sm64coopdx/autogen/lua_definitions/functions.lua

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-- AUTOGENERATED FOR CODE EDITORS --
--- @param id BehaviorId
--- @return Pointer_BehaviorScript
function get_behavior_from_id(id)
-- ...
end
--- @param id BehaviorId
--- @return string
function get_behavior_name_from_id(id)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return BehaviorId
function get_id_from_behavior(behavior)
-- ...
end
--- @param name string
--- @return BehaviorId
function get_id_from_behavior_name(name)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return BehaviorId
function get_id_from_vanilla_behavior(behavior)
-- ...
end
--- @param c Camera
--- @param goal number
--- @param inc number
--- @return nil
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
--- @return nil
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
--- @return nil
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 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
--- @return nil
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
--- @return nil
function find_mario_floor_and_ceil(pg)
-- ...
end
--- @param c Camera
--- @return integer
function get_cutscene_from_mario_status(c)
-- ...
end
--- @param c Camera
--- @return nil
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
--- @return nil
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
--- @return nil
function obj_rotate_towards_point(o, point, pitchOff, yawOff, pitchDiv, yawDiv)
-- ...
end
--- @param dst Vec3f
--- @param o Object
--- @return nil
function object_pos_to_vec3f(dst, o)
-- ...
end
--- @param dst Vec3f
--- @param from Vec3f
--- @param to Vec3f
--- @param rotation Vec3s
--- @return nil
function offset_rotated(dst, from, to, rotation)
-- ...
end
--- @param c Camera
--- @param areaYaw integer
--- @return integer
function offset_yaw_outward_radial(c, areaYaw)
-- ...
end
--- @return nil
function play_camera_buzz_if_c_sideways()
-- ...
end
--- @return nil
function play_camera_buzz_if_cbutton()
-- ...
end
--- @return nil
function play_camera_buzz_if_cdown()
-- ...
end
--- @param c Camera
--- @return nil
function play_cutscene(c)
-- ...
end
--- @return nil
function play_sound_button_change_blocked()
-- ...
end
--- @return nil
function play_sound_cbutton_down()
-- ...
end
--- @return nil
function play_sound_cbutton_side()
-- ...
end
--- @return nil
function play_sound_cbutton_up()
-- ...
end
--- @return nil
function play_sound_if_cam_switched_to_lakitu_or_mario()
-- ...
end
--- @return nil
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
--- @return nil
function random_vec3s(dst, xRange, yRange, zRange)
-- ...
end
--- @param c Camera
--- @return nil
function reset_camera(c)
-- ...
end
--- @param pos Vec3f
--- @param lastGood Vec3f
--- @return nil
function resolve_geometry_collisions(pos, lastGood)
-- ...
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
--- @return nil
function rotate_in_xz(dst, src, yaw)
-- ...
end
--- @param dst Vec3f
--- @param src Vec3f
--- @param pitch integer
--- @return nil
function rotate_in_yz(dst, src, pitch)
-- ...
end
--- @param dest Vec3f
--- @param from Vec3f
--- @param to Vec3f
--- @param scale number
--- @return nil
function scale_along_line(dest, from, to, scale)
-- ...
end
--- @return nil
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
--- @return nil
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
--- @return nil
function set_camera_pitch_shake(mag, decay, inc)
-- ...
end
--- @param mag integer
--- @param decay integer
--- @param inc integer
--- @return nil
function set_camera_roll_shake(mag, decay, inc)
-- ...
end
--- @param shake integer
--- @return nil
function set_camera_shake_from_hit(shake)
-- ...
end
--- @param shake integer
--- @param posX number
--- @param posY number
--- @param posZ number
--- @return nil
function set_camera_shake_from_point(shake, posX, posY, posZ)
-- ...
end
--- @param mag integer
--- @param decay integer
--- @param inc integer
--- @return nil
function set_camera_yaw_shake(mag, decay, inc)
-- ...
end
--- @param shake integer
--- @return nil
function set_environmental_camera_shake(shake)
-- ...
end
--- @param preset integer
--- @return nil
function set_fixed_cam_axis_sa_lobby(preset)
-- ...
end
--- @param func integer
--- @return nil
function set_fov_function(func)
-- ...
end
--- @param amplitude integer
--- @param decay integer
--- @param shakeSpeed integer
--- @return nil
function set_fov_shake(amplitude, decay, shakeSpeed)
-- ...
end
--- @param preset integer
--- @param posX number
--- @param posY number
--- @param posZ number
--- @return nil
function set_fov_shake_from_point_preset(preset, posX, posY, posZ)
-- ...
end
--- @param mode integer
--- @return nil
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
--- @return nil
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
--- @return nil
function set_pitch_shake_from_point(mag, decay, inc, maxDist, posX, posY, posZ)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
--- @return nil
function shake_camera_handheld(pos, focus)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
--- @return nil
function shake_camera_pitch(pos, focus)
-- ...
end
--- @param roll Pointer_integer
--- @return nil
function shake_camera_roll(roll)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
--- @return nil
function shake_camera_yaw(pos, focus)
-- ...
end
--- @param c Camera
--- @return nil
function soft_reset_camera(c)
-- ...
end
--- @param c Camera
--- @param cutscene integer
--- @return nil
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
--- @return nil
function transition_next_state(c, frames)
-- ...
end
--- @param trigger integer
--- @return integer
function trigger_cutscene_dialog(trigger)
-- ...
end
--- @param dst Vec3f
--- @param src Vec3f
--- @return nil
function vec3f_sub(dst, src)
-- ...
end
--- @param o Object
--- @param src Vec3f
--- @return nil
function vec3f_to_object_pos(o, src)
-- ...
end
--- @param displacementX number
--- @param displacementY number
--- @param displacementZ number
--- @return nil
function warp_camera(displacementX, displacementY, displacementZ)
-- ...
end
--- @param m MarioState
--- @return Character
function get_character(m)
-- ...
end
--- @param m MarioState
--- @return number
function get_character_anim_offset(m)
-- ...
end
--- @param m MarioState
--- @param characterSound CharacterSound
--- @return nil
function play_character_sound(m, characterSound)
-- ...
end
--- @param m MarioState
--- @param characterSound CharacterSound
--- @param flags integer
--- @return nil
function play_character_sound_if_no_flag(m, characterSound, flags)
-- ...
end
--- @param m MarioState
--- @param characterSound CharacterSound
--- @param offset integer
--- @return nil
function play_character_sound_offset(m, characterSound, offset)
-- ...
end
--- @param m MarioState
--- @return nil
function update_character_anim_offset(m)
-- ...
end
--- @param message string
--- @return nil
function djui_chat_message_create(message)
-- ...
end
--- @return integer
function djui_hud_get_screen_height()
-- ...
end
--- @return integer
function djui_hud_get_screen_width()
-- ...
end
--- @param message string
--- @return number
function djui_hud_measure_text(message)
-- ...
end
--- @param message string
--- @param x number
--- @param y number
--- @param scale number
--- @return nil
function djui_hud_print_text(message, x, y, scale)
-- ...
end
--- @param x number
--- @param y number
--- @param width number
--- @param height number
--- @return nil
function djui_hud_render_rect(x, y, width, height)
-- ...
end
--- @param texInfo TextureInfo
--- @param x number
--- @param y number
--- @param scaleW number
--- @param scaleH number
--- @return nil
function djui_hud_render_texture(texInfo, x, y, scaleW, scaleH)
-- ...
end
--- @param r integer
--- @param g integer
--- @param b integer
--- @param a integer
--- @return nil
function djui_hud_set_color(r, g, b, a)
-- ...
end
--- @param fontType DjuiFontType
--- @return nil
function djui_hud_set_font(fontType)
-- ...
end
--- @param resolutionType HudUtilsResolution
--- @return nil
function djui_hud_set_resolution(resolutionType)
-- ...
end
--- @param message string
--- @param lines integer
--- @return nil
function djui_popup_create(message, lines)
-- ...
end
--- @param player integer
--- @param targetScale integer
--- @param fadeDuration integer
--- @return nil
function fade_volume_scale(player, targetScale, fadeDuration)
-- ...
end
--- @param arg0 integer
--- @param fadeOut integer
--- @return nil
function fadeout_background_music(arg0, fadeOut)
-- ...
end
--- @return nil
function play_course_clear()
-- ...
end
--- @param dialogID integer
--- @return nil
function play_dialog_sound(dialogID)
-- ...
end
--- @param player integer
--- @param seqArgs integer
--- @param fadeTimer integer
--- @return nil
function play_music(player, seqArgs, fadeTimer)
-- ...
end
--- @return nil
function play_peachs_jingle()
-- ...
end
--- @param arg0 integer
--- @return nil
function play_power_star_jingle(arg0)
-- ...
end
--- @return nil
function play_puzzle_jingle()
-- ...
end
--- @return nil
function play_race_fanfare()
-- ...
end
--- @param seqId integer
--- @param bgMusicVolume integer
--- @param volume integer
--- @param fadeTimer integer
--- @return nil
function play_secondary_music(seqId, bgMusicVolume, volume, fadeTimer)
-- ...
end
--- @param soundBits integer
--- @param pos Vec3f
--- @return nil
function play_sound(soundBits, pos)
-- ...
end
--- @param soundBits integer
--- @param pos Vec3f
--- @param freqScale number
--- @return nil
function play_sound_with_freq_scale(soundBits, pos, freqScale)
-- ...
end
--- @return nil
function play_star_fanfare()
-- ...
end
--- @return nil
function play_toads_jingle()
-- ...
end
--- @param player integer
--- @param fadeDuration integer
--- @return nil
function seq_player_fade_out(player, fadeDuration)
-- ...
end
--- @param player integer
--- @param fadeDuration integer
--- @param percentage integer
--- @return nil
function seq_player_lower_volume(player, fadeDuration, percentage)
-- ...
end
--- @param player integer
--- @param fadeDuration integer
--- @return nil
function seq_player_unlower_volume(player, fadeDuration)
-- ...
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 m MarioState
--- @param capSpeed number
--- @return nil
function mario_blow_off_cap(m, capSpeed)
-- ...
end
--- @param m MarioState
--- @return integer
function mario_check_object_grab(m)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @return nil
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
--- @return nil
function mario_retrieve_cap(m)
-- ...
end
--- @param m MarioState
--- @return nil
function mario_stop_riding_and_holding(m)
-- ...
end
--- @param m MarioState
--- @return nil
function mario_stop_riding_object(m)
-- ...
end
--- @param m MarioState
--- @return nil
function mario_throw_held_object(m)
-- ...
end
--- @param courseNum integer
--- @param levelNum integer
--- @param areaIndex integer
--- @return string
function get_level_name(courseNum, levelNum, areaIndex)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @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 nil
function mario_set_bubbled(m)
-- ...
end
--- @param m MarioState
--- @param speed number
--- @return nil
function mario_set_forward_vel(m, speed)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @param waveParticleType integer
--- @return nil
function play_mario_action_sound(m, soundBits, waveParticleType)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @return nil
function play_mario_heavy_landing_sound(m, soundBits)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @return nil
function play_mario_heavy_landing_sound_once(m, soundBits)
-- ...
end
--- @param m MarioState
--- @return nil
function play_mario_jump_sound(m)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @return nil
function play_mario_landing_sound(m, soundBits)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @return nil
function play_mario_landing_sound_once(m, soundBits)
-- ...
end
--- @param m MarioState
--- @param primarySoundBits integer
--- @param scondarySoundBits integer
--- @return nil
function play_mario_sound(m, primarySoundBits, scondarySoundBits)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @param waveParticleType integer
--- @return nil
function play_sound_and_spawn_particles(m, soundBits, waveParticleType)
-- ...
end
--- @param m MarioState
--- @param soundBits integer
--- @param flags integer
--- @return nil
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 m MarioState
--- @return integer
function return_mario_anim_y_translation(m)
-- ...
end
--- @param m MarioState
--- @param animFrame integer
--- @return nil
function set_anim_to_frame(m, animFrame)
-- ...
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 initialVelY number
--- @param multiplier number
--- @return nil
function set_mario_y_vel_based_on_fspeed(m, initialVelY, multiplier)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @return nil
function update_mario_pos_for_anim(m)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @return nil
function play_far_fall_sound(m)
-- ...
end
--- @param m MarioState
--- @param frame1 integer
--- @param frame2 integer
--- @param frame3 integer
--- @return nil
function play_flip_sounds(m, frame1, frame2, frame3)
-- ...
end
--- @param m MarioState
--- @return nil
function play_knockback_sound(m)
-- ...
end
--- @param m MarioState
--- @return integer
function should_get_stuck_in_ground(m)
-- ...
end
--- @param m MarioState
--- @return nil
function update_air_with_turn(m)
-- ...
end
--- @param m MarioState
--- @return nil
function update_air_without_turn(m)
-- ...
end
--- @param m MarioState
--- @return nil
function update_flying(m)
-- ...
end
--- @param m MarioState
--- @return nil
function update_flying_pitch(m)
-- ...
end
--- @param m MarioState
--- @return nil
function update_flying_yaw(m)
-- ...
end
--- @param m MarioState
--- @return nil
function update_lava_boost_or_twirling(m)
-- ...
end
--- @param m MarioState
--- @return nil
function add_tree_leaf_particles(m)
-- ...
end
--- @param m MarioState
--- @return integer
function check_common_automatic_cancels(m)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @return nil
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
--- @return nil
function update_hang_stationary(m)
-- ...
end
--- @param m MarioState
--- @param animation integer
--- @param endAction integer
--- @return nil
function update_ledge_climb(m, animation, endAction)
-- ...
end
--- @param m MarioState
--- @return nil
function update_ledge_climb_camera(m)
-- ...
end
--- @return nil
function bhv_end_peach_loop()
-- ...
end
--- @return nil
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
--- @return nil
function cutscene_put_cap_on(m)
-- ...
end
--- @param m MarioState
--- @return nil
function cutscene_take_cap_off(m)
-- ...
end
--- @param m MarioState
--- @param isInWater integer
--- @return nil
function general_star_dance_handler(m, isInWater)
-- ...
end
--- @param x integer
--- @param y integer
--- @param z integer
--- @param radius number
--- @return nil
function generate_yellow_sparkles(x, y, z, radius)
-- ...
end
--- @param m MarioState
--- @return integer
function get_star_collection_dialog(m)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @return nil
function print_displaying_credits_entry()
-- ...
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
--- @return nil
function stuck_in_ground_handler(m, animation, unstuckFrame, target2, target3, endAction)
-- ...
end
--- @param m MarioState
--- @return nil
function align_with_floor(m)
-- ...
end
--- @param m MarioState
--- @return integer
function analog_stick_held_back(m)
-- ...
end
--- @param m MarioState
--- @return nil
function anim_and_audio_for_heavy_walk(m)
-- ...
end
--- @param m MarioState
--- @return nil
function anim_and_audio_for_hold_walk(m)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @return nil
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
--- @return nil
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
--- @return nil
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
--- @return nil
function play_step_sound(m, frame1, frame2)
-- ...
end
--- @param m MarioState
--- @param startPos Vec3f
--- @return nil
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
--- @return nil
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
--- @return nil
function tilt_body_butt_slide(m)
-- ...
end
--- @param m MarioState
--- @param startYaw integer
--- @return nil
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
--- @return nil
function tilt_body_walking(m, startYaw)
-- ...
end
--- @param m MarioState
--- @return integer
function update_decelerating_speed(m)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @return nil
function update_sliding_angle(m, accel, lossFactor)
-- ...
end
--- @param m MarioState
--- @return nil
function update_walking_speed(m)
-- ...
end
--- @param m MarioState
--- @param animation integer
--- @param endAction integer
--- @return nil
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
--- @return nil
function play_anim_sound(m, actionState, animFrame, sound)
-- ...
end
--- @param m MarioState
--- @param animID integer
--- @param action integer
--- @return nil
function stopping_step(m, animID, action)
-- ...
end
--- @param m MarioState
--- @param step Vec3f
--- @return nil
function apply_water_current(m, step)
-- ...
end
--- @param m MarioState
--- @return nil
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
--- @return nil
function set_swimming_at_surface_particles(m, particleFlag)
-- ...
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
--- @return nil
function init_bully_collision_data(data, posX, posZ, forwardVel, yaw, conversionRatio, radius)
-- ...
end
--- @param arg0 MarioState
--- @param arg1 integer
--- @return nil
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
--- @return nil
function set_vel_from_pitch_and_yaw(m)
-- ...
end
--- @param arg0 MarioState
--- @return integer
function stationary_ground_step(arg0)
-- ...
end
--- @param arg0 MarioState
--- @return nil
function stop_and_set_height_to_floor(arg0)
-- ...
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 description string
--- @param r integer
--- @param g integer
--- @param b integer
--- @param a integer
--- @return nil
function network_player_set_description(np, description, r, g, b, a)
-- ...
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_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
--- @return nil
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
--- @return nil
function calc_new_obj_vel_and_pos_y_underwater(objFloor, floorY, objVelX, objVelZ, waterY)
-- ...
end
--- @param objFriction Pointer_number
--- @param floor_nY number
--- @return nil
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
2022-03-31 03:03:59 +00:00
--- @return integer
function is_other_player_active()
-- ...
end
--- @param m MarioState
--- @return integer
function is_player_active(m)
-- ...
end
2022-03-30 04:12:42 +00:00
--- @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_mario(x, y, z, dist)
-- ...
end
2022-03-31 03:03:59 +00:00
--- @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 collisionFlags integer
--- @param floor Surface
--- @return nil
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
--- @return nil
function obj_move_xyz_using_fvel_and_yaw(obj)
-- ...
end
--- @param obj Object
--- @param normalX number
--- @param normalY number
--- @param normalZ number
--- @return nil
function obj_orient_graph(obj, normalX, normalY, normalZ)
-- ...
end
--- @param obj Object
--- @param homeX number
--- @param homeY number
--- @param homeZ number
--- @param baseDisp integer
--- @return nil
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
--- @return nil
function obj_spawn_yellow_coins(obj, nCoins)
-- ...
end
--- @param waterY integer
--- @param objY integer
--- @return nil
function obj_splash(waterY, objY)
-- ...
end
--- @return nil
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
--- @return nil
function set_object_visibility(obj, dist)
-- ...
end
--- @return nil
function set_yoshi_as_not_dead()
-- ...
end
--- @param behParam integer
--- @param relX integer
--- @param relY integer
--- @param relZ integer
--- @return nil
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
--- @return nil
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
--- @return nil
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
--- @return nil
function cur_obj_spin_all_dimensions(arg0, arg1)
-- ...
end
--- @param baseScale number
--- @return nil
function obj_act_knockback(baseScale)
-- ...
end
--- @param baseScale number
--- @return nil
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
--- @return nil
function obj_compute_vel_from_move_pitch(speed)
-- ...
end
--- @return integer
function obj_die_if_above_lava_and_health_non_positive()
-- ...
end
--- @return nil
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
--- @return nil
function obj_roll_to_match_yaw_turn(targetYaw, maxRoll, rollSpeed)
-- ...
end
--- @param targetYaw integer
--- @param turnAmount integer
--- @return nil
function obj_rotate_yaw_and_bounce_off_walls(targetYaw, turnAmount)
-- ...
end
--- @param distFromHome number
--- @return nil
function obj_set_dist_from_home(distFromHome)
-- ...
end
--- @param attackType integer
--- @return nil
function obj_set_knockback_action(attackType)
-- ...
end
--- @return nil
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
--- @return nil
function obj_unused_die()
-- ...
end
--- @param blinkTimer Pointer_integer
--- @param baseCycleLength integer
--- @param cycleLengthRange integer
--- @param blinkLength integer
--- @return nil
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
--- @return nil
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
2022-03-30 04:12:42 +00:00
--- @param threshold number
--- @param distanceToPlayer Pointer_integer
--- @param angleToPlayer Pointer_integer
--- @return nil
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
--- @return nil
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
--- @return nil
function bhv_dust_smoke_loop()
-- ...
end
--- @return nil
function bhv_init_room()
-- ...
end
--- @param a0 integer
--- @return integer
function bit_shift_left(a0)
-- ...
end
--- @param segment ChainSegment
--- @return nil
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
--- @return nil
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
--- @return number
function cur_obj_abs_y_dist_to_home()
-- ...
end
--- @return integer
function cur_obj_advance_looping_anim()
-- ...
end
--- @return nil
function cur_obj_align_gfx_with_floor()
-- ...
end
--- @return integer
function cur_obj_angle_to_home()
-- ...
end
--- @param dragStrength number
--- @return nil
function cur_obj_apply_drag_xz(dragStrength)
-- ...
end
--- @return nil
function cur_obj_become_intangible()
-- ...
end
--- @return nil
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
--- @return nil
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
--- @return nil
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
--- @return nil
function cur_obj_disable()
-- ...
end
--- @return nil
function cur_obj_disable_rendering()
-- ...
end
--- @param obj Object
--- @return nil
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
--- @return nil
function cur_obj_enable_rendering()
-- ...
end
--- @return nil
function cur_obj_enable_rendering_2()
-- ...
end
--- @param obj Object
--- @return nil
function cur_obj_enable_rendering_and_become_tangible(obj)
-- ...
end
--- @return nil
function cur_obj_enable_rendering_if_mario_in_room()
-- ...
end
--- @param m MarioState
--- @param dialogFlags integer
--- @param dialogResult integer
--- @return nil
function cur_obj_end_dialog(m, dialogFlags, dialogResult)
-- ...
end
--- @return nil
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
--- @return nil
function cur_obj_forward_vel_approach_upward(target, increment)
-- ...
end
--- @return nil
function cur_obj_get_dropped()
-- ...
end
--- @param forwardVel number
--- @param velY number
--- @param thrownAction integer
--- @return nil
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
--- @return nil
function cur_obj_hide()
-- ...
end
--- @param distY number
--- @return integer
function cur_obj_hide_if_mario_far_away_y(distY)
-- ...
end
--- @return nil
function cur_obj_if_hit_wall_bounce_away()
-- ...
end
--- @param animIndex integer
--- @return nil
function cur_obj_init_animation(animIndex)
-- ...
end
--- @param animIndex integer
--- @param animFrame integer
--- @return nil
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
--- @return nil
function cur_obj_init_animation_and_extend_if_at_end(animIndex)
-- ...
end
--- @param animIndex integer
--- @param accel number
--- @return nil
function cur_obj_init_animation_with_accel_and_sound(animIndex, accel)
-- ...
end
--- @param animIndex integer
--- @return nil
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
--- @return nil
function cur_obj_move_after_thrown_or_dropped(forwardVel, velY)
-- ...
end
--- @param steepSlopeAngleDegrees integer
--- @return nil
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
--- @return nil
function cur_obj_move_update_ground_air_flags(gravity, bounciness)
-- ...
end
--- @return nil
function cur_obj_move_update_underwater_flags()
-- ...
end
--- @return nil
function cur_obj_move_using_fvel_and_gravity()
-- ...
end
--- @return nil
function cur_obj_move_using_vel()
-- ...
end
--- @return nil
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
--- @return nil
function cur_obj_move_xz_using_fvel_and_yaw()
-- ...
end
--- @param gravity number
--- @param bounciness number
--- @param buoyancy number
--- @return nil
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
--- @return nil
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
--- @return integer
function cur_obj_progress_direction_table()
-- ...
end
--- @param radius number
--- @return nil
function cur_obj_push_mario_away(radius)
-- ...
end
--- @param radius number
--- @param extentY number
--- @return nil
function cur_obj_push_mario_away_from_cylinder(radius, extentY)
-- ...
end
--- @return integer
function cur_obj_reflect_move_angle_off_wall()
-- ...
end
--- @return nil
function cur_obj_reset_timer_and_subaction()
-- ...
end
--- @return integer
function cur_obj_resolve_wall_collisions()
-- ...
end
--- @return nil
function cur_obj_reverse_animation()
-- ...
end
--- @return nil
function cur_obj_rotate_face_angle_using_vel()
-- ...
end
--- @return nil
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
--- @return nil
function cur_obj_scale(scale)
-- ...
end
--- @param a0 integer
--- @param a1 integer
--- @param sp10 number
--- @param sp14 number
--- @return nil
function cur_obj_scale_over_time(a0, a1, sp10, sp14)
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return nil
function cur_obj_set_behavior(behavior)
-- ...
end
--- @param a0 Pointer_integer
--- @return integer
function cur_obj_set_direction_table(a0)
-- ...
end
--- @return nil
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
--- @return nil
function cur_obj_set_hitbox_radius_and_height(radius, height)
-- ...
end
--- @param radius number
--- @param height number
--- @return nil
function cur_obj_set_hurtbox_radius_and_height(radius, height)
-- ...
end
--- @param modelID integer
--- @return nil
function cur_obj_set_model(modelID)
-- ...
end
--- @param other Object
--- @param dleft number
--- @param dy number
--- @param dforward number
--- @return nil
function cur_obj_set_pos_relative(other, dleft, dy, dforward)
-- ...
end
--- @param dleft number
--- @param dy number
--- @param dforward number
--- @return nil
function cur_obj_set_pos_relative_to_parent(dleft, dy, dforward)
-- ...
end
--- @return nil
function cur_obj_set_pos_to_home()
-- ...
end
--- @return nil
function cur_obj_set_pos_to_home_and_stop()
-- ...
end
--- @return nil
function cur_obj_set_pos_to_home_with_debug()
-- ...
end
--- @return nil
function cur_obj_set_pos_via_transform()
-- ...
end
--- @param m MarioState
--- @param f12 number
--- @param f14 number
--- @return nil
function cur_obj_set_vel_from_mario_vel(m, f12, f14)
-- ...
end
--- @param sp18 number
--- @param sp1C integer
--- @return nil
function cur_obj_set_y_vel_and_animation(sp18, sp1C)
-- ...
end
--- @param shake integer
--- @return nil
function cur_obj_shake_screen(shake)
-- ...
end
--- @param amount number
--- @return nil
function cur_obj_shake_y(amount)
-- ...
end
--- @param cycles integer
--- @param amount integer
--- @return integer
function cur_obj_shake_y_until(cycles, amount)
-- ...
end
--- @return nil
function cur_obj_spawn_loot_blue_coin()
-- ...
end
--- @param m MarioState
--- @return nil
function cur_obj_spawn_loot_coin_at_mario_pos(m)
-- ...
end
--- @param info SpawnParticlesInfo
--- @return nil
function cur_obj_spawn_particles(info)
-- ...
end
--- @param targetX number
--- @param targetY number
--- @param targetZ number
--- @param offsetY number
--- @return nil
function cur_obj_spawn_star_at_y_offset(targetX, targetY, targetZ, offsetY)
-- ...
end
--- @param obj Object
--- @param cameraEvent integer
--- @return nil
function cur_obj_start_cam_event(obj, cameraEvent)
-- ...
end
--- @return nil
function cur_obj_unhide()
-- ...
end
--- @param sp18 integer
--- @param sp1C integer
--- @return nil
function cur_obj_unrender_and_reset_state(sp18, sp1C)
-- ...
end
--- @return nil
function cur_obj_unused_init_on_floor()
-- ...
end
--- @param animFrame1 integer
--- @param animFrame2 integer
--- @param sound integer
--- @return nil
function cur_obj_unused_play_footstep_sound(animFrame1, animFrame2, sound)
-- ...
end
--- @param offsetY number
--- @param radius number
--- @return nil
function cur_obj_unused_resolve_wall_collisions(offsetY, radius)
-- ...
end
--- @return nil
function cur_obj_update_floor()
-- ...
end
--- @param steepSlopeDegrees integer
--- @return nil
function cur_obj_update_floor_and_resolve_wall_collisions(steepSlopeDegrees)
-- ...
end
--- @return nil
function cur_obj_update_floor_and_walls()
-- ...
end
--- @return nil
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
--- @return nil
function disable_time_stop()
-- ...
end
--- @return nil
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
--- @return nil
function enable_time_stop()
-- ...
end
2022-03-30 04:12:42 +00:00
--- @return nil
function enable_time_stop_if_alone()
-- ...
end
--- @return nil
function enable_time_stop_including_mario()
-- ...
end
2022-03-31 03:03:59 +00:00
--- @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 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 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
--- @return nil
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
--- @return nil
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
--- @return nil
function obj_become_tangible(obj)
-- ...
end
--- @param obj Object
--- @return nil
function obj_build_relative_transform(obj)
-- ...
end
--- @param obj Object
--- @param posIndex integer
--- @param angleIndex integer
--- @return nil
function obj_build_transform_from_pos_and_angle(obj, posIndex, angleIndex)
-- ...
end
--- @param obj Object
--- @return nil
function obj_build_transform_relative_to_parent(obj)
-- ...
end
--- @param a0 Object
--- @return nil
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
--- @return nil
function obj_copy_angle(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
--- @return nil
function obj_copy_behavior_params(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
--- @return nil
function obj_copy_graph_y_offset(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
--- @return nil
function obj_copy_pos(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
--- @return nil
function obj_copy_pos_and_angle(dst, src)
-- ...
end
--- @param dst Object
--- @param src Object
--- @return nil
function obj_copy_scale(dst, src)
-- ...
end
--- @param obj Object
--- @return nil
function obj_create_transform_from_self(obj)
-- ...
end
--- @param sp18 number
--- @param sp1C integer
--- @return nil
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
--- @return nil
function obj_init_animation(obj, animIndex)
-- ...
end
--- @param obj Object
--- @return integer
function obj_is_hidden(obj)
-- ...
end
--- @param obj Object
--- @return nil
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
--- @return nil
function obj_scale(obj, scale)
-- ...
end
--- @param obj Object
--- @param rangeLength number
--- @param minScale number
--- @return nil
function obj_scale_random(obj, rangeLength, minScale)
-- ...
end
--- @param obj Object
--- @param xScale number
--- @param yScale number
--- @param zScale number
--- @return nil
function obj_scale_xyz(obj, xScale, yScale, zScale)
-- ...
end
--- @param obj Object
--- @param pitch integer
--- @param yaw integer
--- @param roll integer
--- @return nil
function obj_set_angle(obj, pitch, yaw, roll)
-- ...
end
--- @param obj Object
--- @param behavior Pointer_BehaviorScript
--- @return nil
function obj_set_behavior(obj, behavior)
-- ...
end
--- @param obj Object
--- @return nil
function obj_set_billboard(obj)
-- ...
end
--- @param obj Object
--- @return nil
function obj_set_cylboard(obj)
-- ...
end
--- @param obj Object
--- @return nil
function obj_set_face_angle_to_move_angle(obj)
-- ...
end
--- @param obj1 Object
--- @param obj2 Object
--- @return nil
function obj_set_gfx_pos_at_obj_pos(obj1, obj2)
-- ...
end
--- @param obj Object
--- @return nil
function obj_set_gfx_pos_from_pos(obj)
-- ...
end
--- @param obj Object
--- @param heldBehavior Pointer_BehaviorScript
--- @return nil
function obj_set_held_state(obj, heldBehavior)
-- ...
end
--- @param obj Object
--- @param hitbox ObjectHitbox
--- @return nil
function obj_set_hitbox(obj, hitbox)
-- ...
end
--- @param obj Object
--- @param relX integer
--- @param relY integer
--- @param relZ integer
--- @return nil
function obj_set_parent_relative_pos(obj, relX, relY, relZ)
-- ...
end
--- @param obj Object
--- @param x integer
--- @param y integer
--- @param z integer
--- @return nil
function obj_set_pos(obj, x, y, z)
-- ...
end
--- @param obj Object
--- @param other Object
--- @param dleft number
--- @param dy number
--- @param dforward number
--- @return nil
function obj_set_pos_relative(obj, other, dleft, dy, dforward)
-- ...
end
--- @param obj Object
--- @return nil
function obj_set_throw_matrix_from_transform(obj)
-- ...
end
--- @param obj Object
--- @param numCoins integer
--- @param sp28 number
--- @param posJitter integer
--- @return nil
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
--- @return nil
function obj_spawn_loot_coins(obj, numCoins, sp30, coinBehavior, posJitter, model)
-- ...
end
--- @param obj Object
--- @param numCoins integer
--- @param sp28 number
--- @return nil
function obj_spawn_loot_yellow_coins(obj, numCoins, sp28)
-- ...
end
--- @param obj Object
--- @param posIndex integer
--- @param localTranslateIndex integer
--- @return nil
function obj_translate_local(obj, posIndex, localTranslateIndex)
-- ...
end
--- @param obj Object
--- @param rangeLength number
--- @return nil
function obj_translate_xyz_random(obj, rangeLength)
-- ...
end
--- @param obj Object
--- @param rangeLength number
--- @return nil
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
--- @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
--- @return nil
function set_mario_interact_hoot_if_in_range(sp0, sp4, sp8)
-- ...
end
--- @param flags integer
--- @return nil
function set_time_stop_flags(flags)
-- ...
end
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--- @param flags integer
--- @return nil
function set_time_stop_flags_if_alone(flags)
-- ...
end
--- @param x integer
--- @return integer
function signum_positive(x)
-- ...
end
--- @return nil
function spawn_base_star_with_no_lvl_exit()
-- ...
end
--- @return nil
function spawn_mist_particles()
-- ...
end
--- @param sp18 integer
--- @return nil
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
--- @return nil
function stub_obj_helpers_3(sp0, sp4)
-- ...
end
--- @return nil
function stub_obj_helpers_4()
-- ...
end
--- @param a0 integer
--- @param a1 integer
--- @return nil
function queue_rumble_data(a0, a1)
-- ...
end
--- @param m MarioState
--- @param a0 integer
--- @param a1 integer
--- @return nil
function queue_rumble_data_mario(m, a0, a1)
-- ...
end
--- @param object Object
--- @param a0 integer
--- @param a1 integer
--- @return nil
function queue_rumble_data_object(object, a0, a1)
-- ...
end
--- @param m MarioState
--- @return nil
function reset_rumble_timers(m)
-- ...
end
--- @param m MarioState
--- @param a0 integer
--- @return nil
function reset_rumble_timers_2(m, a0)
-- ...
end
--- @param flags integer
--- @return nil
function save_file_clear_flags(flags)
-- ...
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 flags integer
--- @return nil
function save_file_set_flags(flags)
-- ...
end
--- @param startX number
--- @param startY number
--- @param startZ number
--- @param endX number
--- @param endY number
--- @param endZ number
--- @return RayIntersectionInfo
function collision_find_surface_on_ray(startX, startY, startZ, endX, endY, endZ)
-- ...
end
--- @return Surface
function get_water_surface_pseudo_floor()
-- ...
end
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--- @param name string
--- @return Pointer_Collision
function smlua_collision_util_get(name)
-- ...
end
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--- @param actFlags integer
--- @return integer
function allocate_mario_action(actFlags)
-- ...
end
--- @param index integer
--- @return number
function get_environment_region(index)
-- ...
end
--- @param m MarioState
--- @param index integer
--- @return number
function get_hand_foot_pos_x(m, index)
-- ...
end
--- @param m MarioState
--- @param index integer
--- @return number
function get_hand_foot_pos_y(m, index)
-- ...
end
--- @param m MarioState
--- @param index integer
--- @return number
function get_hand_foot_pos_z(m, index)
-- ...
end
--- @return integer
function get_network_area_timer()
-- ...
end
--- @return nil
function hud_hide()
-- ...
end
--- @return nil
function hud_show()
-- ...
end
--- @param index integer
--- @param value integer
--- @return nil
function set_environment_region(index, value)
-- ...
end
--- @param name string
--- @return Pointer_LevelScript
function smlua_level_util_get(name)
-- ...
end
--- @param aDelay integer
--- @return boolean
function warp_exit_level(aDelay)
-- ...
end
--- @return boolean
function warp_restart_level()
-- ...
end
--- @param aLevel integer
--- @return boolean
function warp_to_castle(aLevel)
-- ...
end
--- @param aLevel integer
--- @param aArea integer
--- @param aAct integer
--- @return boolean
function warp_to_level(aLevel, aArea, aAct)
-- ...
end
--- @param name string
--- @return integer
function smlua_model_util_get_id(name)
-- ...
end
--- @return ObjectHitbox
function get_temp_object_hitbox()
-- ...
end
--- @param objList ObjectList
--- @return Object
function obj_get_first(objList)
-- ...
end
--- @param behaviorId BehaviorId
--- @return Object
function obj_get_first_with_behavior_id(behaviorId)
-- ...
end
--- @param behaviorId BehaviorId
--- @param fieldIndex integer
--- @param value number
--- @return Object
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
function obj_get_first_with_behavior_id_and_field_s32(behaviorId, fieldIndex, value)
-- ...
end
--- @param o Object
--- @return Object
function obj_get_next(o)
-- ...
end
--- @param o Object
--- @return Object
function obj_get_next_with_same_behavior_id(o)
-- ...
end
--- @param o Object
--- @param fieldIndex integer
--- @param value number
--- @return Object
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
function obj_get_next_with_same_behavior_id_and_field_s32(o, fieldIndex, value)
-- ...
end
--- @param modelId ModelExtendedId
--- @return SpawnParticlesInfo
function obj_get_temp_spawn_particles_info(modelId)
-- ...
end
--- @param o Object
--- @param behaviorId BehaviorId
--- @return integer
function obj_has_behavior_id(o, behaviorId)
-- ...
end
--- @param o Object
--- @param modelId ModelExtendedId
--- @return integer
function obj_has_model_extended(o, modelId)
-- ...
end
--- @param o Object
--- @param modelId ModelExtendedId
--- @return nil
function obj_set_model_extended(o, modelId)
-- ...
end
--- @param behaviorId BehaviorId
--- @param modelId ModelExtendedId
--- @param x number
--- @param y number
--- @param z number
--- @param objSetupFunction function
--- @return Object
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
function spawn_sync_object(behaviorId, modelId, x, y, z, objSetupFunction)
-- ...
end
--- @return nil
function disable_background_sound()
-- ...
end
--- @return nil
function enable_background_sound()
-- ...
end
--- @return nil
function fadeout_cap_music()
-- ...
end
--- @param fadeTimer integer
--- @return nil
function fadeout_level_music(fadeTimer)
-- ...
end
--- @param fadeOutTime integer
--- @return nil
function fadeout_music(fadeOutTime)
-- ...
end
--- @param a integer
--- @return nil
function lower_background_noise(a)
-- ...
end
--- @param seqArgs integer
--- @return nil
function play_cap_music(seqArgs)
-- ...
end
--- @param seqArgs integer
--- @return nil
function play_cutscene_music(seqArgs)
-- ...
end
--- @return nil
function play_infinite_stairs_music()
-- ...
end
--- @param soundMenuFlags integer
--- @return nil
function play_menu_sounds(soundMenuFlags)
-- ...
end
--- @return nil
function play_painting_eject_sound()
-- ...
end
--- @return nil
function play_shell_music()
-- ...
end
--- @param a integer
--- @return nil
function raise_background_noise(a)
-- ...
end
--- @return nil
function reset_volume()
-- ...
end
--- @param a integer
--- @param seqArgs integer
--- @param fadeTimer integer
--- @return nil
function set_background_music(a, seqArgs, fadeTimer)
-- ...
end
--- @return nil
function stop_cap_music()
-- ...
end
--- @return nil
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
--- @return nil
function cur_obj_play_sound_1(soundMagic)
-- ...
end
--- @param soundMagic integer
--- @return nil
function cur_obj_play_sound_2(soundMagic)
-- ...
end
--- @param soundStates SoundState
--- @return nil
function exec_anim_sound_state(soundStates)
-- ...
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
--- @return nil
function alloc_surface_pools()
-- ...
end
--- @return nil
function clear_dynamic_surfaces()
-- ...
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
--- @return nil
function load_area_terrain(index, data, surfaceRooms, macroObjects)
-- ...
end
--- @return nil
function load_object_collision_model()
-- ...
end
--- @class Pointer_BehaviorScript
--- @class Pointer_number
--- @class Pointer_integer
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--- @class Pointer_Collision
--- @class Pointer_LevelScript