sm64coopdx/autogen/lua_definitions/manual.lua

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-------------
-- globals --
-------------
--- @type MarioState[]
gMarioStates = {}
--- @type NetworkPlayer[]
gNetworkPlayers = {}
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--- @type Mod[]
gActiveMods = {}
--- @type Character[]
gCharacter = {}
--- @type GlobalTextures
gTextures = {}
--- @type GlobalObjectAnimations
gObjectAnimations = {}
--- @type GlobalObjectCollisionData
gGlobalObjectCollisionData = {}
--- @alias SyncTable table
--- @type SyncTable
gGlobalSyncTable = {}
--- @type SyncTable[]
gPlayerSyncTable = {}
--- @type LevelValues
gLevelValues = {}
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--- @type BehaviorValues
gBehaviorValues = {}
Arbitrary shirt, pants, glove colors + settings menu (#145) * Support for more granular player colors You can now configure RGB values for shirt, pants, gloves, and shoes. Due to some limitations, configuring shoes does nothing at the moment. * Remove paletteIndex and friends Restructured and filled in some remaining code to account for that. * Add Edit Palette panel to Player panel * Change PlayerPalette contents to an enum-indexed array, remove shoes This gets rid of all the hokey code doing switch cases on the different parts. * Fix goof with player model selection box Should actually have affect now even if a custom palette is being used. * Fix gap in player color display list commands The extra space was leftover from when I was trying to get shoes working. Forgot to clean it up. * Standardize PlayerParts enum, including for lua constants autogen * djui_panel_player.c: Properly hook sending palette changes on unpause Editing the palette and then unpausing should send out the packet to everyone with the new palette changes (and update the palette preset selection box), but since we weren't hooking that situation before, it would stay changed only for you. You would have had to press the Back button for it to work right. * Allow Lua mods to continue using `paletteIndex`, `overridePaletteIndex` This lets mod code like this still work unchanged: if s.team == 2 then np.overridePaletteIndex = 7 elseif s.team == 1 then np.overridePaletteIndex = 15 else np.overridePaletteIndex = np.paletteIndex end It's essentially faked, and would work strangely if the value of either variable was inspected more closely directly. This should at least handle the typical use case, though. Every frame, `overridePaletteIndex` is checked to see if it was modified from its previous value. If so, `overridePalette` is set to the preset corresponding to the index. `paletteIndex` contains a special value that when used to assign to `overridePaletteIndex`, it copies `palette` into `overridePalette` to restore the real colors, which of course may not follow the presets at all. * characters.h: Pack `PlayerPalette` to eliminate size differences between computers * mario_misc.c: Remove remaining "TODO GAG"
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--- @type BehaviorValues
gBehaviorValues = {}
--- @type PlayerPalette[]
gPalettePresets = {}
-----------
-- hooks --
-----------
--- @param behaviorId BehaviorId
--- @param objectList ObjectList
--- @param replaceBehavior boolean
--- @param initFunction fun(obj:Object)
--- @param loopFunction fun(obj:Object)
--- @return BehaviorId
function hook_behavior(behaviorId, objectList, replaceBehavior, initFunction, loopFunction)
-- ...
end
--- @param command string
--- @param description string
--- @param func fun(msg:string)
function hook_chat_command(command, description, func)
-- ...
end
--- @param hookEventType LuaHookedEventType
--- @param func function
function hook_event(hookEventType, func)
-- ...
end
--- @param actionId integer
Fix issues Extended Moveset mod (+ extras) (#146) * Allow Lua action hooks to specify custom functions for more behavior ...like gravity, and update all current mods to match. Spin jump and wall slide from the Extended Moveset mod now have gravity code basically matching the original mod. Currently, any place you'd want to use one of these new action hooks still requires an O(n) check through all action hook per call. This should probably be changed. * Fix some remaining issues with Extended Moveset Lua port - Remove divergent spin jump code - Remove divergent roll code - Remap roll button to Y - Reimplement dive slide to make dive hop work like the original - Allow spin from double jump, backflip, side flip * Fix more issues with Extended Moveset Lua port - Reimplement all users of update_walking_speed to incorporate the Tight Controls edits and modified speed caps - Fix instances of angle arithmetic to wrap properly across the mod * Don't chop off group bits of custom action flags; assign missing groups in mods This fixes the Extended Moveset's underwater actions. Chopping off those bits was making the game consider the underwater actions to be a part of the Stationary group, which caused `check_common_stationary_cancels`, which upwarps Mario to the surface. * Tweak roll sliding angle tendency Rolling will now gradually (but fairly quckly) try to tend Mario's facing angle down the slope. This is cleaner than my old method that tries to flip Mario's angle (wrongly) when he begins moving downward, having that logic coexist with the logic for normal sliding actions that can also tend Mario to face backward down the slope. Just looks ugly now by comparison. * Disallow spin jump on slides in Extended Moveset port This matches the original mod * Extended Moveset: Crazy Box Bounce check * Extended Moveset: Fix hugging the wall when spin jumping after wall kick * Extended Moveset: Fix ledge drop snapping up to ground Just reimplement `act_air_hit_wall` ourselves. * Extended Moveset: Add Kaze's walking speed fix * smlua_hooks.c: Restore option to use old API for hook_mario_action The intent is to allow mods outside of this repo to continue working. Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
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--- @param funcOrFuncTable fun(m:MarioState):integer | table(fun(m:MarioState):integer)
--- @param interactionType InteractionFlag
Fix issues Extended Moveset mod (+ extras) (#146) * Allow Lua action hooks to specify custom functions for more behavior ...like gravity, and update all current mods to match. Spin jump and wall slide from the Extended Moveset mod now have gravity code basically matching the original mod. Currently, any place you'd want to use one of these new action hooks still requires an O(n) check through all action hook per call. This should probably be changed. * Fix some remaining issues with Extended Moveset Lua port - Remove divergent spin jump code - Remove divergent roll code - Remap roll button to Y - Reimplement dive slide to make dive hop work like the original - Allow spin from double jump, backflip, side flip * Fix more issues with Extended Moveset Lua port - Reimplement all users of update_walking_speed to incorporate the Tight Controls edits and modified speed caps - Fix instances of angle arithmetic to wrap properly across the mod * Don't chop off group bits of custom action flags; assign missing groups in mods This fixes the Extended Moveset's underwater actions. Chopping off those bits was making the game consider the underwater actions to be a part of the Stationary group, which caused `check_common_stationary_cancels`, which upwarps Mario to the surface. * Tweak roll sliding angle tendency Rolling will now gradually (but fairly quckly) try to tend Mario's facing angle down the slope. This is cleaner than my old method that tries to flip Mario's angle (wrongly) when he begins moving downward, having that logic coexist with the logic for normal sliding actions that can also tend Mario to face backward down the slope. Just looks ugly now by comparison. * Disallow spin jump on slides in Extended Moveset port This matches the original mod * Extended Moveset: Crazy Box Bounce check * Extended Moveset: Fix hugging the wall when spin jumping after wall kick * Extended Moveset: Fix ledge drop snapping up to ground Just reimplement `act_air_hit_wall` ourselves. * Extended Moveset: Add Kaze's walking speed fix * smlua_hooks.c: Restore option to use old API for hook_mario_action The intent is to allow mods outside of this repo to continue working. Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
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function hook_mario_action(actionId, funcOrFuncTable, interactionType)
-- ...
end
--- @param syncTable SyncTable
--- @param field any
--- @param tag any
--- @param func fun(tag:any, oldVal:any, newVal:any)
function hook_on_sync_table_change(syncTable, field, tag, func)
-- ...
end
---------------
-- functions --
---------------
--- @param t number
--- @return number
function sins(t)
-- ...
end
--- @param t number
--- @return number
function coss(t)
-- ...
end
--- @param y number
--- @param x number
--- @return integer
function atan2s(y, x)
-- ...
end
--- @param objFieldTable table
--- @return nil
function define_custom_obj_fields(objFieldTable)
-- ...
end
--- @param object Object
--- @param standardSync boolean
--- @param fieldTable table
--- @return nil
function network_init_object(object, standardSync, fieldTable)
-- ...
end
--- @param object Object
--- @param reliable boolean
--- @return nil
function network_send_object(object, reliable)
-- ...
end
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--- @param reliable boolean
--- @param dataTable table
--- @return nil
function network_send(reliable, dataTable)
-- ...
end
--- @param toLocalIndex integer
--- @param reliable boolean
--- @param dataTable table
--- @return nil
function network_send_to(toLocalIndex, reliable, dataTable)
-- ...
end
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--- @param textureName string
--- @return TextureInfo
function get_texture_info(textureName)
-- ...
end
--- @param textureName string
--- @return TextureInfo
function get_texture_info(textureName)
-- ...
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 texInfo TextureInfo
--- @param prevX number
--- @param prevY number
--- @param prevScaleW number
--- @param prevScaleH number
--- @param x number
--- @param y number
--- @param scaleW number
--- @param scaleH number
--- @return nil
function djui_hud_render_texture_interpolated(texInfo, prevX, prevY, prevScaleW, prevScaleH, x, y, scaleW, scaleH)
-- ...
end