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https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 12:05:11 +00:00
Ran autogen
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d049c647dd
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3 changed files with 155 additions and 0 deletions
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@ -2136,6 +2136,11 @@ function is_nearest_player_to_object(m, obj)
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-- ...
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end
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--- @return integer
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function is_other_player_active()
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-- ...
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end
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--- @param m MarioState
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--- @return integer
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function is_player_active(m)
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@ -2167,6 +2172,18 @@ function is_point_within_radius_of_mario(x, y, z, dist)
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-- ...
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end
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--- @param obj Object
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--- @return MarioState
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function nearest_interacting_mario_state_to_object(obj)
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-- ...
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end
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--- @param obj Object
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--- @return Object
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function nearest_interacting_player_to_object(obj)
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-- ...
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end
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--- @param obj Object
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--- @return MarioState
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function nearest_mario_state_to_object(obj)
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@ -3499,6 +3516,12 @@ function enable_time_stop_including_mario()
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-- ...
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end
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--- @param behavior Pointer_BehaviorScript
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--- @return Object
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function find_object_with_behavior(behavior)
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-- ...
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end
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--- @return Object
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function find_unimportant_object()
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-- ...
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@ -398,10 +398,13 @@
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- [current_mario_room_check](#current_mario_room_check)
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- [is_nearest_mario_state_to_object](#is_nearest_mario_state_to_object)
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- [is_nearest_player_to_object](#is_nearest_player_to_object)
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- [is_other_player_active](#is_other_player_active)
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- [is_player_active](#is_player_active)
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- [is_player_in_local_area](#is_player_in_local_area)
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- [is_point_close_to_object](#is_point_close_to_object)
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- [is_point_within_radius_of_mario](#is_point_within_radius_of_mario)
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- [nearest_interacting_mario_state_to_object](#nearest_interacting_mario_state_to_object)
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- [nearest_interacting_player_to_object](#nearest_interacting_player_to_object)
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- [nearest_mario_state_to_object](#nearest_mario_state_to_object)
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- [nearest_player_to_object](#nearest_player_to_object)
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- [obj_check_floor_death](#obj_check_floor_death)
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@ -618,6 +621,7 @@
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- [enable_time_stop](#enable_time_stop)
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- [enable_time_stop_if_alone](#enable_time_stop_if_alone)
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- [enable_time_stop_including_mario](#enable_time_stop_including_mario)
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- [find_object_with_behavior](#find_object_with_behavior)
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- [find_unimportant_object](#find_unimportant_object)
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- [geo_offset_klepto_debug](#geo_offset_klepto_debug)
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- [get_object_list_from_behavior](#get_object_list_from_behavior)
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@ -7431,6 +7435,24 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
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<br />
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## [is_other_player_active](#is_other_player_active)
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### Lua Example
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`local integerValue = is_other_player_active()`
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### Parameters
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- None
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### Returns
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- `integer`
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### C Prototype
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`u8 is_other_player_active(void);`
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[:arrow_up_small:](#)
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<br />
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## [is_player_active](#is_player_active)
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### Lua Example
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@ -7518,6 +7540,46 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
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<br />
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## [nearest_interacting_mario_state_to_object](#nearest_interacting_mario_state_to_object)
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### Lua Example
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`local MarioStateValue = nearest_interacting_mario_state_to_object(obj)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| obj | [Object](structs.md#Object) |
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### Returns
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[MarioState](structs.md#MarioState)
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### C Prototype
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`struct MarioState *nearest_interacting_mario_state_to_object(struct Object *obj);`
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[:arrow_up_small:](#)
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<br />
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## [nearest_interacting_player_to_object](#nearest_interacting_player_to_object)
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### Lua Example
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`local ObjectValue = nearest_interacting_player_to_object(obj)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| obj | [Object](structs.md#Object) |
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### Returns
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[Object](structs.md#Object)
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### C Prototype
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`struct Object *nearest_interacting_player_to_object(struct Object *obj);`
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[:arrow_up_small:](#)
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<br />
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## [nearest_mario_state_to_object](#nearest_mario_state_to_object)
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### Lua Example
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@ -11701,6 +11763,26 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
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<br />
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## [find_object_with_behavior](#find_object_with_behavior)
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### Lua Example
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`local ObjectValue = find_object_with_behavior(behavior)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| behavior | `Pointer` <`BehaviorScript`> |
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### Returns
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[Object](structs.md#Object)
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### C Prototype
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`struct Object *find_object_with_behavior(const BehaviorScript *behavior);`
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[:arrow_up_small:](#)
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<br />
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## [find_unimportant_object](#find_unimportant_object)
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### Lua Example
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@ -4924,6 +4924,16 @@ int smlua_func_is_nearest_player_to_object(lua_State* L) {
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return 1;
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}
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int smlua_func_is_other_player_active(UNUSED lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
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extern u8 is_other_player_active(void);
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lua_pushinteger(L, is_other_player_active());
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return 1;
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}
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int smlua_func_is_player_active(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
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@ -4986,6 +4996,30 @@ int smlua_func_is_point_within_radius_of_mario(lua_State* L) {
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return 1;
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}
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int smlua_func_nearest_interacting_mario_state_to_object(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
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struct Object* obj = (struct Object*)smlua_to_cobject(L, 1, LOT_OBJECT);
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if (!gSmLuaConvertSuccess) { return 0; }
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extern struct MarioState *nearest_interacting_mario_state_to_object(struct Object *obj);
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smlua_push_object(L, LOT_MARIOSTATE, nearest_interacting_mario_state_to_object(obj));
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return 1;
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}
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int smlua_func_nearest_interacting_player_to_object(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
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struct Object* obj = (struct Object*)smlua_to_cobject(L, 1, LOT_OBJECT);
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if (!gSmLuaConvertSuccess) { return 0; }
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extern struct Object *nearest_interacting_player_to_object(struct Object *obj);
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smlua_push_object(L, LOT_OBJECT, nearest_interacting_player_to_object(obj));
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return 1;
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}
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int smlua_func_nearest_mario_state_to_object(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
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@ -7686,6 +7720,18 @@ int smlua_func_enable_time_stop_including_mario(UNUSED lua_State* L) {
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return 1;
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}
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int smlua_func_find_object_with_behavior(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
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const BehaviorScript* behavior = (const BehaviorScript*)smlua_to_cpointer(L, 1, LVT_BEHAVIORSCRIPT_P);
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if (!gSmLuaConvertSuccess) { return 0; }
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extern struct Object *find_object_with_behavior(const BehaviorScript *behavior);
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smlua_push_object(L, LOT_OBJECT, find_object_with_behavior(behavior));
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return 1;
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}
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int smlua_func_find_unimportant_object(UNUSED lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
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@ -10328,10 +10374,13 @@ void smlua_bind_functions_autogen(void) {
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//smlua_bind_function(L, "geo_obj_transparency_something", smlua_func_geo_obj_transparency_something); <--- UNIMPLEMENTED
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smlua_bind_function(L, "is_nearest_mario_state_to_object", smlua_func_is_nearest_mario_state_to_object);
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smlua_bind_function(L, "is_nearest_player_to_object", smlua_func_is_nearest_player_to_object);
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smlua_bind_function(L, "is_other_player_active", smlua_func_is_other_player_active);
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smlua_bind_function(L, "is_player_active", smlua_func_is_player_active);
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smlua_bind_function(L, "is_player_in_local_area", smlua_func_is_player_in_local_area);
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smlua_bind_function(L, "is_point_close_to_object", smlua_func_is_point_close_to_object);
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smlua_bind_function(L, "is_point_within_radius_of_mario", smlua_func_is_point_within_radius_of_mario);
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smlua_bind_function(L, "nearest_interacting_mario_state_to_object", smlua_func_nearest_interacting_mario_state_to_object);
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smlua_bind_function(L, "nearest_interacting_player_to_object", smlua_func_nearest_interacting_player_to_object);
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smlua_bind_function(L, "nearest_mario_state_to_object", smlua_func_nearest_mario_state_to_object);
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smlua_bind_function(L, "nearest_player_to_object", smlua_func_nearest_player_to_object);
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smlua_bind_function(L, "obj_check_floor_death", smlua_func_obj_check_floor_death);
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@ -10545,6 +10594,7 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "enable_time_stop", smlua_func_enable_time_stop);
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smlua_bind_function(L, "enable_time_stop_if_alone", smlua_func_enable_time_stop_if_alone);
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smlua_bind_function(L, "enable_time_stop_including_mario", smlua_func_enable_time_stop_including_mario);
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smlua_bind_function(L, "find_object_with_behavior", smlua_func_find_object_with_behavior);
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smlua_bind_function(L, "find_unimportant_object", smlua_func_find_unimportant_object);
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smlua_bind_function(L, "geo_offset_klepto_debug", smlua_func_geo_offset_klepto_debug);
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//smlua_bind_function(L, "geo_offset_klepto_held_object", smlua_func_geo_offset_klepto_held_object); <--- UNIMPLEMENTED
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