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https://github.com/coop-deluxe/sm64coopdx.git
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Added warp_to_start_level
function (#154)
* Added `warp_to_start_level` function * Fix include things
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748b7e9134
8 changed files with 52 additions and 1 deletions
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@ -7527,6 +7527,11 @@ function warp_to_level(aLevel, aArea, aAct)
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-- ...
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end
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--- @return boolean
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function warp_to_start_level()
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-- ...
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end
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--- @param actFlags integer
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--- @return integer
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function allocate_mario_action(actFlags)
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@ -20,6 +20,7 @@ void dynos_gfx_swap_animations(void *ptr);
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LevelScript* dynos_get_level_script(char* scriptEntryName);
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bool dynos_warp_to_level(s32 aLevel, s32 aArea, s32 aAct);
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bool dynos_warp_restart_level(void);
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bool dynos_warp_to_start_level(void);
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bool dynos_warp_exit_level(s32 aDelay);
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bool dynos_warp_to_castle(s32 aLevel);
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@ -1,6 +1,7 @@
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#include "dynos.cpp.h"
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extern "C" {
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#include "src/game/moving_texture.h"
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#include "game/hardcoded.h"
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void *dynos_swap_cmd(void *cmd) {
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return DynOS_SwapCmd(cmd);
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@ -38,6 +39,16 @@ bool dynos_warp_to_level(s32 aLevel, s32 aArea, s32 aAct) {
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return DynOS_Warp_ToLevel(aLevel, aArea, aAct);
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}
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bool dynos_warp_to_start_level(void) {
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// change the level to the start level
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extern s16 gChangeLevel;
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gChangeLevel = gLevelValues.entryLevel;
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// always return true since it will always suceed
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return true;
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}
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bool dynos_warp_restart_level(void) {
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return DynOS_Warp_RestartLevel();
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}
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@ -187,4 +198,4 @@ void dynos_mod_shutdown(void) {
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DynOS_Mod_Shutdown();
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}
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}
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}
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@ -6286,6 +6286,24 @@
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<br />
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## [warp_to_start_level](#warp_to_start_level)
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### Lua Example
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`local booleanValue = warp_to_start_level()`
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### Parameters
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- None
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### Returns
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- `boolean`
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### C Prototype
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`bool warp_to_start_level(void);`
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[:arrow_up_small:](#)
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<br />
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---
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# functions from smlua_misc_utils.h
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@ -1400,6 +1400,7 @@
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- [warp_restart_level](functions-4.md#warp_restart_level)
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- [warp_to_castle](functions-4.md#warp_to_castle)
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- [warp_to_level](functions-4.md#warp_to_level)
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- [warp_to_start_level](functions-4.md#warp_to_start_level)
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<br />
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@ -16635,6 +16635,15 @@ int smlua_func_warp_to_level(lua_State* L) {
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return 1;
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}
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int smlua_func_warp_to_start_level(UNUSED lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
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lua_pushboolean(L, warp_to_start_level());
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return 1;
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}
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////////////////////////
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// smlua_misc_utils.h //
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////////////////////////
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@ -19426,6 +19435,7 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "warp_restart_level", smlua_func_warp_restart_level);
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smlua_bind_function(L, "warp_to_castle", smlua_func_warp_to_castle);
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smlua_bind_function(L, "warp_to_level", smlua_func_warp_to_level);
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smlua_bind_function(L, "warp_to_start_level", smlua_func_warp_to_start_level);
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// smlua_misc_utils.h
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smlua_bind_function(L, "allocate_mario_action", smlua_func_allocate_mario_action);
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@ -130,6 +130,10 @@ bool warp_to_level(s32 aLevel, s32 aArea, s32 aAct) {
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return dynos_warp_to_level(aLevel, aArea, aAct);
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}
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bool warp_to_start_level(void) {
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return dynos_warp_to_start_level();
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}
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bool warp_restart_level(void) {
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return dynos_warp_restart_level();
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}
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@ -23,6 +23,7 @@ struct CustomLevelInfo* smlua_level_util_get_info_from_short_name(char* shortNam
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s16 level_register(const char* scriptEntryName, s16 courseNum, const char* fullName, const char* shortName, u32 acousticReach, u32 echoLevel1, u32 echoLevel2, u32 echoLevel3);
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bool warp_to_level(s32 aLevel, s32 aArea, s32 aAct);
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bool warp_restart_level(void);
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bool warp_to_start_level(void);
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bool warp_exit_level(s32 aDelay);
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bool warp_to_castle(s32 aLevel);
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