_running()
-- ...
end
--- @param m MarioState
--- @param warpOp integer
--- @return integer
function level_trigger_warp(m, warpOp)
-- ...
end
--- @param arg0 integer
--- @param levelNum integer
--- @return integer
function lvl_set_current_level(arg0, levelNum)
-- ...
end
--- @param arg integer
function warp_special(arg)
-- ...
end
--- @param m MarioState
function adjust_sound_for_speed(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_action_exits(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_hold_action_exits(m)
-- ...
end
--- @param m MarioState
--- @param action integer
--- @param actionArg integer
--- @return integer
function drop_and_set_mario_action(m, action, actionArg)
-- ...
end
--- @param o Object
--- @return integer
function execute_mario_action(o)
-- ...
end
--- @param m MarioState
--- @param angleFromMario integer
--- @param distFromMario number
--- @return number
function find_floor_height_relative_polar(m, angleFromMario, distFromMario)
-- ...
end
--- @param m MarioState
--- @param yawOffset integer
--- @return integer
function find_floor_slope(m, yawOffset)
-- ...
end
--- @param o Object
--- @param yaw integer
--- @param translation Vec3s
--- @return integer
function find_mario_anim_flags_and_translation(o, yaw, translation)
-- ...
end
--- @param m MarioState
--- @return integer
function force_idle_state(m)
-- ...
end
--- @param m MarioState
--- @param action integer
--- @param actionArg integer
--- @param hurtCounter integer
--- @return integer
function hurt_and_set_mario_action(m, action, actionArg, hurtCounter)
-- ...
end
--- @param m MarioState
function init_single_mario(m)
-- ...
end
--- @param m MarioState
--- @return integer
function is_anim_at_end(m)
-- ...
end
--- @param m MarioState
--- @return integer
function is_anim_past_end(m)
-- ...
end
--- @param m MarioState
--- @param animFrame integer
--- @return integer
function is_anim_past_frame(m, animFrame)
-- ...
end
--- @param m MarioState
--- @return boolean
function mario_can_bubble(m)
-- ...
end
--- @param m MarioState
--- @param turnYaw integer
--- @return integer
function mario_facing_downhill(m, turnYaw)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_floor_is_slippery(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_floor_is_slope(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_floor_is_steep(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_get_floor_class(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_get_terrain_sound_addend(m)
-- ...
end
--- @param m MarioState
--- @return boolean
function mario_is_crouching(m)
-- ...
end
--- @param m MarioState
function mario_set_bubbled(m)
-- ...
end
--- @param m MarioState
--- @param speed number
function mario_set_forward_vel(m, speed)
-- ...
end
--- @param m MarioState
--- @param wcd WallCollisionData
function mario_update_wall(m, wcd)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @param waveParticleType integer
function play_mario_action_sound(m, soundBits, waveParticleType)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
function play_mario_heavy_landing_sound(m, soundBits)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
function play_mario_heavy_landing_sound_once(m, soundBits)
-- ...
end
--- @param m MarioState
function play_mario_jump_sound(m)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
function play_mario_landing_sound(m, soundBits)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
function play_mario_landing_sound_once(m, soundBits)
-- ...
end
--- @param m MarioState
--- @param primarySoundBits integer
--- @param scondarySoundBits integer
function play_mario_sound(m, primarySoundBits, scondarySoundBits)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @param waveParticleType integer
function play_sound_and_spawn_particles(m, soundBits, waveParticleType)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @param flags integer
function play_sound_if_no_flag(m, soundBits, flags)
-- ...
end
--- @param pos Vec3f
--- @param offset number
--- @param radius number
--- @return Surface
function resolve_and_return_wall_collisions(pos, offset, radius)
-- ...
end
--- @param pos Vec3f
--- @param offset number
--- @param radius number
--- @param collisionData WallCollisionData
function resolve_and_return_wall_collisions_data(pos, offset, radius, collisionData)
-- ...
end
--- @param m MarioState
--- @return integer
function return_mario_anim_y_translation(m)
-- ...
end
--- @param m MarioState
--- @param animFrame integer
function set_anim_to_frame(m, animFrame)
-- ...
end
--- @param m MarioState
--- @param targetAnimID integer
--- @param accel integer
--- @return integer
function set_character_anim_with_accel(m, targetAnimID, accel)
-- ...
end
--- @param m MarioState
--- @param targetAnimID integer
--- @return integer
function set_character_animation(m, targetAnimID)
-- ...
end
--- @param m MarioState
--- @return integer
function set_jump_from_landing(m)
-- ...
end
--- @param m MarioState
--- @param action integer
--- @param actionArg integer
--- @return integer
function set_jumping_action(m, action, actionArg)
-- ...
end
--- @param m MarioState
--- @param action integer
--- @param actionArg integer
--- @return integer
function set_mario_action(m, action, actionArg)
-- ...
end
--- @param m MarioState
--- @param targetAnimID integer
--- @param accel integer
--- @return integer
function set_mario_anim_with_accel(m, targetAnimID, accel)
-- ...
end
--- @param m MarioState
--- @param targetAnimID integer
--- @return integer
function set_mario_animation(m, targetAnimID)
-- ...
end
--- @param m MarioState
--- @param flags integer
--- @param clear integer
function set_mario_particle_flags(m, flags, clear)
-- ...
end
--- @param m MarioState
--- @param initialVelY number
--- @param multiplier number
function set_mario_y_vel_based_on_fspeed(m, initialVelY, multiplier)
-- ...
end
--- @param m MarioState
function set_steep_jump_action(m)
-- ...
end
--- @param m MarioState
--- @return integer
function set_water_plunge_action(m)
-- ...
end
--- @param m MarioState
--- @return integer
function transition_submerged_to_walking(m)
-- ...
end
--- @param m MarioState
function update_mario_pos_for_anim(m)
-- ...
end
--- @param m MarioState
function update_mario_sound_and_camera(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_airborne_cancels(m)
-- ...
end
--- @param m MarioState
--- @param hardFallAction integer
--- @return integer
function check_fall_damage(m, hardFallAction)
-- ...
end
--- @param m MarioState
--- @param hardFallAction integer
--- @return integer
function check_fall_damage_or_get_stuck(m, hardFallAction)
-- ...
end
--- @param m MarioState
--- @return integer
function check_horizontal_wind(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_kick_or_dive_in_air(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_wall_kick(m)
-- ...
end
--- @param m MarioState
--- @param landAction integer
--- @param animation integer
--- @param stepArg integer
--- @return integer
function common_air_action_step(m, landAction, animation, stepArg)
-- ...
end
--- @param m MarioState
--- @param landAction integer
--- @param hardFallAction integer
--- @param animation integer
--- @param speed number
--- @return integer
function common_air_knockback_step(m, landAction, hardFallAction, animation, speed)
-- ...
end
--- @param m MarioState
--- @return integer
function lava_boost_on_wall(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_execute_airborne_action(m)
-- ...
end
--- @param m MarioState
function play_far_fall_sound(m)
-- ...
end
--- @param m MarioState
--- @param frame1 integer
--- @param frame2 integer
--- @param frame3 integer
function play_flip_sounds(m, frame1, frame2, frame3)
-- ...
end
--- @param m MarioState
function play_knockback_sound(m)
-- ...
end
--- @param m MarioState
--- @return integer
function should_get_stuck_in_ground(m)
-- ...
end
--- @param m MarioState
function update_air_with_turn(m)
-- ...
end
--- @param m MarioState
function update_air_without_turn(m)
-- ...
end
--- @param m MarioState
function update_flying(m)
-- ...
end
--- @param m MarioState
function update_flying_pitch(m)
-- ...
end
--- @param m MarioState
function update_flying_yaw(m)
-- ...
end
--- @param m MarioState
function update_lava_boost_or_twirling(m)
-- ...
end
--- @param m MarioState
function add_tree_leaf_particles(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_automatic_cancels(m)
-- ...
end
--- @param m MarioState
function climb_up_ledge(m)
-- ...
end
--- @param m MarioState
--- @return integer
function let_go_of_ledge(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_execute_automatic_action(m)
-- ...
end
--- @param m MarioState
--- @param nextPos Vec3f
--- @return integer
function perform_hanging_step(m, nextPos)
-- ...
end
--- @param m MarioState
--- @param b integer
function play_climbing_sounds(m, b)
-- ...
end
--- @param m MarioState
--- @param offsetY number
--- @return integer
function set_pole_position(m, offsetY)
-- ...
end
--- @param m MarioState
--- @return integer
function update_hang_moving(m)
-- ...
end
--- @param m MarioState
function update_hang_stationary(m)
-- ...
end
--- @param m MarioState
--- @param animation integer
--- @param endAction integer
function update_ledge_climb(m, animation, endAction)
-- ...
end
--- @param m MarioState
function update_ledge_climb_camera(m)
-- ...
end
function bhv_end_peach_loop()
-- ...
end
function bhv_end_toad_loop()
-- ...
end
--- @param m MarioState
--- @param animation integer
--- @param frameToDeathWarp integer
--- @return integer
function common_death_handler(m, animation, frameToDeathWarp)
-- ...
end
--- @param m MarioState
function cutscene_put_cap_on(m)
-- ...
end
--- @param m MarioState
function cutscene_take_cap_off(m)
-- ...
end
--- @param m MarioState
--- @param isInWater integer
function general_star_dance_handler(m, isInWater)
-- ...
end
--- @param x integer
--- @param y integer
--- @param z integer
--- @param radius number
function generate_yellow_sparkles(x, y, z, radius)
-- ...
end
--- @param str Pointer_integer
--- @return integer
function get_credits_str_width(str)
-- ...
end
--- @param m MarioState
--- @return integer
function get_star_collection_dialog(m)
-- ...
end
--- @param m MarioState
function handle_save_menu(m)
-- ...
end
--- @param m MarioState
--- @param endAction integer
--- @param animation integer
--- @param forwardVel number
--- @return integer
function launch_mario_until_land(m, endAction, animation, forwardVel)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_execute_cutscene_action(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_ready_to_speak(m)
-- ...
end
--- @param m MarioState
--- @param object Object
--- @return integer
function should_start_or_continue_dialog(m, object)
-- ...
end
--- @param m MarioState
--- @param animation integer
--- @param unstuckFrame integer
--- @param target2 integer
--- @param target3 integer
--- @param endAction integer
function stuck_in_ground_handler(m, animation, unstuckFrame, target2, target3, endAction)
-- ...
end
--- @param m MarioState
function align_with_floor(m)
-- ...
end
--- @param m MarioState
--- @return integer
function analog_stick_held_back(m)
-- ...
end
--- @param m MarioState
function anim_and_audio_for_heavy_walk(m)
-- ...
end
--- @param m MarioState
function anim_and_audio_for_hold_walk(m)
-- ...
end
--- @param m MarioState
function anim_and_audio_for_walk(m)
-- ...
end
--- @param m MarioState
--- @param frictionFactor number
--- @return integer
function apply_landing_accel(m, frictionFactor)
-- ...
end
--- @param m MarioState
function apply_slope_accel(m)
-- ...
end
--- @param m MarioState
--- @param decelCoef number
--- @return integer
function apply_slope_decel(m, decelCoef)
-- ...
end
--- @param m MarioState
--- @return integer
function begin_braking_action(m)
-- ...
end
--- @param m MarioState
--- @param forwardVel number
--- @param action integer
--- @param actionArg integer
--- @return integer
function begin_walking_action(m, forwardVel, action, actionArg)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_moving_cancels(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_ground_dive_or_punch(m)
-- ...
end
--- @param m MarioState
function check_ledge_climb_down(m)
-- ...
end
--- @param m MarioState
--- @param animation integer
--- @param arg2 integer
--- @param arg3 integer
--- @param arg4 integer
--- @return integer
function common_ground_knockback_action(m, animation, arg2, arg3, arg4)
-- ...
end
--- @param m MarioState
--- @param animation integer
--- @param airAction integer
--- @return integer
function common_landing_action(m, animation, airAction)
-- ...
end
--- @param m MarioState
--- @param endAction integer
--- @param airAction integer
--- @param animation integer
function common_slide_action(m, endAction, airAction, animation)
-- ...
end
--- @param m MarioState
--- @param stopAction integer
--- @param jumpAction integer
--- @param airAction integer
--- @param animation integer
--- @return integer
function common_slide_action_with_jump(m, stopAction, jumpAction, airAction, animation)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_execute_moving_action(m)
-- ...
end
--- @param m MarioState
--- @param frame1 integer
--- @param frame2 integer
function play_step_sound(m, frame1, frame2)
-- ...
end
--- @param m MarioState
--- @param startPos Vec3f
function push_or_sidle_wall(m, startPos)
-- ...
end
--- @param m MarioState
--- @param animation1 integer
--- @param animation2 integer
--- @param endAction integer
--- @param airAction integer
--- @return integer
function quicksand_jump_land_action(m, animation1, animation2, endAction, airAction)
-- ...
end
--- @param m MarioState
--- @param action integer
--- @param actionArg integer
--- @return integer
function set_triple_jump_action(m, action, actionArg)
-- ...
end
--- @param m MarioState
--- @return integer
function should_begin_sliding(m)
-- ...
end
--- @param m MarioState
--- @param fastAction integer
--- @param slowAction integer
function slide_bonk(m, fastAction, slowAction)
-- ...
end
--- @param m MarioState
--- @param stopAction integer
--- @param airAction integer
--- @param animation integer
--- @return integer
function stomach_slide_action(m, stopAction, airAction, animation)
-- ...
end
--- @param m MarioState
function tilt_body_butt_slide(m)
-- ...
end
--- @param m MarioState
--- @param startYaw integer
function tilt_body_ground_shell(m, startYaw)
-- ...
end
--- @param m MarioState
--- @return integer
function tilt_body_running(m)
-- ...
end
--- @param m MarioState
--- @param startYaw integer
function tilt_body_walking(m, startYaw)
-- ...
end
--- @param m MarioState
--- @return integer
function update_decelerating_speed(m)
-- ...
end
--- @param m MarioState
function update_shell_speed(m)
-- ...
end
--- @param m MarioState
--- @param stopSpeed number
--- @return integer
function update_sliding(m, stopSpeed)
-- ...
end
--- @param m MarioState
--- @param accel number
--- @param lossFactor number
function update_sliding_angle(m, accel, lossFactor)
-- ...
end
--- @param m MarioState
function update_walking_speed(m)
-- ...
end
--- @param m MarioState
--- @param animation integer
--- @param endAction integer
function animated_stationary_ground_step(m, animation, endAction)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_object_cancels(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_execute_object_action(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_update_punch_sequence(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_hold_idle_cancels(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_idle_cancels(m)
-- ...
end
--- @param m MarioState
--- @param action integer
--- @return integer
function check_common_landing_cancels(m, action)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_stationary_cancels(m)
-- ...
end
--- @param m MarioState
--- @param arg1 integer
--- @param action integer
--- @return integer
function landing_step(m, arg1, action)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_execute_stationary_action(m)
-- ...
end
--- @param m MarioState
--- @param actionState integer
--- @param animFrame integer
--- @param sound integer
function play_anim_sound(m, actionState, animFrame, sound)
-- ...
end
--- @param m MarioState
--- @param animID integer
--- @param action integer
function stopping_step(m, animID, action)
-- ...
end
--- @param m MarioState
--- @param step Vec3f
function apply_water_current(m, step)
-- ...
end
--- @param m MarioState
function float_surface_gfx(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_execute_submerged_action(m)
-- ...
end
--- @param m MarioState
--- @param nextPos Vec3f
--- @return integer
function perform_water_full_step(m, nextPos)
-- ...
end
--- @param m MarioState
--- @return integer
function perform_water_step(m)
-- ...
end
--- @param m MarioState
--- @param particleFlag integer
function set_swimming_at_surface_particles(m, particleFlag)
-- ...
end
function bhv_toad_message_init()
-- ...
end
function bhv_toad_message_loop()
-- ...
end
function bhv_unlock_door_star_init()
-- ...
end
function bhv_unlock_door_star_loop()
-- ...
end
--- @return number
function get_additive_y_vel_for_jumps()
-- ...
end
--- @param data BullyCollisionData
--- @param posX number
--- @param posZ number
--- @param forwardVel number
--- @param yaw integer
--- @param conversionRatio number
--- @param radius number
function init_bully_collision_data(data, posX, posZ, forwardVel, yaw, conversionRatio, radius)
-- ...
end
--- @param arg0 MarioState
--- @param arg1 integer
function mario_bonk_reflection(arg0, arg1)
-- ...
end
--- @param arg0 MarioState
--- @param arg1 integer
--- @param arg2 integer
--- @return integer
function mario_push_off_steep_floor(arg0, arg1, arg2)
-- ...
end
--- @param arg0 MarioState
--- @return integer
function mario_update_moving_sand(arg0)
-- ...
end
--- @param arg0 MarioState
--- @param arg1 number
--- @return integer
function mario_update_quicksand(arg0, arg1)
-- ...
end
--- @param arg0 MarioState
--- @return integer
function mario_update_windy_ground(arg0)
-- ...
end
--- @param arg0 MarioState
--- @param arg1 integer
--- @return integer
function perform_air_step(arg0, arg1)
-- ...
end
--- @param arg0 MarioState
--- @return integer
function perform_ground_step(arg0)
-- ...
end
--- @param m MarioState
function set_vel_from_pitch_and_yaw(m)
-- ...
end
--- @param arg0 MarioState
--- @return integer
function stationary_ground_step(arg0)
-- ...
end
--- @param arg0 MarioState
function stop_and_set_height_to_floor(arg0)
-- ...
end
--- @param m MarioState
--- @param keyFrames Pointer_Vec4s
--- 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
function anim_spline_init(m, keyFrames)
-- ...
end
--- @param m MarioState
--- @param result Vec3f
--- @return integer
--- 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
function anim_spline_poll(m, result)
-- ...
end
--- @param current number
--- @param target number
--- @param inc number
--- @param dec number
--- @return number
--- 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
function approach_f32(current, target, inc, dec)
-- ...
end
--- @param current integer
--- @param target integer
--- @param inc integer
--- @param dec integer
--- @return integer
--- 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
function approach_s32(current, target, inc, dec)
-- ...
end
--- @param y number
--- @param x number
--- @return integer
--- 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
function atan2s(y, x)
-- ...
end
--- @param sm64Angle integer
--- @return number
--- 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)
function coss(sm64Angle)
-- ...
end
--- @param dest Vec3f
--- @param a Vec3f
--- @param b Vec3f
--- @param c Vec3f
--- @return void*
--- 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`
function find_vector_perpendicular_to_plane(dest, a, b, c)
-- ...
end
--- @param dest Vec3f
--- @param objMtx Mat4
--- @param camMtx Mat4
--- 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
function get_pos_from_transform_mtx(dest, objMtx, camMtx)
-- ...
end
--- @param dest Mat4
--- @param upDir Vec3f
--- @param pos Vec3f
--- @param yaw integer
--- 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
function mtxf_align_terrain_normal(dest, upDir, pos, yaw)
-- ...
end
--- @param mtx Mat4
--- @param pos Vec3f
--- @param yaw integer
--- @param radius number
--- 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
function mtxf_align_terrain_triangle(mtx, pos, yaw, radius)
-- ...
end
--- @param dest Mat4
--- @param mtx Mat4
--- @param position Vec3f
--- @param angle integer
--- 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
function mtxf_billboard(dest, mtx, position, angle)
-- ...
end
--- @param dest Mat4
--- @param src Mat4
--- Copies the 4x4 floating-point matrix `src` into `dest`. After this operation, `dest` contains the same matrix values as `src`
function mtxf_copy(dest, src)
-- ...
end
--- @param dest Mat4
--- @param mtx Mat4
--- @param position Vec3f
--- @param angle integer
--- 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
function mtxf_cylboard(dest, mtx, position, angle)
-- ...
end
--- @param mtx Mat4
--- 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
function mtxf_identity(mtx)
-- ...
end
--- @param dest Mat4
--- @param src Mat4
--- 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
function mtxf_inverse(dest, src)
-- ...
end
--- @param mtx Mat4
--- @param from Vec3f
--- @param to Vec3f
--- @param roll integer
--- 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`
function mtxf_lookat(mtx, from, to, roll)
-- ...
end
--- @param dest Mat4
--- @param a Mat4
--- @param b Mat4
--- 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
function mtxf_mul(dest, a, b)
-- ...
end
--- @param mtx Mat4
--- @param b Vec3s
--- 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
function mtxf_mul_vec3s(mtx, b)
-- ...
end
--- @param mtx Pointer_Mtx
--- @param angle integer
--- Rotates the matrix `mtx` in the XY plane by the given `angle`. Rotating in the XY plane typically means pivoting around the Z axis
function mtxf_rotate_xy(mtx, angle)
-- ...
end
--- @param dest Mat4
--- @param b Vec3f
--- @param c Vec3s
--- 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
function mtxf_rotate_xyz_and_translate(dest, b, c)
-- ...
end
--- @param dest Mat4
--- @param translate Vec3f
--- @param rotate Vec3s
--- 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
function mtxf_rotate_zxy_and_translate(dest, translate, rotate)
-- ...
end
--- @param dest Mat4
--- @param mtx Mat4
--- @param s Vec3f
--- 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
function mtxf_scale_vec3f(dest, mtx, s)
-- ...
end
--- @param dest Pointer_Mtx
--- @param src Mat4
--- Converts the floating-point matrix `src` into a fixed-point (integer-based) matrix suitable for the `Mtx` format, and stores the result in `dest`
function mtxf_to_mtx(dest, src)
-- ...
end
--- @param dest Mat4
--- @param b Vec3f
--- 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`
function mtxf_translate(dest, b)
-- ...
end
--- @param value number
--- @param replacement number
--- @return number
--- 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
function not_zero(value, replacement)
-- ...
end
--- @param sm64Angle integer
--- @return number
--- 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)
function sins(sm64Angle)
-- ...
end
--- @param m MarioState
--- @param result Vec4f
--- @param t number
--- @param c integer
--- 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
function spline_get_weights(m, result, t, c)
-- ...
end
--- @param dest Vec3f
--- @param a Vec3f
--- @return void*
--- 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
function vec3f_add(dest, a)
-- ...
end
--- @param dest Vec3f
--- @param vecA Vec3f
--- @param vecB Vec3f
--- @param sclA number
--- @param sclB number
--- 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`
function vec3f_combine(dest, vecA, vecB, sclA, sclB)
-- ...
end
--- @param dest Vec3f
--- @param src Vec3f
--- @return void*
--- 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`
function vec3f_copy(dest, src)
-- ...
end
--- @param dest Vec3f
--- @param a Vec3f
--- @param b Vec3f
--- @return void*
--- 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`
function vec3f_cross(dest, a, b)
-- ...
end
--- @param dest Vec3f
--- @param a Vec3f
--- @param b Vec3f
--- @return void*
--- 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`.
function vec3f_dif(dest, a, b)
-- ...
end
--- @param v1 Vec3f
--- @param v2 Vec3f
--- @return number
--- 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)
function vec3f_dist(v1, v2)
-- ...
end
--- @param a Vec3f
--- @param b Vec3f
--- @return number
--- 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
function vec3f_dot(a, b)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @param dist Pointer_number
--- @param pitch Pointer_integer
--- @param yaw Pointer_integer
--- 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`
function vec3f_get_dist_and_angle(from, to, dist, pitch, yaw)
-- ...
end
--- @param a Vec3f
--- @return number
--- 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)
function vec3f_length(a)
-- ...
end
--- @param dest Vec3f
--- @param a number
--- @return void*
--- 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`
function vec3f_mul(dest, a)
-- ...
end
--- @param dest Vec3f
--- @return void*
--- 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
function vec3f_normalize(dest)
-- ...
end
--- @param vec Vec3f
--- @param onto Vec3f
--- @param out Vec3f
--- 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`
function vec3f_project(vec, onto, out)
-- ...
end
--- @param v Vec3f
--- @param rotate Vec3s
--- @return void*
--- 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`
function vec3f_rotate_zxy(v, rotate)
-- ...
end
--- @param dest Vec3f
--- @param x number
--- @param y number
--- @param z number
--- @return void*
--- 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)
function vec3f_set(dest, x, y, z)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @param dist number
--- @param pitch integer
--- @param yaw integer
function vec3f_set_dist_and_angle(from, to, dist, pitch, yaw)
-- ...
end
--- @param dest Vec3f
--- @param a Vec3f
--- @param b Vec3f
--- @return void*
--- 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`
function vec3f_sum(dest, a, b)
-- ...
end
--- @param dest Vec3s
--- @param a Vec3f
--- @return void*
--- 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
function vec3f_to_vec3s(dest, a)
-- ...
end
--- @param dest Vec3s
--- @param a Vec3s
--- @return void*
--- 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`
function vec3s_add(dest, a)
-- ...
end
--- @param dest Vec3s
--- @param src Vec3s
--- @return void*
--- 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`
function vec3s_copy(dest, src)
-- ...
end
--- @param dest Vec3s
--- @param x integer
--- @param y integer
--- @param z integer
--- @return void*
--- Sets the 3D signed-integer vector `dest` to the specified integer values (x, y, z), so that `dest` becomes (x, y, z).
function vec3s_set(dest, x, y, z)
-- ...
end
--- @param dest Vec3s
--- @param a Vec3s
--- @param b Vec3s
--- @return void*
--- 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
function vec3s_sum(dest, a, b)
-- ...
end
--- @param dest Vec3f
--- @param a Vec3s
--- @return void*
--- 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
function vec3s_to_vec3f(dest, a)
-- ...
end
--- Updates every Mario state's star count with the save file total star count
function update_all_mario_stars()
-- ...
end
--- @return boolean
--- Clears the mod's data from mod storage
function mod_storage_clear()
-- ...
end
--- @param key string
--- @return boolean
--- Checks if a `key` is in mod storage
function mod_storage_exists(key)
-- ...
end
--- @param key string
--- @return string
--- Loads a string `value` from a `key` in mod storage
function mod_storage_load(key)
-- ...
end
--- @param key string
--- @return boolean
--- Loads a bool `value` from a `key` in mod storage
function mod_storage_load_bool(key)
-- ...
end
--- @param key string
--- @return number
--- Loads a float `value` from a `key` in mod storage
function mod_storage_load_number(key)
-- ...
end
--- @param key string
--- @return boolean
--- Removes a `key` from mod storage
function mod_storage_remove(key)
-- ...
end
--- @param key string
--- @param value string
--- @return boolean
--- Saves a `key` corresponding to a string `value` to mod storage
function mod_storage_save(key, value)
-- ...
end
--- @param key string
--- @param value boolean
--- @return boolean
--- Saves a `key` corresponding to a bool `value` to mod storage
function mod_storage_save_bool(key, value)
-- ...
end
--- @param key string
--- @param value number
--- @return boolean
--- Saves a `key` corresponding to a float `value` to mod storage
function mod_storage_save_number(key, value)
-- ...
end
--- @param courseNum integer
--- @param actNum integer
--- @param levelNum integer
--- @param areaIndex integer
--- @return NetworkPlayer
function get_network_player_from_area(courseNum, actNum, levelNum, areaIndex)
-- ...
end
--- @param courseNum integer
--- @param actNum integer
--- @param levelNum integer
--- @return NetworkPlayer
function get_network_player_from_level(courseNum, actNum, levelNum)
-- ...
end
--- @return NetworkPlayer
function get_network_player_smallest_global()
-- ...
end
--- @return integer
function network_player_connected_count()
-- ...
end
--- @param globalIndex integer
--- @return NetworkPlayer
function network_player_from_global_index(globalIndex)
-- ...
end
--- @param np NetworkPlayer
--- @param part PlayerPart
--- @param index integer
--- @return integer
function network_player_get_override_palette_color_channel(np, part, index)
-- ...
end
--- @param np NetworkPlayer
--- @param part PlayerPart
--- @param index integer
--- @return integer
function network_player_get_palette_color_channel(np, part, index)
-- ...
end
--- @param np NetworkPlayer
--- @return boolean
function network_player_is_override_palette_same(np)
-- ...
end
--- @param np NetworkPlayer
function network_player_reset_override_palette(np)
-- ...
end
--- @param np NetworkPlayer
--- @param description string
--- @param r integer
--- @param g integer
--- @param b integer
--- @param a integer
function network_player_set_description(np, description, r, g, b, a)
-- ...
end
--- @param np NetworkPlayer
--- @param location string
function network_player_set_override_location(np, location)
-- ...
end
--- @param np NetworkPlayer
--- @param part PlayerPart
--- @param color Color
function network_player_set_override_palette_color(np, part, color)
-- ...
end
--- @return boolean
function network_check_singleplayer_pause()
-- ...
end
--- @param localIndex integer
--- @return string
function network_discord_id_from_local_index(localIndex)
-- ...
end
--- @param localIndex integer
--- @return string
function network_get_player_text_color_string(localIndex)
-- ...
end
--- @param localIndex integer
--- @return integer
function network_global_index_from_local(localIndex)
-- ...
end
--- @return boolean
function network_is_moderator()
-- ...
end
--- @return boolean
function network_is_server()
-- ...
end
--- @param globalIndex integer
--- @return integer
function network_local_index_from_global(globalIndex)
-- ...
end
--- @param f number
--- @return number
function absf_2(f)
-- ...
end
--- @param objFloor Surface
--- @param objFloorY number
--- @param objVelX number
--- @param objVelZ number
function calc_new_obj_vel_and_pos_y(objFloor, objFloorY, objVelX, objVelZ)
-- ...
end
--- @param objFloor Surface
--- @param floorY number
--- @param objVelX number
--- @param objVelZ number
--- @param waterY number
function calc_new_obj_vel_and_pos_y_underwater(objFloor, floorY, objVelX, objVelZ, waterY)
-- ...
end
--- @param objFriction Pointer_number
--- @param floor_nY number
function calc_obj_friction(objFriction, floor_nY)
-- ...
end
--- @param room integer
--- @return integer
function current_mario_room_check(room)
-- ...
end
--- @param m MarioState
--- @param obj Object
--- @return integer
function is_nearest_mario_state_to_object(m, obj)
-- ...
end
--- @param m Object
--- @param obj Object
--- @return integer
function is_nearest_player_to_object(m, obj)
-- ...
end
--- @return integer
function is_other_player_active()
-- ...
end
--- @param m MarioState
--- @return integer
function is_player_active(m)
-- ...
end
--- @param m MarioState
--- @return integer
function is_player_in_local_area(m)
-- ...
end
--- @param obj Object
--- @param x number
--- @param y number
--- @param z number
--- @param dist integer
--- @return integer
function is_point_close_to_object(obj, x, y, z, dist)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @param dist integer
--- @return integer
function is_point_within_radius_of_any_player(x, y, z, dist)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @param dist integer
--- @return integer
function is_point_within_radius_of_mario(x, y, z, dist)
-- ...
end
--- @param obj Object
--- @return MarioState
function nearest_interacting_mario_state_to_object(obj)
-- ...
end
--- @param obj Object
--- @return Object
function nearest_interacting_player_to_object(obj)
-- ...
end
--- @param obj Object
--- @return MarioState
function nearest_mario_state_to_object(obj)
-- ...
end
--- @param obj Object
--- @return Object
function nearest_player_to_object(obj)
-- ...
end
--- @param obj Object
--- @return MarioState
function nearest_possible_mario_state_to_object(obj)
-- ...
end
--- @param collisionFlags integer
--- @param floor Surface
function obj_check_floor_death(collisionFlags, floor)
-- ...
end
--- @param base integer
--- @param goal integer
--- @param range integer
--- @return integer
function obj_check_if_facing_toward_angle(base, goal, range)
-- ...
end
--- @param objNewX number
--- @param objY number
--- @param objNewZ number
--- @param objVelX number
--- @param objVelZ number
--- @return integer
function obj_find_wall(objNewX, objY, objNewZ, objVelX, objVelZ)
-- ...
end
--- @param dist Vec3f
--- @param x number
--- @param y number
--- @param z number
--- @param radius number
--- @return integer
function obj_find_wall_displacement(dist, x, y, z, radius)
-- ...
end
--- @param obj Object
--- @param lifeSpan integer
--- @return integer
function obj_flicker_and_disappear(obj, lifeSpan)
-- ...
end
--- @return integer
function obj_lava_death()
-- ...
end
--- @param obj Object
function obj_move_xyz_using_fvel_and_yaw(obj)
-- ...
end
--- @param obj Object
--- @param normalX number
--- @param normalY number
--- @param normalZ number
function obj_orient_graph(obj, normalX, normalY, normalZ)
-- ...
end
--- @param obj Object
--- @param homeX number
--- @param homeY number
--- @param homeZ number
--- @param baseDisp integer
function obj_return_and_displace_home(obj, homeX, homeY, homeZ, baseDisp)
-- ...
end
--- @param obj Object
--- @param homeX number
--- @param y number
--- @param homeZ number
--- @param dist integer
--- @return integer
function obj_return_home_if_safe(obj, homeX, y, homeZ, dist)
-- ...
end
--- @param obj Object
--- @param nCoins integer
function obj_spawn_yellow_coins(obj, nCoins)
-- ...
end
--- @param waterY integer
--- @param objY integer
function obj_splash(waterY, objY)
-- ...
end
function obj_update_pos_vel_xz()
-- ...
end
--- @return integer
function object_step()
-- ...
end
--- @return integer
function object_step_without_floor_orient()
-- ...
end
--- @param obj Object
--- @param dist integer
function set_object_visibility(obj, dist)
-- ...
end
function set_yoshi_as_not_dead()
-- ...
end
--- @param behParam integer
--- @param relX integer
--- @param relY integer
--- @param relZ integer
function spawn_orange_number(behParam, relX, relY, relZ)
-- ...
end
--- @param objFloor Surface
--- @param floorY number
--- @param objVelX number
--- @param objVelZ number
--- @return integer
function turn_obj_away_from_steep_floor(objFloor, floorY, objVelX, objVelZ)
-- ...
end
--- @param velX number
--- @param velZ number
--- @param nX number
--- @param nY number
--- @param nZ number
--- @param objYawX Pointer_number
--- @param objYawZ Pointer_number
function turn_obj_away_from_surface(velX, velZ, nX, nY, nZ, objYawX, objYawZ)
-- ...
end
--- @param px Pointer_number
--- @param target number
--- @param delta number
--- @return integer
function approach_f32_ptr(px, target, delta)
-- ...
end
--- @param arg0 integer
--- @return integer
function cur_obj_init_anim_and_check_if_end(arg0)
-- ...
end
--- @param arg0 integer
--- @param arg1 integer
--- @return integer
function cur_obj_init_anim_check_frame(arg0, arg1)
-- ...
end
--- @param arg0 integer
function cur_obj_init_anim_extend(arg0)
-- ...
end
--- @param arg0 integer
--- @param arg1 integer
--- @param sound integer
--- @return integer
function cur_obj_play_sound_at_anim_range(arg0, arg1, sound)
-- ...
end
--- @param arg0 integer
--- @return integer
function cur_obj_set_anim_if_at_end(arg0)
-- ...
end
--- @param arg0 number
--- @param arg1 number
function cur_obj_spin_all_dimensions(arg0, arg1)
-- ...
end
--- @param baseScale number
function obj_act_knockback(baseScale)
-- ...
end
--- @param baseScale number
function obj_act_squished(baseScale)
-- ...
end
--- @param targetYaw Pointer_integer
--- @return integer
function obj_bounce_off_walls_edges_objects(targetYaw)
-- ...
end
--- @param hitbox ObjectHitbox
--- @param attackedMarioAction integer
--- @return integer
function obj_check_attacks(hitbox, attackedMarioAction)
-- ...
end
--- @param speed number
function obj_compute_vel_from_move_pitch(speed)
-- ...
end
--- @return integer
function obj_die_if_above_lava_and_health_non_positive()
-- ...
end
function obj_die_if_health_non_positive()
-- ...
end
--- @param targetPitch integer
--- @param deltaPitch integer
--- @return integer
function obj_face_pitch_approach(targetPitch, deltaPitch)
-- ...
end
--- @param targetRoll integer
--- @param deltaRoll integer
--- @return integer
function obj_face_roll_approach(targetRoll, deltaRoll)
-- ...
end
--- @param targetYaw integer
--- @param deltaYaw integer
--- @return integer
function obj_face_yaw_approach(targetYaw, deltaYaw)
-- ...
end
--- @param target number
--- @param delta number
--- @return integer
function obj_forward_vel_approach(target, delta)
-- ...
end
--- @return integer
function obj_get_pitch_from_vel()
-- ...
end
--- @param latDistToHome number
--- @return integer
function obj_get_pitch_to_home(latDistToHome)
-- ...
end
--- @param scaleVel Pointer_number
--- @param shootFireScale number
--- @param endScale number
--- @return integer
function obj_grow_then_shrink(scaleVel, shootFireScale, endScale)
-- ...
end
--- @param hitbox ObjectHitbox
--- @param attackedMarioAction integer
--- @param attackHandlers Pointer_integer
--- @return integer
function obj_handle_attacks(hitbox, attackedMarioAction, attackHandlers)
-- ...
end
--- @param m MarioState
--- @param maxDist number
--- @param maxAngleDiff integer
--- @return integer
function obj_is_near_to_and_facing_mario(m, maxDist, maxAngleDiff)
-- ...
end
--- @return integer
function obj_is_rendering_enabled()
-- ...
end
--- @param endAction integer
--- @return integer
function obj_move_for_one_second(endAction)
-- ...
end
--- @param target integer
--- @param delta integer
--- @return integer
function obj_move_pitch_approach(target, delta)
-- ...
end
--- @param delta integer
--- @return integer
function obj_random_fixed_turn(delta)
-- ...
end
--- @param targetYaw integer
--- @param turnSpeed integer
--- @return integer
function obj_resolve_collisions_and_turn(targetYaw, turnSpeed)
-- ...
end
--- @param targetYaw Pointer_integer
--- @return integer
function obj_resolve_object_collisions(targetYaw)
-- ...
end
--- @param targetYaw integer
--- @param maxRoll integer
--- @param rollSpeed integer
function obj_roll_to_match_yaw_turn(targetYaw, maxRoll, rollSpeed)
-- ...
end
--- @param targetYaw integer
--- @param turnAmount integer
function obj_rotate_yaw_and_bounce_off_walls(targetYaw, turnAmount)
-- ...
end
--- @param distFromHome number
function obj_set_dist_from_home(distFromHome)
-- ...
end
--- @param attackType integer
function obj_set_knockback_action(attackType)
-- ...
end
function obj_set_squished_action()
-- ...
end
--- @param angleVel Pointer_integer
--- @param angle Pointer_integer
--- @param targetAngle integer
--- @param targetSpeedProportion number
--- @param accel integer
--- @param minSpeed integer
--- @param maxSpeed integer
--- @return integer
function obj_smooth_turn(angleVel, angle, targetAngle, targetSpeedProportion, accel, minSpeed, maxSpeed)
-- ...
end
--- @param relativePosX integer
--- @param relativePosY integer
--- @param relativePosZ integer
--- @param scale number
--- @param model integer
--- @param startSpeed number
--- @param endSpeed number
--- @param movePitch integer
--- @return Object
function obj_spit_fire(relativePosX, relativePosY, relativePosZ, scale, model, startSpeed, endSpeed, movePitch)
-- ...
end
--- @param m MarioState
--- @param targetOffsetY number
--- @param turnAmount integer
--- @return integer
function obj_turn_pitch_toward_mario(m, targetOffsetY, turnAmount)
-- ...
end
function obj_unused_die()
-- ...
end
--- @param blinkTimer Pointer_integer
--- @param baseCycleLength integer
--- @param cycleLengthRange integer
--- @param blinkLength integer
function obj_update_blinking(blinkTimer, baseCycleLength, cycleLengthRange, blinkLength)
-- ...
end
--- @param scale number
--- @return integer
function obj_update_standard_actions(scale)
-- ...
end
--- @param target number
--- @param delta number
--- @return integer
function obj_y_vel_approach(target, delta)
-- ...
end
--- @param value Pointer_integer
--- @param vel Pointer_number
--- @param target integer
--- @param velCloseToZero number
--- @param accel number
--- @param slowdown number
--- @return integer
function oscillate_toward(value, vel, target, velCloseToZero, accel, slowdown)
-- ...
end
--- @param ballIndex integer
--- @param x number
--- @param y number
--- @param z number
function platform_on_track_update_pos_or_spawn_ball(ballIndex, x, y, z)
-- ...
end
--- @param base integer
--- @param range integer
--- @return integer
function random_linear_offset(base, range)
-- ...
end
--- @param base integer
--- @param step integer
--- @param mod integer
--- @return integer
function random_mod_offset(base, step, mod)
-- ...
end
--- @param threshold number
--- @param distanceToPlayer Pointer_integer
--- @param angleToPlayer Pointer_integer
function treat_far_home_as_mario(threshold, distanceToPlayer, angleToPlayer)
-- ...
end
--- @param x0 integer
--- @param x1 integer
--- @return integer
function abs_angle_diff(x0, x1)
-- ...
end
--- @param value Pointer_number
--- @param dragStrength number
function apply_drag_to_value(value, dragStrength)
-- ...
end
--- @param value Pointer_number
--- @param target number
--- @param increment number
--- @return integer
function approach_f32_signed(value, target, increment)
-- ...
end
--- @param value number
--- @param target number
--- @param increment number
--- @return number
function approach_f32_symmetric(value, target, increment)
-- ...
end
--- @param value integer
--- @param target integer
--- @param increment integer
--- @return integer
function approach_s16_symmetric(value, target, increment)
-- ...
end
function bhv_dust_smoke_loop()
-- ...
end
function bhv_init_room()
-- ...
end
--- @param a0 integer
--- @return integer
function bit_shift_left(a0)
-- ...
end
--- @param segment ChainSegment
function chain_segment_init(segment)
-- ...
end
--- @param bitSet Pointer_integer
--- @param flag integer
--- @return integer
function clear_move_flag(bitSet, flag)
-- ...
end
--- @param flags integer
function clear_time_stop_flags(flags)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return integer
function count_objects_with_behavior(behavior)
-- ...
end
--- @return integer
function count_unimportant_objects()
-- ...
end
--- @param a0 Mat4
--- @param a1 Mat4
--- @param a2 Mat4
function create_transformation_from_matrices(a0, a1, a2)
-- ...
end
--- @return number
function cur_obj_abs_y_dist_to_home()
-- ...
end
--- @return integer
function cur_obj_advance_looping_anim()
-- ...
end
function cur_obj_align_gfx_with_floor()
-- ...
end
--- @return integer
function cur_obj_angle_to_home()
-- ...
end
--- @param dragStrength number
function cur_obj_apply_drag_xz(dragStrength)
-- ...
end
function cur_obj_become_intangible()
-- ...
end
function cur_obj_become_tangible()
-- ...
end
--- @param m MarioState
--- @param radius number
--- @param height number
--- @param unused integer
--- @return integer
function cur_obj_can_mario_activate_textbox(m, radius, height, unused)
-- ...
end
--- @param m MarioState
--- @param radius number
--- @param height number
--- @return integer
function cur_obj_can_mario_activate_textbox_2(m, radius, height)
-- ...
end
--- @param action integer
function cur_obj_change_action(action)
-- ...
end
--- @param frame integer
--- @return integer
function cur_obj_check_anim_frame(frame)
-- ...
end
--- @param startFrame integer
--- @param rangeLength integer
--- @return integer
function cur_obj_check_anim_frame_in_range(startFrame, rangeLength)
-- ...
end
--- @param a0 Pointer_integer
--- @return integer
function cur_obj_check_frame_prior_current_frame(a0)
-- ...
end
--- @return integer
function cur_obj_check_grabbed_mario()
-- ...
end
--- @return integer
function cur_obj_check_if_at_animation_end()
-- ...
end
--- @return integer
function cur_obj_check_if_near_animation_end()
-- ...
end
--- @return integer
function cur_obj_check_interacted()
-- ...
end
--- @param flag integer
--- @return integer
function cur_obj_clear_interact_status_flag(flag)
-- ...
end
function cur_obj_compute_vel_xz()
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @param dist number
--- @return integer
function cur_obj_count_objects_with_behavior(behavior, dist)
-- ...
end
--- @param steepAngleDegrees integer
--- @return integer
function cur_obj_detect_steep_floor(steepAngleDegrees)
-- ...
end
function cur_obj_disable()
-- ...
end
function cur_obj_disable_rendering()
-- ...
end
--- @param obj Object
function cur_obj_disable_rendering_and_become_intangible(obj)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return number
function cur_obj_dist_to_nearest_object_with_behavior(behavior)
-- ...
end
function cur_obj_enable_rendering()
-- ...
end
function cur_obj_enable_rendering_2()
-- ...
end
--- @param obj Object
function cur_obj_enable_rendering_and_become_tangible(obj)
-- ...
end
function cur_obj_enable_rendering_if_mario_in_room()
-- ...
end
--- @param m MarioState
--- @param dialogFlags integer
--- @param dialogResult integer
function cur_obj_end_dialog(m, dialogFlags, dialogResult)
-- ...
end
function cur_obj_extend_animation_if_at_end()
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @param maxDist number
--- @return Object
function cur_obj_find_nearby_held_actor(behavior, maxDist)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @param dist Pointer_number
--- @return Object
function cur_obj_find_nearest_object_with_behavior(behavior, dist)
-- ...
end
--- @return Object
function cur_obj_find_nearest_pole()
-- ...
end
--- @param unusedArg integer
--- @return integer
function cur_obj_follow_path(unusedArg)
-- ...
end
--- @param target number
--- @param increment number
function cur_obj_forward_vel_approach_upward(target, increment)
-- ...
end
function cur_obj_get_dropped()
-- ...
end
--- @param forwardVel number
--- @param velY number
--- @param thrownAction integer
function cur_obj_get_thrown_or_placed(forwardVel, velY, thrownAction)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return integer
function cur_obj_has_behavior(behavior)
-- ...
end
--- @param modelID integer
--- @return integer
function cur_obj_has_model(modelID)
-- ...
end
function cur_obj_hide()
-- ...
end
--- @param distY number
--- @return integer
function cur_obj_hide_if_mario_far_away_y(distY)
-- ...
end
function cur_obj_if_hit_wall_bounce_away()
-- ...
end
--- @param animIndex integer
function cur_obj_init_animation(animIndex)
-- ...
end
--- @param animIndex integer
--- @param animFrame integer
function cur_obj_init_animation_and_anim_frame(animIndex, animFrame)
-- ...
end
--- @param animIndex integer
--- @return integer
function cur_obj_init_animation_and_check_if_near_end(animIndex)
-- ...
end
--- @param animIndex integer
function cur_obj_init_animation_and_extend_if_at_end(animIndex)
-- ...
end
--- @param animIndex integer
--- @param accel number
function cur_obj_init_animation_with_accel_and_sound(animIndex, accel)
-- ...
end
--- @param animIndex integer
function cur_obj_init_animation_with_sound(animIndex)
-- ...
end
--- @return integer
function cur_obj_is_any_player_on_platform()
-- ...
end
--- @return integer
function cur_obj_is_mario_ground_pounding_platform()
-- ...
end
--- @return integer
function cur_obj_is_mario_on_platform()
-- ...
end
--- @return number
function cur_obj_lateral_dist_from_mario_to_home()
-- ...
end
--- @param obj Object
--- @return number
function cur_obj_lateral_dist_from_obj_to_home(obj)
-- ...
end
--- @return number
function cur_obj_lateral_dist_to_home()
-- ...
end
--- @return integer
function cur_obj_mario_far_away()
-- ...
end
--- @param forwardVel number
--- @param velY number
function cur_obj_move_after_thrown_or_dropped(forwardVel, velY)
-- ...
end
--- @param steepSlopeAngleDegrees integer
function cur_obj_move_standard(steepSlopeAngleDegrees)
-- ...
end
--- @param a0 integer
--- @return integer
function cur_obj_move_up_and_down(a0)
-- ...
end
--- @param gravity number
--- @param bounciness number
function cur_obj_move_update_ground_air_flags(gravity, bounciness)
-- ...
end
function cur_obj_move_update_underwater_flags()
-- ...
end
function cur_obj_move_using_fvel_and_gravity()
-- ...
end
function cur_obj_move_using_vel()
-- ...
end
function cur_obj_move_using_vel_and_gravity()
-- ...
end
--- @param steepSlopeNormalY number
--- @param careAboutEdgesAndSteepSlopes integer
--- @return integer
function cur_obj_move_xz(steepSlopeNormalY, careAboutEdgesAndSteepSlopes)
-- ...
end
function cur_obj_move_xz_using_fvel_and_yaw()
-- ...
end
--- @param gravity number
--- @param bounciness number
--- @param buoyancy number
function cur_obj_move_y(gravity, bounciness, buoyancy)
-- ...
end
--- @param gravity number
--- @param buoyancy number
--- @return number
function cur_obj_move_y_and_get_water_level(gravity, buoyancy)
-- ...
end
function cur_obj_move_y_with_terminal_vel()
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return Object
function cur_obj_nearest_object_with_behavior(behavior)
-- ...
end
--- @param minX number
--- @param maxX number
--- @param minZ number
--- @param maxZ number
--- @return integer
function cur_obj_outside_home_rectangle(minX, maxX, minZ, maxZ)
-- ...
end
--- @param halfLength number
--- @return integer
function cur_obj_outside_home_square(halfLength)
-- ...
end
--- @param radius number
function cur_obj_push_mario_away(radius)
-- ...
end
--- @param radius number
--- @param extentY number
function cur_obj_push_mario_away_from_cylinder(radius, extentY)
-- ...
end
--- @return integer
function cur_obj_reflect_move_angle_off_wall()
-- ...
end
function cur_obj_reset_timer_and_subaction()
-- ...
end
--- @return integer
function cur_obj_resolve_wall_collisions()
-- ...
end
function cur_obj_reverse_animation()
-- ...
end
function cur_obj_rotate_face_angle_using_vel()
-- ...
end
function cur_obj_rotate_move_angle_using_vel()
-- ...
end
--- @param target integer
--- @param increment integer
--- @return integer
function cur_obj_rotate_yaw_toward(target, increment)
-- ...
end
--- @param scale number
function cur_obj_scale(scale)
-- ...
end
--- @param a0 integer
--- @param a1 integer
--- @param sp10 number
--- @param sp14 number
function cur_obj_scale_over_time(a0, a1, sp10, sp14)
-- ...
end
--- @param behavior Pointer_BehaviorScript
function cur_obj_set_behavior(behavior)
-- ...
end
function cur_obj_set_billboard_if_vanilla_cam()
-- ...
end
function cur_obj_set_face_angle_to_move_angle()
-- ...
end
--- @param hitbox ObjectHitbox
--- @param deathSound integer
--- @param noLootCoins integer
--- @return integer
function cur_obj_set_hitbox_and_die_if_attacked(hitbox, deathSound, noLootCoins)
-- ...
end
--- @param radius number
--- @param height number
function cur_obj_set_hitbox_radius_and_height(radius, height)
-- ...
end
function cur_obj_set_home_once()
-- ...
end
--- @param radius number
--- @param height number
function cur_obj_set_hurtbox_radius_and_height(radius, height)
-- ...
end
--- @param other Object
--- @param dleft number
--- @param dy number
--- @param dforward number
function cur_obj_set_pos_relative(other, dleft, dy, dforward)
-- ...
end
--- @param dleft number
--- @param dy number
--- @param dforward number
function cur_obj_set_pos_relative_to_parent(dleft, dy, dforward)
-- ...
end
function cur_obj_set_pos_to_home()
-- ...
end
function cur_obj_set_pos_to_home_and_stop()
-- ...
end
function cur_obj_set_pos_to_home_with_debug()
-- ...
end
function cur_obj_set_pos_via_transform()
-- ...
end
--- @param m MarioState
--- @param f12 number
--- @param f14 number
function cur_obj_set_vel_from_mario_vel(m, f12, f14)
-- ...
end
--- @param sp18 number
--- @param sp1C integer
function cur_obj_set_y_vel_and_animation(sp18, sp1C)
-- ...
end
--- @param shake integer
function cur_obj_shake_screen(shake)
-- ...
end
--- @param amount number
function cur_obj_shake_y(amount)
-- ...
end
--- @param cycles integer
--- @param amount integer
--- @return integer
function cur_obj_shake_y_until(cycles, amount)
-- ...
end
function cur_obj_spawn_loot_blue_coin()
-- ...
end
--- @param m MarioState
function cur_obj_spawn_loot_coin_at_mario_pos(m)
-- ...
end
--- @param info SpawnParticlesInfo
function cur_obj_spawn_particles(info)
-- ...
end
--- @param targetX number
--- @param targetY number
--- @param targetZ number
--- @param offsetY number
function cur_obj_spawn_star_at_y_offset(targetX, targetY, targetZ, offsetY)
-- ...
end
--- @param obj Object
--- @param cameraEvent integer
function cur_obj_start_cam_event(obj, cameraEvent)
-- ...
end
function cur_obj_unhide()
-- ...
end
--- @param sp18 integer
--- @param sp1C integer
function cur_obj_unrender_and_reset_state(sp18, sp1C)
-- ...
end
function cur_obj_unused_init_on_floor()
-- ...
end
--- @param animFrame1 integer
--- @param animFrame2 integer
--- @param sound integer
function cur_obj_unused_play_footstep_sound(animFrame1, animFrame2, sound)
-- ...
end
--- @param offsetY number
--- @param radius number
function cur_obj_unused_resolve_wall_collisions(offsetY, radius)
-- ...
end
function cur_obj_update_floor()
-- ...
end
--- @param steepSlopeDegrees integer
function cur_obj_update_floor_and_resolve_wall_collisions(steepSlopeDegrees)
-- ...
end
function cur_obj_update_floor_and_walls()
-- ...
end
function cur_obj_update_floor_height()
-- ...
end
--- @return Surface
function cur_obj_update_floor_height_and_get_floor()
-- ...
end
--- @param timeUntilBlinking integer
--- @param numBlinks integer
--- @return integer
function cur_obj_wait_then_blink(timeUntilBlinking, numBlinks)
-- ...
end
--- @return integer
function cur_obj_was_attacked_or_ground_pounded()
-- ...
end
--- @return integer
function cur_obj_within_12k_bounds()
-- ...
end
function disable_time_stop()
-- ...
end
function disable_time_stop_including_mario()
-- ...
end
--- @param obj Object
--- @param pointX number
--- @param pointY number
--- @param pointZ number
--- @return number
function dist_between_object_and_point(obj, pointX, pointY, pointZ)
-- ...
end
--- @param obj1 Object
--- @param obj2 Object
--- @return number
function dist_between_objects(obj1, obj2)
-- ...
end
function enable_time_stop()
-- ...
end
function enable_time_stop_if_alone()
-- ...
end
function enable_time_stop_including_mario()
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return Object
function find_object_with_behavior(behavior)
-- ...
end
--- @return Object
function find_unimportant_object()
-- ...
end
--- @param callContext integer
--- @param a1 GraphNode
--- @param sp8 integer
--- @return integer
function geo_offset_klepto_debug(callContext, a1, sp8)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return integer
function get_object_list_from_behavior(behavior)
-- ...
end
--- @param trajectory Pointer_Trajectory
--- @return integer
function get_trajectory_length(trajectory)
-- ...
end
--- @param value number
--- @param center number
--- @param zeroThreshold number
--- @param increment number
--- @return number
function increment_velocity_toward_range(value, center, zeroThreshold, increment)
-- ...
end
--- @param item integer
--- @param array Pointer_integer
--- @return integer
function is_item_in_array(item, array)
-- ...
end
--- @param speedThreshold integer
--- @return integer
function is_mario_moving_fast_or_in_air(speedThreshold)
-- ...
end
--- @param obj1 Object
--- @param obj2 Object
--- @return number
function lateral_dist_between_objects(obj1, obj2)
-- ...
end
--- @param m Mat4
--- @param dst Vec3f
--- @param v Vec3f
function linear_mtxf_mul_vec3f(m, dst, v)
-- ...
end
--- @param m Mat4
--- @param dst Vec3f
--- @param v Vec3f
function linear_mtxf_transpose_mul_vec3f(m, dst, v)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_is_dive_sliding(m)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_is_in_air_action(m)
-- ...
end
--- @param minX integer
--- @param maxX integer
--- @param minZ integer
--- @param maxZ integer
--- @return integer
function mario_is_within_rectangle(minX, maxX, minZ, maxZ)
-- ...
end
--- @param flag integer
function mario_set_flag(flag)
-- ...
end
--- @param obj1 Object
--- @param obj2 Object
--- @return integer
function obj_angle_to_object(obj1, obj2)
-- ...
end
--- @param obj Object
--- @param pointX number
--- @param pointZ number
--- @return integer
function obj_angle_to_point(obj, pointX, pointZ)
-- ...
end
--- @param obj Object
--- @param dst Mat4
--- @param src Mat4
function obj_apply_scale_to_matrix(obj, dst, src)
-- ...
end
--- @param obj Object
function obj_apply_scale_to_transform(obj)
-- ...
end
--- @param obj Object
--- @return integer
function obj_attack_collided_from_other_object(obj)
-- ...
end
--- @param obj Object
function obj_become_tangible(obj)
-- ...
end
--- @param obj Object
function obj_build_relative_transform(obj)
-- ...
end
--- @param obj Object
--- @param posIndex integer
--- @param angleIndex integer
function obj_build_transform_from_pos_and_angle(obj, posIndex, angleIndex)
-- ...
end
--- @param obj Object
function obj_build_transform_relative_to_parent(obj)
-- ...
end
--- @param a0 Object
function obj_build_vel_from_transform(a0)
-- ...
end
--- @param obj1 Object
--- @param obj2 Object
--- @return integer
function obj_check_if_collided_with_object(obj1, obj2)
-- ...
end
--- @param dst Object
--- @param src Object
function obj_copy_angle(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
function obj_copy_behavior_params(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
function obj_copy_graph_y_offset(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
function obj_copy_pos(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
function obj_copy_pos_and_angle(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
function obj_copy_scale(dst, src)
-- ...
end
--- @param obj Object
function obj_create_transform_from_self(obj)
-- ...
end
--- @param sp18 number
--- @param sp1C integer
function obj_explode_and_spawn_coins(sp18, sp1C)
-- ...
end
--- @param obj Object
--- @param behavior Pointer_BehaviorScript
--- @return integer
function obj_has_behavior(obj, behavior)
-- ...
end
--- @param obj Object
--- @param animIndex integer
function obj_init_animation(obj, animIndex)
-- ...
end
--- @param obj Object
--- @param animIndex integer
--- @param accel number
function obj_init_animation_with_accel_and_sound(obj, animIndex, accel)
-- ...
end
--- @param obj Object
--- @param animations AnimationTable
--- @param animIndex integer
function obj_init_animation_with_sound(obj, animations, animIndex)
-- ...
end
--- @param obj Object
--- @return integer
function obj_is_hidden(obj)
-- ...
end
--- @param obj Object
function obj_mark_for_deletion(obj)
-- ...
end
--- @param obj Object
--- @param target Object
--- @return integer
function obj_pitch_to_object(obj, target)
-- ...
end
--- @param obj Object
--- @param scale number
function obj_scale(obj, scale)
-- ...
end
--- @param obj Object
--- @param rangeLength number
--- @param minScale number
function obj_scale_random(obj, rangeLength, minScale)
-- ...
end
--- @param obj Object
--- @param xScale number
--- @param yScale number
--- @param zScale number
function obj_scale_xyz(obj, xScale, yScale, zScale)
-- ...
end
--- @param obj Object
--- @param pitch integer
--- @param yaw integer
--- @param roll integer
function obj_set_angle(obj, pitch, yaw, roll)
-- ...
end
--- @param obj Object
--- @param behavior Pointer_BehaviorScript
function obj_set_behavior(obj, behavior)
-- ...
end
--- @param obj Object
function obj_set_billboard(obj)
-- ...
end
--- @param obj Object
function obj_set_cylboard(obj)
-- ...
end
--- @param obj Object
--- @param pitch integer
--- @param yaw integer
--- @param roll integer
function obj_set_face_angle(obj, pitch, yaw, roll)
-- ...
end
--- @param obj Object
function obj_set_face_angle_to_move_angle(obj)
-- ...
end
--- @param obj Object
--- @param pitch integer
--- @param yaw integer
--- @param roll integer
function obj_set_gfx_angle(obj, pitch, yaw, roll)
-- ...
end
--- @param obj Object
--- @param x number
--- @param y number
--- @param z number
function obj_set_gfx_pos(obj, x, y, z)
-- ...
end
--- @param obj1 Object
--- @param obj2 Object
function obj_set_gfx_pos_at_obj_pos(obj1, obj2)
-- ...
end
--- @param obj Object
function obj_set_gfx_pos_from_pos(obj)
-- ...
end
--- @param obj Object
--- @param x number
--- @param y number
--- @param z number
function obj_set_gfx_scale(obj, x, y, z)
-- ...
end
--- @param obj Object
--- @param heldBehavior Pointer_BehaviorScript
function obj_set_held_state(obj, heldBehavior)
-- ...
end
--- @param obj Object
--- @param hitbox ObjectHitbox
function obj_set_hitbox(obj, hitbox)
-- ...
end
--- @param o Object
--- @param radius number
--- @param height number
function obj_set_hitbox_radius_and_height(o, radius, height)
-- ...
end
--- @param o Object
--- @param radius number
--- @param height number
function obj_set_hurtbox_radius_and_height(o, radius, height)
-- ...
end
--- @param obj Object
--- @param pitch integer
--- @param yaw integer
--- @param roll integer
function obj_set_move_angle(obj, pitch, yaw, roll)
-- ...
end
--- @param obj Object
--- @param relX integer
--- @param relY integer
--- @param relZ integer
function obj_set_parent_relative_pos(obj, relX, relY, relZ)
-- ...
end
--- @param obj Object
--- @param x integer
--- @param y integer
--- @param z integer
function obj_set_pos(obj, x, y, z)
-- ...
end
--- @param obj Object
--- @param other Object
--- @param dleft number
--- @param dy number
--- @param dforward number
function obj_set_pos_relative(obj, other, dleft, dy, dforward)
-- ...
end
--- @param obj Object
function obj_set_throw_matrix_from_transform(obj)
-- ...
end
--- @param obj Object
--- @param numCoins integer
--- @param sp28 number
--- @param posJitter integer
function obj_spawn_loot_blue_coins(obj, numCoins, sp28, posJitter)
-- ...
end
--- @param obj Object
--- @param numCoins integer
--- @param sp30 number
--- @param coinBehavior Pointer_BehaviorScript
--- @param posJitter integer
--- @param model integer
function obj_spawn_loot_coins(obj, numCoins, sp30, coinBehavior, posJitter, model)
-- ...
end
--- @param obj Object
--- @param numCoins integer
--- @param sp28 number
function obj_spawn_loot_yellow_coins(obj, numCoins, sp28)
-- ...
end
--- @param obj Object
--- @param posIndex integer
--- @param localTranslateIndex integer
function obj_translate_local(obj, posIndex, localTranslateIndex)
-- ...
end
--- @param obj Object
--- @param rangeLength number
function obj_translate_xyz_random(obj, rangeLength)
-- ...
end
--- @param obj Object
--- @param rangeLength number
function obj_translate_xz_random(obj, rangeLength)
-- ...
end
--- @param obj Object
--- @param target Object
--- @param angleIndex integer
--- @param turnAmount integer
--- @return integer
function obj_turn_toward_object(obj, target, angleIndex, turnAmount)
-- ...
end
--- @param a0 Mat4
--- @param a1 Object
function obj_update_pos_from_parent_transformation(a0, a1)
-- ...
end
--- @return integer
function player_performed_grab_escape_action()
-- ...
end
--- @param diameter number
--- @return number
function random_f32_around_zero(diameter)
-- ...
end
--- @param sp0 integer
--- @param sp4 integer
--- @param sp8 number
function set_mario_interact_hoot_if_in_range(sp0, sp4, sp8)
-- ...
end
--- @param room integer
function set_room_override(room)
-- ...
end
--- @param flags integer
function set_time_stop_flags(flags)
-- ...
end
--- @param flags integer
function set_time_stop_flags_if_alone(flags)
-- ...
end
--- @param x integer
--- @return integer
function signum_positive(x)
-- ...
end
function spawn_base_star_with_no_lvl_exit()
-- ...
end
function spawn_mist_particles()
-- ...
end
--- @param sp18 integer
function spawn_mist_particles_with_sound(sp18)
-- ...
end
--- @param sp20 integer
--- @param sp24 integer
--- @return Object
function spawn_star_with_no_lvl_exit(sp20, sp24)
-- ...
end
--- @param parent Object
--- @param params WaterDropletParams
--- @return Object
function spawn_water_droplet(parent, params)
-- ...
end
--- @param sp0 integer
--- @param sp4 integer
function stub_obj_helpers_3(sp0, sp4)
-- ...
end
function stub_obj_helpers_4()
-- ...
end
--- @param obj Object
--- @param bits integer
function set_object_respawn_info_bits(obj, bits)
-- ...
end
--- @param a0 integer
--- @param a1 integer
function queue_rumble_data(a0, a1)
-- ...
end
--- @param m MarioState
--- @param a0 integer
--- @param a1 integer
function queue_rumble_data_mario(m, a0, a1)
-- ...
end
--- @param object Object
--- @param a0 integer
--- @param a1 integer
function queue_rumble_data_object(object, a0, a1)
-- ...
end
--- @param m MarioState
function reset_rumble_timers(m)
-- ...
end
--- @param m MarioState
--- @param a0 integer
function reset_rumble_timers_2(m, a0)
-- ...
end
--- @param flags integer
function save_file_clear_flags(flags)
-- ...
end
--- @param fileIndex integer
--- @param forceSave integer
function save_file_do_save(fileIndex, forceSave)
-- ...
end
--- @param fileIndex integer
function save_file_erase(fileIndex)
-- ...
end
function save_file_erase_current_backup_save()
-- ...
end
--- @param capPos Vec3s
--- @return integer
function save_file_get_cap_pos(capPos)
-- ...
end
--- @param fileIndex integer
--- @param courseIndex integer
--- @return integer
function save_file_get_course_coin_score(fileIndex, courseIndex)
-- ...
end
--- @param fileIndex integer
--- @param courseIndex integer
--- @return integer
function save_file_get_course_star_count(fileIndex, courseIndex)
-- ...
end
--- @return integer
function save_file_get_flags()
-- ...
end
--- @param courseIndex integer
--- @return integer
function save_file_get_max_coin_score(courseIndex)
-- ...
end
--- @return integer
function save_file_get_sound_mode()
-- ...
end
--- @param fileIndex integer
--- @param courseIndex integer
--- @return integer
function save_file_get_star_flags(fileIndex, courseIndex)
-- ...
end
--- @param fileIndex integer
--- @param minCourse integer
--- @param maxCourse integer
--- @return integer
function save_file_get_total_star_count(fileIndex, minCourse, maxCourse)
-- ...
end
--- @param fileIndex integer
--- @param courseIndex integer
--- @return integer
function save_file_is_cannon_unlocked(fileIndex, courseIndex)
-- ...
end
--- @param load_all integer
function save_file_reload(load_all)
-- ...
end
--- @param fileIndex integer
--- @param courseIndex integer
--- @param starFlagsToRemove integer
function save_file_remove_star_flags(fileIndex, courseIndex, starFlagsToRemove)
-- ...
end
--- @param fileIndex integer
--- @param courseIndex integer
--- @param coinScore integer
function save_file_set_course_coin_score(fileIndex, courseIndex, coinScore)
-- ...
end
--- @param flags integer
function save_file_set_flags(flags)
-- ...
end
--- @param fileIndex integer
--- @param courseIndex integer
--- @param starFlags integer
function save_file_set_star_flags(fileIndex, courseIndex, starFlags)
-- ...
end
--- @param fileIndex integer
--- @param courseIndex integer
function touch_coin_score_age(fileIndex, courseIndex)
-- ...
end
--- @param player integer
--- @return integer
function sequence_player_get_tempo(player)
-- ...
end
--- @param player integer
--- @return integer
function sequence_player_get_tempo_acc(player)
-- ...
end
--- @param player integer
--- @return integer
function sequence_player_get_transposition(player)
-- ...
end
--- @param player integer
--- @param tempo integer
function sequence_player_set_tempo(player, tempo)
-- ...
end
--- @param player integer
--- @param tempoAcc integer
function sequence_player_set_tempo_acc(player, tempoAcc)
-- ...
end
--- @param player integer
--- @param transposition integer
function sequence_player_set_transposition(player, transposition)
-- ...
end
--- @param index integer
--- @return Animation
--- Gets a vanilla mario Animation with `index`
function get_mario_vanilla_animation(index)
-- ...
end
--- @param obj Object
--- @return string
--- Gets the name of the current animation playing on `obj`, returns `nil` if there's no name
function smlua_anim_util_get_current_animation_name(obj)
-- ...
end
--- @param obj Object
--- @param name string
--- Sets the animation of `obj` to the animation `name` corresponds to
function smlua_anim_util_set_animation(obj, name)
-- ...
end
--- @param audio ModAudio
--- Destroys an `audio` sample
function audio_sample_destroy(audio)
-- ...
end
--- @param filename string
--- @return ModAudio
--- Loads an `audio` sample
function audio_sample_load(filename)
-- ...
end
--- @param audio ModAudio
--- @param position Vec3f
--- @param volume number
--- Plays an `audio` sample at `position` with `volume`
function audio_sample_play(audio, position, volume)
-- ...
end
--- @param audio ModAudio
--- Stops an `audio` sample
function audio_sample_stop(audio)
-- ...
end
--- @param audio ModAudio
--- Destroys an `audio` stream
function audio_stream_destroy(audio)
-- ...
end
--- @param audio ModAudio
--- @return number
--- Gets the frequency of an `audio` stream
function audio_stream_get_frequency(audio)
-- ...
end
--- @param audio ModAudio
--- @return boolean
--- Gets if an `audio` stream is looping or not
function audio_stream_get_looping(audio)
-- ...
end
--- @param audio ModAudio
--- @return number
--- Gets the position of an `audio` stream
function audio_stream_get_position(audio)
-- ...
end
--- @param audio ModAudio
--- @return number
--- Gets the volume of an `audio` stream
function audio_stream_get_volume(audio)
-- ...
end
--- @param filename string
--- @return ModAudio
--- Loads an `audio` stream by `filename` (with extension)
function audio_stream_load(filename)
-- ...
end
--- @param audio ModAudio
--- Pauses an `audio` stream
function audio_stream_pause(audio)
-- ...
end
--- @param audio ModAudio
--- @param restart boolean
--- @param volume number
--- Plays an `audio` stream with `volume`. `restart` sets the elapsed time back to 0.
function audio_stream_play(audio, restart, volume)
-- ...
end
--- @param audio ModAudio
--- @param freq number
--- Sets the frequency of an `audio` stream
function audio_stream_set_frequency(audio, freq)
-- ...
end
--- @param audio ModAudio
--- @param looping boolean
--- Sets if an `audio` stream is looping or not
function audio_stream_set_looping(audio, looping)
-- ...
end
--- @param audio ModAudio
--- @param pos number
--- Sets the position of an `audio` stream
function audio_stream_set_position(audio, pos)
-- ...
end
--- @param audio ModAudio
--- @param volume number
--- Sets the volume of an `audio` stream
function audio_stream_set_volume(audio, volume)
-- ...
end
--- @param audio ModAudio
--- Stops an `audio` stream
function audio_stream_stop(audio)
-- ...
end
--- @param sequenceId integer
--- @param bankId integer
--- @param defaultVolume integer
--- @param m64Name string
function smlua_audio_utils_replace_sequence(sequenceId, bankId, defaultVolume, m64Name)
-- ...
end
function smlua_audio_utils_reset_all()
-- ...
end
--- @param allow integer
--- Sets if the romhack camera should fly above poison gas
function camera_allow_toxic_gas_camera(allow)
-- ...
end
--- @param enable boolean
--- Overrides if Analog Camera is enabled
function camera_config_enable_analog_cam(enable)
-- ...
end
--- @param enable boolean
--- Overrides if Free Camera is enabled
function camera_config_enable_free_cam(enable)
-- ...
end
--- @param enable boolean
--- Overrides if camera mouse look is enabled
function camera_config_enable_mouse_look(enable)
-- ...
end
--- @return integer
function camera_config_get_aggression()
-- ...
end
--- @return integer
function camera_config_get_deceleration()
-- ...
end
--- @return integer
function camera_config_get_pan_level()
-- ...
end
--- @return integer
function camera_config_get_x_sensitivity()
-- ...
end
--- @return integer
function camera_config_get_y_sensitivity()
-- ...
end
--- @param invert boolean
--- Overrides if camera X is inverted
function camera_config_invert_x(invert)
-- ...
end
--- @param invert boolean
--- Overrides if camera Y is inverted
function camera_config_invert_y(invert)
-- ...
end
--- @return boolean
--- Checks if Analog Camera is enabled
function camera_config_is_analog_cam_enabled()
-- ...
end
--- @return boolean
--- Checks if Free Camera is enabled
function camera_config_is_free_cam_enabled()
-- ...
end
--- @return boolean
--- Checks if Mouse Look is enabled
function camera_config_is_mouse_look_enabled()
-- ...
end
--- @return boolean
--- Checks if camera X is inverted
function camera_config_is_x_inverted()
-- ...
end
--- @return boolean
--- Checks if camera Y is inverted
function camera_config_is_y_inverted()
-- ...
end
--- @param value integer
--- Overrides camera aggression
function camera_config_set_aggression(value)
-- ...
end
--- @param value integer
--- Overrides camera deceleration
function camera_config_set_deceleration(value)
-- ...
end
--- @param value integer
--- Overrides camera pan level
function camera_config_set_pan_level(value)
-- ...
end
--- @param value integer
--- Overrides camera X sensitivity
function camera_config_set_x_sensitivity(value)
-- ...
end
--- @param value integer
--- Overrides camera Y sensitivity
function camera_config_set_y_sensitivity(value)
-- ...
end
--- Freezes the camera by not updating it
function camera_freeze()
-- ...
end
--- @return boolean
--- Checks if the camera should account for surfaces
function camera_get_checking_surfaces()
-- ...
end
--- @return boolean
--- Checks if the camera is frozen
function camera_is_frozen()
-- ...
end
--- Resets camera config overrides
function camera_reset_overrides()
-- ...
end
--- @param allow integer
--- Sets if the romhack camera should allow centering
function camera_romhack_allow_centering(allow)
-- ...
end
--- @param allow integer
--- Sets if the romhack camera should allow D-Pad movement
function camera_romhack_allow_dpad_usage(allow)
-- ...
end
--- @param value boolean
--- Sets if the camera should account for surfaces
function camera_set_checking_surfaces(value)
-- ...
end
--- @param rco RomhackCameraOverride
--- Sets the romhack camera override status
function camera_set_romhack_override(rco)
-- ...
end
--- Unfreezes the camera
function camera_unfreeze()
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @return Surface
--- Finds a potential ceiling at the given `x`, `y`, and `z` values
function collision_find_ceil(x, y, z)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @return Surface
--- Finds a potential floor at the given `x`, `y`, and `z` values
function collision_find_floor(x, y, z)
-- ...
end
--- @return WallCollisionData
--- Returns a temporary wall collision data pointer
function collision_get_temp_wall_collision_data()
-- ...
end
--- @param wcd WallCollisionData
--- @param index integer
--- @return Surface
--- Gets the surface corresponding to `index` from `wcd`
function get_surface_from_wcd_index(wcd, index)
-- ...
end
--- @return Surface
--- Finds a potential ceiling at the given `x`, `y`, and `z` values
function get_water_surface_pseudo_floor()
-- ...
end
--- @param data Pointer_Collision
--- Gets a table of the surface types from `data`
function smlua_collision_util_find_surface_types(data)
-- ...
end
--- @param name string
--- @return Pointer_Collision
--- Gets the `Collision` with `name`
function smlua_collision_util_get(name)
-- ...
end
--- @return Pointer_Collision
--- Gets the current level terrain collision
function smlua_collision_util_get_current_terrain_collision()
-- ...
end
--- @param level integer
--- @param area integer
--- @return Pointer_Collision
--- Gets the `level` terrain collision from `area`
function smlua_collision_util_get_level_collision(level, area)
-- ...
end
--- @deprecated
--- @param audio ModAudio
--- @return number
--- [DEPRECATED: There may be a replacement for this function in the future]
function audio_stream_get_tempo(audio)
-- ...
end
--- @deprecated
--- @param audio ModAudio
--- @param initial_freq number
--- @param speed number
--- @param pitch boolean
--- [DEPRECATED: There may be a replacement for this function in the future]
function audio_stream_set_speed(audio, initial_freq, speed, pitch)
-- ...
end
--- @deprecated
--- @param audio ModAudio
--- @param tempo number
--- [DEPRECATED: There may be a replacement for this function in the future]
function audio_stream_set_tempo(audio, tempo)
-- ...
end
--- @deprecated
--- @param enable boolean
--- [DEPRECATED: Use `HOOK_ON_HUD_RENDER_BEHIND` instead] Sets if DJUI should render behind the vanilla HUD
function djui_hud_set_render_behind_hud(enable)
-- ...
end
--- @deprecated
--- @param np NetworkPlayer
--- @param part PlayerPart
--- @param color Color
--- [DEPRECATED: Use `network_player_set_override_palette_color` instead]
function network_player_color_to_palette(np, part, color)
-- ...
end
--- @deprecated
--- @param np NetworkPlayer
--- @param part PlayerPart
--- @param out Color
--- [DEPRECATED: Use `network_player_get_palette_color` or `network_player_get_override_palette_color` instead]
function network_player_palette_to_color(np, part, out)
-- ...
end
--- @param index integer
--- @return integer
--- Gets a value of the global fog color
function get_fog_color(index)
-- ...
end
--- @return number
--- Gets the intensity of the fog
function get_fog_intensity()
-- ...
end
--- @param index integer
--- @return integer
--- Gets a value of the global lighting color
function get_lighting_color(index)
-- ...
end
--- @param index integer
--- @return integer
--- Gets a value of the global ambient lighting color
function get_lighting_color_ambient(index)
-- ...
end
--- @param index integer
--- @return number
--- Gets a value of the global lighting direction
function get_lighting_dir(index)
-- ...
end
--- @return integer
--- Gets the current skybox
function get_skybox()
-- ...
end
--- @param index integer
--- @return integer
--- Gets a value of the global skybox color
function get_skybox_color(index)
-- ...
end
--- @param index integer
--- @return integer
--- Gets a value of the global vertex shading color
function get_vertex_color(index)
-- ...
end
--- @param index integer
--- @param value integer
--- Sets a value of the global fog color
function set_fog_color(index, value)
-- ...
end
--- @param intensity number
--- Sets the intensity of the fog (this value scales very quickly, 1.0 to 1.1 is a desirable range)
function set_fog_intensity(intensity)
-- ...
end
--- @param index integer
--- @param value integer
--- Sets a value of the global lighting color
function set_lighting_color(index, value)
-- ...
end
--- @param index integer
--- @param value integer
--- Sets a value of the global lighting color (run this after `set_lighting_color` for the ambient color to not be overriden)
function set_lighting_color_ambient(index, value)
-- ...
end
--- @param index integer
--- @param value number
--- Sets a value of the global lighting direction
function set_lighting_dir(index, value)
-- ...
end
--- @param far number
--- Sets the override far plane
function set_override_far(far)
-- ...
end
--- @param fov number
--- Sets the override FOV
function set_override_fov(fov)
-- ...
end
--- @param near number
--- Sets the override near plane
function set_override_near(near)
-- ...
end
--- @param background integer
--- Sets the override skybox
function set_override_skybox(background)
-- ...
end
--- @param index integer
--- @param value integer
--- Sets a value of the global skybox color
function set_skybox_color(index, value)
-- ...
end
--- @param index integer
--- @param value integer
--- Sets a value of the global vertex shading color
function set_vertex_color(index, value)
-- ...
end
--- @param levelNum integer
--- @return boolean
--- Checks if `levelNum` is a vanilla level
function level_is_vanilla_level(levelNum)
-- ...
end
--- @param scriptEntryName string
--- @param courseNum integer
--- @param fullName string
--- @param shortName string
--- @param acousticReach integer
--- @param echoLevel1 integer
--- @param echoLevel2 integer
--- @param echoLevel3 integer
--- @return integer
--- Registers a fully custom level. Level ID begins at 50
function level_register(scriptEntryName, courseNum, fullName, shortName, acousticReach, echoLevel1, echoLevel2, echoLevel3)
-- ...
end
--- @param areaIndex integer
--- Instantly changes the current area to `areaIndex`
function smlua_level_util_change_area(areaIndex)
-- ...
end
--- @param levelNum integer
--- @return CustomLevelInfo
--- Gets information on a custom level from `levelNum`
function smlua_level_util_get_info(levelNum)
-- ...
end
--- @param courseNum integer
--- @return CustomLevelInfo
--- Gets information on a custom level from `courseNum`
function smlua_level_util_get_info_from_course_num(courseNum)
-- ...
end
--- @param shortName string
--- @return CustomLevelInfo
--- Gets information on a custom level from `shortName`
function smlua_level_util_get_info_from_short_name(shortName)
-- ...
end
--- @param aDelay integer
--- @return boolean
--- Exits the current level after `aDelay`
function warp_exit_level(aDelay)
-- ...
end
--- @return boolean
--- Restarts the current level
function warp_restart_level()
-- ...
end
--- @param aLevel integer
--- @return boolean
--- Warps back to the castle from `aLevel`
function warp_to_castle(aLevel)
-- ...
end
--- @param aLevel integer
--- @param aArea integer
--- @param aAct integer
--- @return boolean
--- Warps to `aArea` of `aLevel` in `aAct`
function warp_to_level(aLevel, aArea, aAct)
-- ...
end
--- @return boolean
--- Warps to the start level (Castle Grounds by default)
function warp_to_start_level()
-- ...
end
--- @param aLevel integer
--- @param aArea integer
--- @param aAct integer
--- @param aWarpId integer
--- @return boolean
--- Warps to `aWarpId` of `aArea` in `aLevel` during `aAct`
function warp_to_warpnode(aLevel, aArea, aAct, aWarpId)
-- ...
end
--- @param a integer
--- @param b integer
--- @param c integer
--- @return integer
--- Clamps a signed 32-bit integer `a` between bounds `b` (minimum) and `c` (maximum)
function clamp(a, b, c)
-- ...
end
--- @param a number
--- @param b number
--- @param c number
--- @return number
--- Clamps a floating-point number `a` between bounds `b` (minimum) and `c` (maximum)
function clampf(a, b, c)
-- ...
end
--- @param degreesAngle number
--- @return integer
--- Converts an angle from degrees to SM64 format
function degrees_to_sm64(degreesAngle)
-- ...
end
--- @param a number
--- @param b number
--- @return number
--- Computes the hypotenuse of a right triangle given sides `a` and `b` using the Pythagorean theorem
function hypotf(a, b)
-- ...
end
--- @param a integer
--- @param b integer
--- @return integer
--- Finds the maximum of two signed 32-bit integers
function max(a, b)
-- ...
end
--- @param a number
--- @param b number
--- @return number
--- Finds the maximum of two floating-point numbers
function maxf(a, b)
-- ...
end
--- @param a integer
--- @param b integer
--- @return integer
--- Finds the minimum of two signed 32-bit integers
function min(a, b)
-- ...
end
--- @param a number
--- @param b number
--- @return number
--- Finds the minimum of two floating-point numbers
function minf(a, b)
-- ...
end
--- @param radiansAngle number
--- @return integer
--- Converts an angle from radians to SM64 format
function radians_to_sm64(radiansAngle)
-- ...
end
--- @param sm64Angle integer
--- @return number
--- Converts an angle from SM64 format to degrees
function sm64_to_degrees(sm64Angle)
-- ...
end
--- @param sm64Angle integer
--- @return number
--- Converts an angle from SM64 format to radians
function sm64_to_radians(sm64Angle)
-- ...
end
--- @param x integer
--- @return integer
--- Computes the square of a signed 32-bit integer
function sqr(x)
-- ...
end
--- @param x number
--- @return number
--- Computes the square of a floating-point number
function sqrf(x)
-- ...
end
--- @param actFlags integer
--- @return integer
--- Allocates an action ID with bitwise flags
function allocate_mario_action(actFlags)
-- ...
end
--- @param courseNum integer
--- @return boolean
--- Checks if a course is a main course and not the castle or secret levels
function course_is_main_course(courseNum)
-- ...
end
--- @param pointer Pointer_integer
--- @return integer
--- Gets the signed 32-bit integer value from `pointer`
function deref_s32_pointer(pointer)
-- ...
end
--- @return boolean
--- Checks if the DJUI playerlist is attempting to be opened
function djui_attempting_to_open_playerlist()
-- ...
end
--- @return boolean
--- Checks if the DJUI playerlist is open
function djui_is_playerlist_open()
-- ...
end
--- @return boolean
--- Returns if popups are disabled
function djui_is_popup_disabled()
-- ...
end
--- @return DjuiFontType
--- Gets the DJUI menu font
function djui_menu_get_font()
-- ...
end
--- @return DjuiTheme
--- Gets the DJUI menu theme
function djui_menu_get_theme()
-- ...
end
--- @param message string
--- @param lines integer
--- Creates a DJUI popup that is broadcasted to every client
function djui_popup_create_global(message, lines)
-- ...
end
--- Resets if popups are disabled
function djui_reset_popup_disabled_override()
-- ...
end
--- @param value boolean
--- Sets if popups are disabled
function djui_set_popup_disabled_override(value)
-- ...
end
--- @param localIndex integer
--- @return string
--- Gets the CoopNet ID of a player with `localIndex` if CoopNet is being used and the player is connected, otherwise "-1" is returned
function get_coopnet_id(localIndex)
-- ...
end
--- @return integer
--- Gets the current save file number (1-indexed)
function get_current_save_file_num()
-- ...
end
--- @return DateTime
--- Gets the system clock's date and time
function get_date_and_time()
-- ...
end
--- @return integer
--- Gets the current state of the dialog box
function get_dialog_box_state()
-- ...
end
--- @return integer
--- Gets the current dialog box ID
function get_dialog_id()
-- ...
end
--- @return integer
--- Gets the choice selected inside of a dialog box (0-1)
function get_dialog_response()
-- ...
end
--- @return integer
--- Gets the non overridden environment effect (e.g. snow)
function get_envfx()
-- ...
end
--- @param index integer
--- @return number
--- Gets an environment region (gas/water boxes) height value
function get_environment_region(index)
-- ...
end
--- @return integer
--- Gets the global timer that has been ticking at 30 frames per second since game boot
function get_global_timer()
-- ...
end
--- @return boolean
--- Checks if the save file's coin "HI SCORE" was obtained with the last star or key collection
function get_got_file_coin_hi_score()
-- ...
end
--- @param m MarioState
--- @param index integer
--- @return number
--- Gets the X coordinate of Mario's hand (0-1) or foot (2-3) but it is important to note that the positions are not updated off-screen
function get_hand_foot_pos_x(m, index)
-- ...
end
--- @param m MarioState
--- @param index integer
--- @return number
--- Gets the Y coordinate of Mario's hand (0-1) or foot (2-3) but It is important to note that the positions are not updated off-screen
function get_hand_foot_pos_y(m, index)
-- ...
end
--- @param m MarioState
--- @param index integer
--- @return number
--- Gets the Z coordinate of Mario's hand (0-1) or foot (2-3) but it is important to note that the positions are not updated off-screen
function get_hand_foot_pos_z(m, index)
-- ...
end
--- @return integer
--- Gets the last course a star or key was collected in
function get_last_completed_course_num()
-- ...
end
--- @return integer
--- Gets the last collected star's number (1-7)
function get_last_completed_star_num()
-- ...
end
--- @return integer
--- Gets if the last objective collected was a star (0) or a key (1)
function get_last_star_or_key()
-- ...
end
--- @return string
--- Gets the local discord ID if it isn't disabled, otherwise "0" is returned
function get_local_discord_id()
-- ...
end
--- @return integer
--- Gets the current area's networked timer
function get_network_area_timer()
-- ...
end
--- @return string
--- Gets the name of the operating system the game is running on
function get_os_name()
-- ...
end
--- @return boolean
--- Checks if the save file has been modified without saving
function get_save_file_modified()
-- ...
end
--- @param initialValue integer
--- @return Pointer_integer
--- Returns a temporary signed 32-bit integer pointer with its value set to `initialValue`
function get_temp_s32_pointer(initialValue)
-- ...
end
--- @return integer
--- Gets the Unix Timestamp
function get_time()
-- ...
end
--- @return integer
--- Gets TTC's speed setting
function get_ttc_speed_setting()
-- ...
end
--- @return number
--- Gets the volume level of environment sounds effects
function get_volume_env()
-- ...
end
--- @return number
--- Gets the volume level of music
function get_volume_level()
-- ...
end
--- @return number
--- Gets the master volume level
function get_volume_master()
-- ...
end
--- @return number
--- Gets the volume level of sound effects
function get_volume_sfx()
-- ...
end
--- @param index integer
--- @return integer
--- Gets the water level in an area
function get_water_level(index)
-- ...
end
--- @return integer
--- Gets if the star counter on the HUD should flash
function hud_get_flash()
-- ...
end
--- @param type HudDisplayValue
--- @return integer
function hud_get_value(type)
-- ...
end
--- Hides the HUD
function hud_hide()
-- ...
end
--- @return boolean
--- Checks if the HUD is hidden
function hud_is_hidden()
-- ...
end
--- @param health integer
--- @param x number
--- @param y number
--- @param width number
--- @param height number
--- Renders a power meter on the HUD
function hud_render_power_meter(health, x, y, width, height)
-- ...
end
--- @param health integer
--- @param prevX number
--- @param prevY number
--- @param prevWidth number
--- @param prevHeight number
--- @param x number
--- @param y number
--- @param width number
--- @param height number
--- Renders an interpolated power meter on the HUD
function hud_render_power_meter_interpolated(health, prevX, prevY, prevWidth, prevHeight, x, y, width, height)
-- ...
end
--- @param value integer
--- Sets if the star counter on the HUD should flash
function hud_set_flash(value)
-- ...
end
--- @param type HudDisplayValue
--- @param value integer
--- Sets a HUD display value
function hud_set_value(type, value)
-- ...
end
--- Shows the HUD
function hud_show()
-- ...
end
--- @return boolean
--- Checks if the game is paused
function is_game_paused()
-- ...
end
--- @return boolean
--- Checks if a screen transition is playing
function is_transition_playing()
-- ...
end
--- @param filename string
--- @return boolean
--- Checks if a file exists inside of a mod
function mod_file_exists(filename)
-- ...
end
--- @param name string
--- @param level integer
--- @param area integer
--- @param type integer
--- Registers a custom moving texture entry (used for vanilla water boxes)
function movtexqc_register(name, level, area, type)
-- ...
end
--- @param transType integer
--- @param time integer
--- @param red integer
--- @param green integer
--- @param blue integer
--- Plays a screen transition
function play_transition(transType, time, red, green, blue)
-- ...
end
--- Resets the window title
function reset_window_title()
-- ...
end
--- @return boolean
--- Checks if the save file is using its backup slot
function save_file_get_using_backup_slot()
-- ...
end
--- @param usingBackupSlot boolean
--- Sets if the save file should use its backup slot
function save_file_set_using_backup_slot(usingBackupSlot)
-- ...
end
--- @param index integer
--- @param value integer
--- Sets an environment region (gas/water boxes) height value
function set_environment_region(index, value)
-- ...
end
--- @param value boolean
--- Sets if the save file's coin "HI SCORE" was obtained with the last star or key collection
function set_got_file_coin_hi_score(value)
-- ...
end
--- @param courseNum integer
--- Sets the last course a star or key was collected in
function set_last_completed_course_num(courseNum)
-- ...
end
--- @param starNum integer
--- Sets the last collected star's number (1-7)
function set_last_completed_star_num(starNum)
-- ...
end
--- @param value integer
--- Sets if the last objective collected was a star (0) or a key (1)
function set_last_star_or_key(value)
-- ...
end
--- @param envfx integer
--- Sets the override environment effect (e.g. snow)
function set_override_envfx(envfx)
-- ...
end
--- @param value boolean
--- Sets if the save file has been modified without saving
function set_save_file_modified(value)
-- ...
end
--- @param speed integer
--- Sets TTC's speed setting (TTC_SPEED_*)
function set_ttc_speed_setting(speed)
-- ...
end
--- @param volume number
--- Sets the volume level of environment sounds effects
function set_volume_env(volume)
-- ...
end
--- @param volume number
--- Sets the volume level of music
function set_volume_level(volume)
-- ...
end
--- @param volume number
--- Sets the master volume level
function set_volume_master(volume)
-- ...
end
--- @param volume number
--- Sets the volume level of sound effects
function set_volume_sfx(volume)
-- ...
end
--- @param index integer
--- @param height integer
--- @param sync boolean
--- Sets the water level in an area
function set_water_level(index, height, sync)
-- ...
end
--- @param title string
--- Sets the window title to a custom title
function set_window_title(title)
-- ...
end
--- @param name string
--- @return ModelExtendedId
--- Gets the extended model ID for the `name` of a `GeoLayout`
function smlua_model_util_get_id(name)
-- ...
end
--- @return ObjectHitbox
--- Returns a temporary object hitbox pointer
function get_temp_object_hitbox()
-- ...
end
--- @param name string
--- @return Pointer_Trajectory
--- Gets a trajectory by `name`
function get_trajectory(name)
-- ...
end
--- @param o1 Object
--- @param o2 Object
--- @return boolean
--- Checks if `o1`'s hitbox is colliding with `o2`'s hitbox
function obj_check_hitbox_overlap(o1, o2)
-- ...
end
--- @param o Object
--- @param x number
--- @param y number
--- @param z number
--- @param h number
--- @param r number
--- @param d number
--- @return boolean
--- Checks if `o`'s hitbox is colliding with the parameters of a hitbox
function obj_check_overlap_with_hitbox_params(o, x, y, z, h, r, d)
-- ...
end
--- @param behaviorId BehaviorId
--- @return integer
--- Counts every object with `behaviorId`
function obj_count_objects_with_behavior_id(behaviorId)
-- ...
end
--- @param o Object
--- @param index integer
--- @return Object
--- Gets the corresponding collided object to an index from `o`
function obj_get_collided_object(o, index)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @return number
--- Sets the float value from the field corresponding to `fieldIndex`
function obj_get_field_f32(o, fieldIndex)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @param fieldSubIndex integer
--- @return integer
--- Gets the signed 32-bit integer value from the sub field corresponding to `fieldSubIndex` from the field corresponding to `fieldIndex`
function obj_get_field_s16(o, fieldIndex, fieldSubIndex)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @return integer
--- Gets the signed 32-bit integer value from the field corresponding to `fieldIndex`
function obj_get_field_s32(o, fieldIndex)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @return integer
--- Gets the unsigned 32-bit integer value from the field corresponding to `fieldIndex`
function obj_get_field_u32(o, fieldIndex)
-- ...
end
--- @param objList ObjectList
--- @return Object
--- Gets the first object in an object list
function obj_get_first(objList)
-- ...
end
--- @param behaviorId BehaviorId
--- @return Object
--- Gets the first object loaded with `behaviorId`
function obj_get_first_with_behavior_id(behaviorId)
-- ...
end
--- @param behaviorId BehaviorId
--- @param fieldIndex integer
--- @param value number
--- @return Object
--- Gets the first object loaded with `behaviorId` and object float field (look in `object_fields.h` to get the index of a field)
function obj_get_first_with_behavior_id_and_field_f32(behaviorId, fieldIndex, value)
-- ...
end
--- @param behaviorId BehaviorId
--- @param fieldIndex integer
--- @param value integer
--- @return Object
--- Gets the first object loaded with `behaviorId` and object signed 32-bit integer field (look in `object_fields.h` to get the index of a field)
function obj_get_first_with_behavior_id_and_field_s32(behaviorId, fieldIndex, value)
-- ...
end
--- @param o Object
--- @param behaviorId BehaviorId
--- @return Object
--- Gets the nearest object with `behaviorId` to `o`
function obj_get_nearest_object_with_behavior_id(o, behaviorId)
-- ...
end
--- @param o Object
--- @return Object
--- Gets the next object in an object list
function obj_get_next(o)
-- ...
end
--- @param o Object
--- @return Object
--- Gets the next object loaded with the same behavior ID
function obj_get_next_with_same_behavior_id(o)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @param value number
--- @return Object
--- Gets the next object loaded with the same behavior ID and object float field (look in `object_fields.h` to get the index of a field)
function obj_get_next_with_same_behavior_id_and_field_f32(o, fieldIndex, value)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @param value integer
--- @return Object
--- Gets the next object loaded with the same behavior ID and object signed 32-bit integer field (look in `object_fields.h` to get the index of a field)
function obj_get_next_with_same_behavior_id_and_field_s32(o, fieldIndex, value)
-- ...
end
--- @param modelId ModelExtendedId
--- @return SpawnParticlesInfo
--- Returns a temporary particle spawn info pointer with its model loaded in from `modelId`
function obj_get_temp_spawn_particles_info(modelId)
-- ...
end
--- @param o Object
--- @param behaviorId BehaviorId
--- @return integer
--- Checks if an object has `behaviorId`
function obj_has_behavior_id(o, behaviorId)
-- ...
end
--- @param o Object
--- @param modelId ModelExtendedId
--- @return integer
--- Checks if an object's model is equal to `modelId`
function obj_has_model_extended(o, modelId)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is attackable
function obj_is_attackable(o)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is breakable
function obj_is_breakable_object(o)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is a Bully
function obj_is_bully(o)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is a coin
function obj_is_coin(o)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is an exclamation box
function obj_is_exclamation_box(o)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is grabbable
function obj_is_grabbable(o)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is a 1-Up Mushroom
function obj_is_mushroom_1up(o)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is a secret
function obj_is_secret(o)
-- ...
end
--- @param o Object
--- @return boolean
--- Checks if `o` is activated, tangible, and interactible
function obj_is_valid_for_interaction(o)
-- ...
end
--- @param o Object
--- @param dx number
--- @param dy number
--- @param dz number
--- Moves the object in the direction of `dx`, `dy`, and `dz`
function obj_move_xyz(o, dx, dy, dz)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @param value number
--- Sets the float value from the field corresponding to `fieldIndex`
function obj_set_field_f32(o, fieldIndex, value)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @param fieldSubIndex integer
--- @param value integer
--- Sets the signed 32-bit integer value from the sub field corresponding to `fieldSubIndex` from the field corresponding to `fieldIndex`
function obj_set_field_s16(o, fieldIndex, fieldSubIndex, value)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @param value integer
--- Sets the signed 32-bit integer value from the field corresponding to `fieldIndex`
function obj_set_field_s32(o, fieldIndex, value)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @param value integer
--- Sets the unsigned 32-bit integer value from the field corresponding to `fieldIndex`
function obj_set_field_u32(o, fieldIndex, value)
-- ...
end
--- @param o Object
--- @param modelId ModelExtendedId
--- Sets an object's model to `modelId`
function obj_set_model_extended(o, modelId)
-- ...
end
--- @param o Object
--- @param vx number
--- @param vy number
--- @param vz number
--- Sets an object's velocity to `vx`, `vy`, and `vz`
function obj_set_vel(o, vx, vy, vz)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @param strength integer
--- @param area integer
--- @param index integer
--- Sets the parameters of one of the two whirlpools (0-indexed) in an area
function set_whirlpools(x, y, z, strength, area, index)
-- ...
end
--- @param behaviorId BehaviorId
--- @param modelId ModelExtendedId
--- @param x number
--- @param y number
--- @param z number
--- @param objSetupFunction function
--- @return Object
--- Spawns a synchronized object in at `x`, `y`, and `z` as a child object of the local Mario with his rotation. You can change the fields of the object in `objSetupFunction`
function spawn_non_sync_object(behaviorId, modelId, x, y, z, objSetupFunction)
-- ...
end
--- @param behaviorId BehaviorId
--- @param modelId ModelExtendedId
--- @param x number
--- @param y number
--- @param z number
--- @param objSetupFunction function
--- @return Object
--- Spawns a synchronized object in at `x`, `y`, and `z` as a child object of the local Mario with his rotation. You can change the fields of the object in `objSetupFunction`
function spawn_sync_object(behaviorId, modelId, x, y, z, objSetupFunction)
-- ...
end
--- @param courseNum integer
--- @param actNum integer
--- @return string
--- Gets the act name of `actNum` in `courseNum`
function smlua_text_utils_act_name_get(courseNum, actNum)
-- ...
end
--- @param courseNum integer
--- @param actNum integer
--- @return integer
--- Gets the index of the mod that replaced the act name of `actNum` in `courseNum`
function smlua_text_utils_act_name_mod_index(courseNum, actNum)
-- ...
end
--- @param courseNum integer
--- @param actNum integer
--- @param name string
--- Replaces the act name of `actNum` in `courseNum` with `name`
function smlua_text_utils_act_name_replace(courseNum, actNum, name)
-- ...
end
--- @param courseNum integer
--- @param actNum integer
--- Resets the act name of `actNum` in `courseNum`
function smlua_text_utils_act_name_reset(courseNum, actNum)
-- ...
end
--- @param name string
--- Replaces the castle secret stars text with `name`
function smlua_text_utils_castle_secret_stars_replace(name)
-- ...
end
--- @param courseNum integer
--- @param courseName string
--- @param act1 string
--- @param act2 string
--- @param act3 string
--- @param act4 string
--- @param act5 string
--- @param act6 string
--- Replaces the act names of `courseNum`
function smlua_text_utils_course_acts_replace(courseNum, courseName, act1, act2, act3, act4, act5, act6)
-- ...
end
--- @param courseNum integer
--- @return string
--- Gets the name of `courseNum`
function smlua_text_utils_course_name_get(courseNum)
-- ...
end
--- @param courseNum integer
--- @return integer
--- Gets the index of the mod that replaced the name of `courseNum`
function smlua_text_utils_course_name_mod_index(courseNum)
-- ...
end
--- @param courseNum integer
--- @param name string
--- Replaces the name of `courseNum` with `name`
function smlua_text_utils_course_name_replace(courseNum, name)
-- ...
end
--- @param courseNum integer
--- Resets the name of `courseNum`
function smlua_text_utils_course_name_reset(courseNum)
-- ...
end
--- @param dialogId DialogId
--- @param unused integer
--- @param linesPerBox integer
--- @param leftOffset integer
--- @param width integer
--- @param str string
--- Replaces `dialogId` with a custom one
function smlua_text_utils_dialog_replace(dialogId, unused, linesPerBox, leftOffset, width, str)
-- ...
end
--- @param index integer
--- @param text string
--- Replace extra text (e.g. one of the castle's secret stars) with `text`
function smlua_text_utils_extra_text_replace(index, text)
-- ...
end
--- @return string
--- Gets the current language
function smlua_text_utils_get_language()
-- ...
end
--- @param courseNum integer
--- @param courseName string
--- Replaces the secret star course name of `courseNum` with `courseName`
function smlua_text_utils_secret_star_replace(courseNum, courseName)
-- ...
end
function disable_background_sound()
-- ...
end
function enable_background_sound()
-- ...
end
function fadeout_cap_music()
-- ...
end
--- @param fadeTimer integer
function fadeout_level_music(fadeTimer)
-- ...
end
--- @param fadeOutTime integer
function fadeout_music(fadeOutTime)
-- ...
end
--- @param a integer
function lower_background_noise(a)
-- ...
end
--- @param seqArgs integer
function play_cap_music(seqArgs)
-- ...
end
--- @param seqArgs integer
function play_cutscene_music(seqArgs)
-- ...
end
function play_infinite_stairs_music()
-- ...
end
--- @param soundMenuFlags integer
function play_menu_sounds(soundMenuFlags)
-- ...
end
function play_painting_eject_sound()
-- ...
end
function play_shell_music()
-- ...
end
--- @param a integer
function raise_background_noise(a)
-- ...
end
function reset_volume()
-- ...
end
--- @param a integer
--- @param seqArgs integer
--- @param fadeTimer integer
function set_background_music(a, seqArgs, fadeTimer)
-- ...
end
function stop_cap_music()
-- ...
end
function stop_shell_music()
-- ...
end
--- @param distance number
--- @return integer
function calc_dist_to_volume_range_1(distance)
-- ...
end
--- @param distance number
--- @return integer
function calc_dist_to_volume_range_2(distance)
-- ...
end
--- @param soundMagic integer
function cur_obj_play_sound_1(soundMagic)
-- ...
end
--- @param soundMagic integer
function cur_obj_play_sound_2(soundMagic)
-- ...
end
--- @param soundStates SoundState
--- @param maxSoundStates integer
function exec_anim_sound_state(soundStates, maxSoundStates)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @return number
function find_ceil_height(x, y, z)
-- ...
end
--- @param x number
--- @param y number
--- @param z number
--- @return number
function find_floor_height(x, y, z)
-- ...
end
--- @param x number
--- @param z number
--- @return number
function find_poison_gas_level(x, z)
-- ...
end
--- @param colData WallCollisionData
--- @return integer
function find_wall_collisions(colData)
-- ...
end
--- @param x number
--- @param z number
--- @return number
function find_water_level(x, z)
-- ...
end
--- @param data Pointer_integer
--- @return integer
function get_area_terrain_size(data)
-- ...
end
--- @param index integer
--- @param data Pointer_integer
--- @param surfaceRooms Pointer_integer
--- @param macroObjects Pointer_integer
function load_area_terrain(index, data, surfaceRooms, macroObjects)
-- ...
end
--- Loads the object's collision data into dynamic collision. You must run this every frame in your object's behavior loop for it to have collision
function load_object_collision_model()
-- ...
end
--- @param o Object
--- @param index integer
--- @return Surface
--- Gets a surface corresponding to `index` from the surface pool buffer
function obj_get_surface_from_index(o, index)
-- ...
end
--- @param surfaceType integer
--- @return boolean
function surface_has_force(surfaceType)
-- ...
end
--- @class Pointer_integer
--- @class Pointer_BehaviorScript
--- @class Pointer_number
--- @class Pointer_Vec4s
--- @class Pointer_Mtx
--- @class Pointer_Trajectory
--- @class Pointer_Collision