mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-12-22 16:30:23 +00:00
Ran autogen
This commit is contained in:
parent
19f878e858
commit
8fe77eaf9f
7 changed files with 123 additions and 79 deletions
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@ -78,6 +78,11 @@ function bhv_1up_sliding_loop()
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-- ...
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end
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--- @return nil
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function bhv_1up_trigger_init()
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-- ...
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end
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--- @return nil
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function bhv_1up_walking_loop()
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-- ...
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@ -785,6 +785,7 @@
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--- @field public prevNumStarsForDialog integer
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--- @field public quicksandDepth number
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--- @field public riddenObj Object
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--- @field public skipWarpInteractionsTimer integer
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--- @field public slideVelX number
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--- @field public slideVelZ number
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--- @field public slideYaw integer
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@ -232,6 +232,24 @@
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<br />
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## [bhv_1up_trigger_init](#bhv_1up_trigger_init)
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### Lua Example
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`bhv_1up_trigger_init()`
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### Parameters
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- None
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### Returns
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- None
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### C Prototype
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`void bhv_1up_trigger_init(void);`
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[:arrow_up_small:](#)
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<br />
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## [bhv_1up_walking_loop](#bhv_1up_walking_loop)
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### Lua Example
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@ -39,6 +39,7 @@
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- [bhv_1up_loop](functions-2.md#bhv_1up_loop)
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- [bhv_1up_running_away_loop](functions-2.md#bhv_1up_running_away_loop)
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- [bhv_1up_sliding_loop](functions-2.md#bhv_1up_sliding_loop)
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- [bhv_1up_trigger_init](functions-2.md#bhv_1up_trigger_init)
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- [bhv_1up_walking_loop](functions-2.md#bhv_1up_walking_loop)
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- [bhv_act_selector_init](functions-2.md#bhv_act_selector_init)
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- [bhv_act_selector_loop](functions-2.md#bhv_act_selector_loop)
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@ -1131,6 +1131,7 @@
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| prevNumStarsForDialog | `integer` | |
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| quicksandDepth | `number` | |
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| riddenObj | [Object](structs.md#Object) | |
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| skipWarpInteractionsTimer | `integer` | |
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| slideVelX | `number` | |
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| slideVelZ | `number` | |
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| slideYaw | `integer` | |
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@ -837,86 +837,87 @@ static struct LuaObjectField sMarioBodyStateFields[LUA_MARIO_BODY_STATE_FIELD_CO
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{ "wingFlutter", LVT_S8, offsetof(struct MarioBodyState, wingFlutter), false, LOT_NONE },
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};
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#define LUA_MARIO_STATE_FIELD_COUNT 78
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#define LUA_MARIO_STATE_FIELD_COUNT 79
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static struct LuaObjectField sMarioStateFields[LUA_MARIO_STATE_FIELD_COUNT] = {
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{ "action", LVT_U32, offsetof(struct MarioState, action), false, LOT_NONE },
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{ "actionArg", LVT_U32, offsetof(struct MarioState, actionArg), false, LOT_NONE },
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{ "actionState", LVT_U16, offsetof(struct MarioState, actionState), false, LOT_NONE },
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{ "actionTimer", LVT_U16, offsetof(struct MarioState, actionTimer), false, LOT_NONE },
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{ "angleVel", LVT_COBJECT, offsetof(struct MarioState, angleVel), true, LOT_VEC3S },
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{ "animation", LVT_COBJECT_P, offsetof(struct MarioState, animation), false, LOT_MARIOANIMATION },
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{ "area", LVT_COBJECT_P, offsetof(struct MarioState, area), true, LOT_AREA },
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{ "bounceSquishTimer", LVT_U8, offsetof(struct MarioState, bounceSquishTimer), false, LOT_NONE },
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{ "bubbleObj", LVT_COBJECT_P, offsetof(struct MarioState, bubbleObj), false, LOT_OBJECT },
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{ "cap", LVT_U32, offsetof(struct MarioState, cap), false, LOT_NONE },
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{ "capTimer", LVT_U16, offsetof(struct MarioState, capTimer), false, LOT_NONE },
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{ "ceil", LVT_COBJECT_P, offsetof(struct MarioState, ceil), false, LOT_SURFACE },
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{ "ceilHeight", LVT_F32, offsetof(struct MarioState, ceilHeight), false, LOT_NONE },
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{ "character", LVT_COBJECT_P, offsetof(struct MarioState, character), false, LOT_CHARACTER },
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{ "collidedObjInteractTypes", LVT_U32, offsetof(struct MarioState, collidedObjInteractTypes), false, LOT_NONE },
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{ "controller", LVT_COBJECT_P, offsetof(struct MarioState, controller), true, LOT_CONTROLLER },
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{ "curAnimOffset", LVT_F32, offsetof(struct MarioState, curAnimOffset), false, LOT_NONE },
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{ "currentRoom", LVT_S16, offsetof(struct MarioState, currentRoom), false, LOT_NONE },
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{ "doubleJumpTimer", LVT_U8, offsetof(struct MarioState, doubleJumpTimer), false, LOT_NONE },
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{ "faceAngle", LVT_COBJECT, offsetof(struct MarioState, faceAngle), true, LOT_VEC3S },
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{ "fadeWarpOpacity", LVT_U8, offsetof(struct MarioState, fadeWarpOpacity), false, LOT_NONE },
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{ "flags", LVT_U32, offsetof(struct MarioState, flags), false, LOT_NONE },
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{ "floor", LVT_COBJECT_P, offsetof(struct MarioState, floor), false, LOT_SURFACE },
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{ "floorAngle", LVT_S16, offsetof(struct MarioState, floorAngle), false, LOT_NONE },
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{ "floorHeight", LVT_F32, offsetof(struct MarioState, floorHeight), false, LOT_NONE },
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{ "forwardVel", LVT_F32, offsetof(struct MarioState, forwardVel), false, LOT_NONE },
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{ "framesSinceA", LVT_U8, offsetof(struct MarioState, framesSinceA), false, LOT_NONE },
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{ "framesSinceB", LVT_U8, offsetof(struct MarioState, framesSinceB), false, LOT_NONE },
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{ "freeze", LVT_U8, offsetof(struct MarioState, freeze), false, LOT_NONE },
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{ "healCounter", LVT_U8, offsetof(struct MarioState, healCounter), false, LOT_NONE },
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{ "health", LVT_S16, offsetof(struct MarioState, health), false, LOT_NONE },
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{ "heldByObj", LVT_COBJECT_P, offsetof(struct MarioState, heldByObj), false, LOT_OBJECT },
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{ "heldObj", LVT_COBJECT_P, offsetof(struct MarioState, heldObj), false, LOT_OBJECT },
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{ "hurtCounter", LVT_U8, offsetof(struct MarioState, hurtCounter), false, LOT_NONE },
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{ "input", LVT_U16, offsetof(struct MarioState, input), false, LOT_NONE },
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{ "intendedMag", LVT_F32, offsetof(struct MarioState, intendedMag), false, LOT_NONE },
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{ "intendedYaw", LVT_S16, offsetof(struct MarioState, intendedYaw), false, LOT_NONE },
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{ "interactObj", LVT_COBJECT_P, offsetof(struct MarioState, interactObj), false, LOT_OBJECT },
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{ "invincTimer", LVT_S16, offsetof(struct MarioState, invincTimer), false, LOT_NONE },
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{ "isSnoring", LVT_U8, offsetof(struct MarioState, isSnoring), false, LOT_NONE },
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{ "knockbackTimer", LVT_U8, offsetof(struct MarioState, knockbackTimer), false, LOT_NONE },
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{ "marioBodyState", LVT_COBJECT_P, offsetof(struct MarioState, marioBodyState), true, LOT_MARIOBODYSTATE },
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{ "marioObj", LVT_COBJECT_P, offsetof(struct MarioState, marioObj), true, LOT_OBJECT },
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{ "minimumBoneY", LVT_F32, offsetof(struct MarioState, minimumBoneY), false, LOT_NONE },
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{ "nonInstantWarpPos", LVT_COBJECT, offsetof(struct MarioState, nonInstantWarpPos), true, LOT_VEC3F },
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{ "numCoins", LVT_S16, offsetof(struct MarioState, numCoins), false, LOT_NONE },
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{ "numKeys", LVT_S8, offsetof(struct MarioState, numKeys), false, LOT_NONE },
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{ "numLives", LVT_S8, offsetof(struct MarioState, numLives), false, LOT_NONE },
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{ "numStars", LVT_S16, offsetof(struct MarioState, numStars), false, LOT_NONE },
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{ "particleFlags", LVT_U32, offsetof(struct MarioState, particleFlags), false, LOT_NONE },
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{ "peakHeight", LVT_F32, offsetof(struct MarioState, peakHeight), false, LOT_NONE },
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{ "playerIndex", LVT_U16, offsetof(struct MarioState, playerIndex), true, LOT_NONE },
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{ "pos", LVT_COBJECT, offsetof(struct MarioState, pos), true, LOT_VEC3F },
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{ "prevAction", LVT_U32, offsetof(struct MarioState, prevAction), false, LOT_NONE },
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{ "prevNumStarsForDialog", LVT_S16, offsetof(struct MarioState, prevNumStarsForDialog), false, LOT_NONE },
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{ "quicksandDepth", LVT_F32, offsetof(struct MarioState, quicksandDepth), false, LOT_NONE },
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{ "riddenObj", LVT_COBJECT_P, offsetof(struct MarioState, riddenObj), false, LOT_OBJECT },
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{ "slideVelX", LVT_F32, offsetof(struct MarioState, slideVelX), false, LOT_NONE },
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{ "slideVelZ", LVT_F32, offsetof(struct MarioState, slideVelZ), false, LOT_NONE },
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{ "slideYaw", LVT_S16, offsetof(struct MarioState, slideYaw), false, LOT_NONE },
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{ "spawnInfo", LVT_COBJECT_P, offsetof(struct MarioState, spawnInfo), false, LOT_SPAWNINFO },
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{ "specialTripleJump", LVT_U8, offsetof(struct MarioState, specialTripleJump), false, LOT_NONE },
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{ "splineKeyframe", LVT_COBJECT_P, offsetof(struct MarioState, splineKeyframe), false, LOT_POINTER },
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{ "splineKeyframeFraction", LVT_F32, offsetof(struct MarioState, splineKeyframeFraction), false, LOT_NONE },
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{ "splineState", LVT_S32, offsetof(struct MarioState, splineState), false, LOT_NONE },
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{ "squishTimer", LVT_U8, offsetof(struct MarioState, squishTimer), false, LOT_NONE },
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{ "statusForCamera", LVT_COBJECT_P, offsetof(struct MarioState, statusForCamera), true, LOT_PLAYERCAMERASTATE },
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{ "terrainSoundAddend", LVT_U32, offsetof(struct MarioState, terrainSoundAddend), false, LOT_NONE },
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{ "twirlYaw", LVT_S16, offsetof(struct MarioState, twirlYaw), false, LOT_NONE },
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{ "unkB0", LVT_S16, offsetof(struct MarioState, unkB0), false, LOT_NONE },
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{ "unkC4", LVT_F32, offsetof(struct MarioState, unkC4), false, LOT_NONE },
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{ "usedObj", LVT_COBJECT_P, offsetof(struct MarioState, usedObj), false, LOT_OBJECT },
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{ "vel", LVT_COBJECT, offsetof(struct MarioState, vel), true, LOT_VEC3F },
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{ "wall", LVT_COBJECT_P, offsetof(struct MarioState, wall), false, LOT_SURFACE },
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{ "wallKickTimer", LVT_U8, offsetof(struct MarioState, wallKickTimer), false, LOT_NONE },
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{ "wallNormal", LVT_COBJECT, offsetof(struct MarioState, wallNormal), true, LOT_VEC3F },
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{ "wasNetworkVisible", LVT_U8, offsetof(struct MarioState, wasNetworkVisible), false, LOT_NONE },
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{ "waterLevel", LVT_S16, offsetof(struct MarioState, waterLevel), false, LOT_NONE },
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{ "action", LVT_U32, offsetof(struct MarioState, action), false, LOT_NONE },
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{ "actionArg", LVT_U32, offsetof(struct MarioState, actionArg), false, LOT_NONE },
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{ "actionState", LVT_U16, offsetof(struct MarioState, actionState), false, LOT_NONE },
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{ "actionTimer", LVT_U16, offsetof(struct MarioState, actionTimer), false, LOT_NONE },
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{ "angleVel", LVT_COBJECT, offsetof(struct MarioState, angleVel), true, LOT_VEC3S },
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{ "animation", LVT_COBJECT_P, offsetof(struct MarioState, animation), false, LOT_MARIOANIMATION },
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{ "area", LVT_COBJECT_P, offsetof(struct MarioState, area), true, LOT_AREA },
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{ "bounceSquishTimer", LVT_U8, offsetof(struct MarioState, bounceSquishTimer), false, LOT_NONE },
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{ "bubbleObj", LVT_COBJECT_P, offsetof(struct MarioState, bubbleObj), false, LOT_OBJECT },
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{ "cap", LVT_U32, offsetof(struct MarioState, cap), false, LOT_NONE },
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{ "capTimer", LVT_U16, offsetof(struct MarioState, capTimer), false, LOT_NONE },
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{ "ceil", LVT_COBJECT_P, offsetof(struct MarioState, ceil), false, LOT_SURFACE },
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{ "ceilHeight", LVT_F32, offsetof(struct MarioState, ceilHeight), false, LOT_NONE },
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{ "character", LVT_COBJECT_P, offsetof(struct MarioState, character), false, LOT_CHARACTER },
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{ "collidedObjInteractTypes", LVT_U32, offsetof(struct MarioState, collidedObjInteractTypes), false, LOT_NONE },
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{ "controller", LVT_COBJECT_P, offsetof(struct MarioState, controller), true, LOT_CONTROLLER },
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{ "curAnimOffset", LVT_F32, offsetof(struct MarioState, curAnimOffset), false, LOT_NONE },
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{ "currentRoom", LVT_S16, offsetof(struct MarioState, currentRoom), false, LOT_NONE },
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{ "doubleJumpTimer", LVT_U8, offsetof(struct MarioState, doubleJumpTimer), false, LOT_NONE },
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{ "faceAngle", LVT_COBJECT, offsetof(struct MarioState, faceAngle), true, LOT_VEC3S },
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{ "fadeWarpOpacity", LVT_U8, offsetof(struct MarioState, fadeWarpOpacity), false, LOT_NONE },
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{ "flags", LVT_U32, offsetof(struct MarioState, flags), false, LOT_NONE },
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{ "floor", LVT_COBJECT_P, offsetof(struct MarioState, floor), false, LOT_SURFACE },
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{ "floorAngle", LVT_S16, offsetof(struct MarioState, floorAngle), false, LOT_NONE },
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{ "floorHeight", LVT_F32, offsetof(struct MarioState, floorHeight), false, LOT_NONE },
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{ "forwardVel", LVT_F32, offsetof(struct MarioState, forwardVel), false, LOT_NONE },
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{ "framesSinceA", LVT_U8, offsetof(struct MarioState, framesSinceA), false, LOT_NONE },
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{ "framesSinceB", LVT_U8, offsetof(struct MarioState, framesSinceB), false, LOT_NONE },
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{ "freeze", LVT_U8, offsetof(struct MarioState, freeze), false, LOT_NONE },
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{ "healCounter", LVT_U8, offsetof(struct MarioState, healCounter), false, LOT_NONE },
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{ "health", LVT_S16, offsetof(struct MarioState, health), false, LOT_NONE },
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{ "heldByObj", LVT_COBJECT_P, offsetof(struct MarioState, heldByObj), false, LOT_OBJECT },
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{ "heldObj", LVT_COBJECT_P, offsetof(struct MarioState, heldObj), false, LOT_OBJECT },
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{ "hurtCounter", LVT_U8, offsetof(struct MarioState, hurtCounter), false, LOT_NONE },
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{ "input", LVT_U16, offsetof(struct MarioState, input), false, LOT_NONE },
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{ "intendedMag", LVT_F32, offsetof(struct MarioState, intendedMag), false, LOT_NONE },
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{ "intendedYaw", LVT_S16, offsetof(struct MarioState, intendedYaw), false, LOT_NONE },
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{ "interactObj", LVT_COBJECT_P, offsetof(struct MarioState, interactObj), false, LOT_OBJECT },
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{ "invincTimer", LVT_S16, offsetof(struct MarioState, invincTimer), false, LOT_NONE },
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{ "isSnoring", LVT_U8, offsetof(struct MarioState, isSnoring), false, LOT_NONE },
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{ "knockbackTimer", LVT_U8, offsetof(struct MarioState, knockbackTimer), false, LOT_NONE },
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{ "marioBodyState", LVT_COBJECT_P, offsetof(struct MarioState, marioBodyState), true, LOT_MARIOBODYSTATE },
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{ "marioObj", LVT_COBJECT_P, offsetof(struct MarioState, marioObj), true, LOT_OBJECT },
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{ "minimumBoneY", LVT_F32, offsetof(struct MarioState, minimumBoneY), false, LOT_NONE },
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{ "nonInstantWarpPos", LVT_COBJECT, offsetof(struct MarioState, nonInstantWarpPos), true, LOT_VEC3F },
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{ "numCoins", LVT_S16, offsetof(struct MarioState, numCoins), false, LOT_NONE },
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{ "numKeys", LVT_S8, offsetof(struct MarioState, numKeys), false, LOT_NONE },
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{ "numLives", LVT_S8, offsetof(struct MarioState, numLives), false, LOT_NONE },
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{ "numStars", LVT_S16, offsetof(struct MarioState, numStars), false, LOT_NONE },
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{ "particleFlags", LVT_U32, offsetof(struct MarioState, particleFlags), false, LOT_NONE },
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{ "peakHeight", LVT_F32, offsetof(struct MarioState, peakHeight), false, LOT_NONE },
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{ "playerIndex", LVT_U16, offsetof(struct MarioState, playerIndex), true, LOT_NONE },
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{ "pos", LVT_COBJECT, offsetof(struct MarioState, pos), true, LOT_VEC3F },
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{ "prevAction", LVT_U32, offsetof(struct MarioState, prevAction), false, LOT_NONE },
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{ "prevNumStarsForDialog", LVT_S16, offsetof(struct MarioState, prevNumStarsForDialog), false, LOT_NONE },
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{ "quicksandDepth", LVT_F32, offsetof(struct MarioState, quicksandDepth), false, LOT_NONE },
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{ "riddenObj", LVT_COBJECT_P, offsetof(struct MarioState, riddenObj), false, LOT_OBJECT },
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{ "skipWarpInteractionsTimer", LVT_U8, offsetof(struct MarioState, skipWarpInteractionsTimer), false, LOT_NONE },
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{ "slideVelX", LVT_F32, offsetof(struct MarioState, slideVelX), false, LOT_NONE },
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{ "slideVelZ", LVT_F32, offsetof(struct MarioState, slideVelZ), false, LOT_NONE },
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{ "slideYaw", LVT_S16, offsetof(struct MarioState, slideYaw), false, LOT_NONE },
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{ "spawnInfo", LVT_COBJECT_P, offsetof(struct MarioState, spawnInfo), false, LOT_SPAWNINFO },
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{ "specialTripleJump", LVT_U8, offsetof(struct MarioState, specialTripleJump), false, LOT_NONE },
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{ "splineKeyframe", LVT_COBJECT_P, offsetof(struct MarioState, splineKeyframe), false, LOT_POINTER },
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{ "splineKeyframeFraction", LVT_F32, offsetof(struct MarioState, splineKeyframeFraction), false, LOT_NONE },
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{ "splineState", LVT_S32, offsetof(struct MarioState, splineState), false, LOT_NONE },
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{ "squishTimer", LVT_U8, offsetof(struct MarioState, squishTimer), false, LOT_NONE },
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{ "statusForCamera", LVT_COBJECT_P, offsetof(struct MarioState, statusForCamera), true, LOT_PLAYERCAMERASTATE },
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{ "terrainSoundAddend", LVT_U32, offsetof(struct MarioState, terrainSoundAddend), false, LOT_NONE },
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{ "twirlYaw", LVT_S16, offsetof(struct MarioState, twirlYaw), false, LOT_NONE },
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{ "unkB0", LVT_S16, offsetof(struct MarioState, unkB0), false, LOT_NONE },
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{ "unkC4", LVT_F32, offsetof(struct MarioState, unkC4), false, LOT_NONE },
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{ "usedObj", LVT_COBJECT_P, offsetof(struct MarioState, usedObj), false, LOT_OBJECT },
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{ "vel", LVT_COBJECT, offsetof(struct MarioState, vel), true, LOT_VEC3F },
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{ "wall", LVT_COBJECT_P, offsetof(struct MarioState, wall), false, LOT_SURFACE },
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{ "wallKickTimer", LVT_U8, offsetof(struct MarioState, wallKickTimer), false, LOT_NONE },
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{ "wallNormal", LVT_COBJECT, offsetof(struct MarioState, wallNormal), true, LOT_VEC3F },
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{ "wasNetworkVisible", LVT_U8, offsetof(struct MarioState, wasNetworkVisible), false, LOT_NONE },
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{ "waterLevel", LVT_S16, offsetof(struct MarioState, waterLevel), false, LOT_NONE },
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};
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#define LUA_MOD_FIELD_COUNT 11
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@ -300,6 +300,22 @@ int smlua_func_bhv_1up_sliding_loop(UNUSED lua_State* L) {
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return 1;
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}
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int smlua_func_bhv_1up_trigger_init(UNUSED lua_State* L) {
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if (!gCurrentObject) { return 0; }
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 0) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "bhv_1up_trigger_init", 0, top);
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return 0;
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}
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bhv_1up_trigger_init();
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return 1;
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}
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int smlua_func_bhv_1up_walking_loop(UNUSED lua_State* L) {
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if (!gCurrentObject) { return 0; }
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if (L == NULL) { return 0; }
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@ -30618,6 +30634,7 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "bhv_1up_loop", smlua_func_bhv_1up_loop);
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smlua_bind_function(L, "bhv_1up_running_away_loop", smlua_func_bhv_1up_running_away_loop);
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smlua_bind_function(L, "bhv_1up_sliding_loop", smlua_func_bhv_1up_sliding_loop);
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smlua_bind_function(L, "bhv_1up_trigger_init", smlua_func_bhv_1up_trigger_init);
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smlua_bind_function(L, "bhv_1up_walking_loop", smlua_func_bhv_1up_walking_loop);
|
||||
smlua_bind_function(L, "bhv_act_selector_init", smlua_func_bhv_act_selector_init);
|
||||
smlua_bind_function(L, "bhv_act_selector_loop", smlua_func_bhv_act_selector_loop);
|
||||
|
|
Loading…
Reference in a new issue