Ran autogen

This commit is contained in:
David Joslin 2023-10-26 17:15:01 -07:00
parent 19f878e858
commit 8fe77eaf9f
7 changed files with 123 additions and 79 deletions

View file

@ -78,6 +78,11 @@ function bhv_1up_sliding_loop()
-- ...
end
--- @return nil
function bhv_1up_trigger_init()
-- ...
end
--- @return nil
function bhv_1up_walking_loop()
-- ...

View file

@ -785,6 +785,7 @@
--- @field public prevNumStarsForDialog integer
--- @field public quicksandDepth number
--- @field public riddenObj Object
--- @field public skipWarpInteractionsTimer integer
--- @field public slideVelX number
--- @field public slideVelZ number
--- @field public slideYaw integer

View file

@ -232,6 +232,24 @@
<br />
## [bhv_1up_trigger_init](#bhv_1up_trigger_init)
### Lua Example
`bhv_1up_trigger_init()`
### Parameters
- None
### Returns
- None
### C Prototype
`void bhv_1up_trigger_init(void);`
[:arrow_up_small:](#)
<br />
## [bhv_1up_walking_loop](#bhv_1up_walking_loop)
### Lua Example

View file

@ -39,6 +39,7 @@
- [bhv_1up_loop](functions-2.md#bhv_1up_loop)
- [bhv_1up_running_away_loop](functions-2.md#bhv_1up_running_away_loop)
- [bhv_1up_sliding_loop](functions-2.md#bhv_1up_sliding_loop)
- [bhv_1up_trigger_init](functions-2.md#bhv_1up_trigger_init)
- [bhv_1up_walking_loop](functions-2.md#bhv_1up_walking_loop)
- [bhv_act_selector_init](functions-2.md#bhv_act_selector_init)
- [bhv_act_selector_loop](functions-2.md#bhv_act_selector_loop)

View file

@ -1131,6 +1131,7 @@
| prevNumStarsForDialog | `integer` | |
| quicksandDepth | `number` | |
| riddenObj | [Object](structs.md#Object) | |
| skipWarpInteractionsTimer | `integer` | |
| slideVelX | `number` | |
| slideVelZ | `number` | |
| slideYaw | `integer` | |

View file

@ -837,86 +837,87 @@ static struct LuaObjectField sMarioBodyStateFields[LUA_MARIO_BODY_STATE_FIELD_CO
{ "wingFlutter", LVT_S8, offsetof(struct MarioBodyState, wingFlutter), false, LOT_NONE },
};
#define LUA_MARIO_STATE_FIELD_COUNT 78
#define LUA_MARIO_STATE_FIELD_COUNT 79
static struct LuaObjectField sMarioStateFields[LUA_MARIO_STATE_FIELD_COUNT] = {
{ "action", LVT_U32, offsetof(struct MarioState, action), false, LOT_NONE },
{ "actionArg", LVT_U32, offsetof(struct MarioState, actionArg), false, LOT_NONE },
{ "actionState", LVT_U16, offsetof(struct MarioState, actionState), false, LOT_NONE },
{ "actionTimer", LVT_U16, offsetof(struct MarioState, actionTimer), false, LOT_NONE },
{ "angleVel", LVT_COBJECT, offsetof(struct MarioState, angleVel), true, LOT_VEC3S },
{ "animation", LVT_COBJECT_P, offsetof(struct MarioState, animation), false, LOT_MARIOANIMATION },
{ "area", LVT_COBJECT_P, offsetof(struct MarioState, area), true, LOT_AREA },
{ "bounceSquishTimer", LVT_U8, offsetof(struct MarioState, bounceSquishTimer), false, LOT_NONE },
{ "bubbleObj", LVT_COBJECT_P, offsetof(struct MarioState, bubbleObj), false, LOT_OBJECT },
{ "cap", LVT_U32, offsetof(struct MarioState, cap), false, LOT_NONE },
{ "capTimer", LVT_U16, offsetof(struct MarioState, capTimer), false, LOT_NONE },
{ "ceil", LVT_COBJECT_P, offsetof(struct MarioState, ceil), false, LOT_SURFACE },
{ "ceilHeight", LVT_F32, offsetof(struct MarioState, ceilHeight), false, LOT_NONE },
{ "character", LVT_COBJECT_P, offsetof(struct MarioState, character), false, LOT_CHARACTER },
{ "collidedObjInteractTypes", LVT_U32, offsetof(struct MarioState, collidedObjInteractTypes), false, LOT_NONE },
{ "controller", LVT_COBJECT_P, offsetof(struct MarioState, controller), true, LOT_CONTROLLER },
{ "curAnimOffset", LVT_F32, offsetof(struct MarioState, curAnimOffset), false, LOT_NONE },
{ "currentRoom", LVT_S16, offsetof(struct MarioState, currentRoom), false, LOT_NONE },
{ "doubleJumpTimer", LVT_U8, offsetof(struct MarioState, doubleJumpTimer), false, LOT_NONE },
{ "faceAngle", LVT_COBJECT, offsetof(struct MarioState, faceAngle), true, LOT_VEC3S },
{ "fadeWarpOpacity", LVT_U8, offsetof(struct MarioState, fadeWarpOpacity), false, LOT_NONE },
{ "flags", LVT_U32, offsetof(struct MarioState, flags), false, LOT_NONE },
{ "floor", LVT_COBJECT_P, offsetof(struct MarioState, floor), false, LOT_SURFACE },
{ "floorAngle", LVT_S16, offsetof(struct MarioState, floorAngle), false, LOT_NONE },
{ "floorHeight", LVT_F32, offsetof(struct MarioState, floorHeight), false, LOT_NONE },
{ "forwardVel", LVT_F32, offsetof(struct MarioState, forwardVel), false, LOT_NONE },
{ "framesSinceA", LVT_U8, offsetof(struct MarioState, framesSinceA), false, LOT_NONE },
{ "framesSinceB", LVT_U8, offsetof(struct MarioState, framesSinceB), false, LOT_NONE },
{ "freeze", LVT_U8, offsetof(struct MarioState, freeze), false, LOT_NONE },
{ "healCounter", LVT_U8, offsetof(struct MarioState, healCounter), false, LOT_NONE },
{ "health", LVT_S16, offsetof(struct MarioState, health), false, LOT_NONE },
{ "heldByObj", LVT_COBJECT_P, offsetof(struct MarioState, heldByObj), false, LOT_OBJECT },
{ "heldObj", LVT_COBJECT_P, offsetof(struct MarioState, heldObj), false, LOT_OBJECT },
{ "hurtCounter", LVT_U8, offsetof(struct MarioState, hurtCounter), false, LOT_NONE },
{ "input", LVT_U16, offsetof(struct MarioState, input), false, LOT_NONE },
{ "intendedMag", LVT_F32, offsetof(struct MarioState, intendedMag), false, LOT_NONE },
{ "intendedYaw", LVT_S16, offsetof(struct MarioState, intendedYaw), false, LOT_NONE },
{ "interactObj", LVT_COBJECT_P, offsetof(struct MarioState, interactObj), false, LOT_OBJECT },
{ "invincTimer", LVT_S16, offsetof(struct MarioState, invincTimer), false, LOT_NONE },
{ "isSnoring", LVT_U8, offsetof(struct MarioState, isSnoring), false, LOT_NONE },
{ "knockbackTimer", LVT_U8, offsetof(struct MarioState, knockbackTimer), false, LOT_NONE },
{ "marioBodyState", LVT_COBJECT_P, offsetof(struct MarioState, marioBodyState), true, LOT_MARIOBODYSTATE },
{ "marioObj", LVT_COBJECT_P, offsetof(struct MarioState, marioObj), true, LOT_OBJECT },
{ "minimumBoneY", LVT_F32, offsetof(struct MarioState, minimumBoneY), false, LOT_NONE },
{ "nonInstantWarpPos", LVT_COBJECT, offsetof(struct MarioState, nonInstantWarpPos), true, LOT_VEC3F },
{ "numCoins", LVT_S16, offsetof(struct MarioState, numCoins), false, LOT_NONE },
{ "numKeys", LVT_S8, offsetof(struct MarioState, numKeys), false, LOT_NONE },
{ "numLives", LVT_S8, offsetof(struct MarioState, numLives), false, LOT_NONE },
{ "numStars", LVT_S16, offsetof(struct MarioState, numStars), false, LOT_NONE },
{ "particleFlags", LVT_U32, offsetof(struct MarioState, particleFlags), false, LOT_NONE },
{ "peakHeight", LVT_F32, offsetof(struct MarioState, peakHeight), false, LOT_NONE },
{ "playerIndex", LVT_U16, offsetof(struct MarioState, playerIndex), true, LOT_NONE },
{ "pos", LVT_COBJECT, offsetof(struct MarioState, pos), true, LOT_VEC3F },
{ "prevAction", LVT_U32, offsetof(struct MarioState, prevAction), false, LOT_NONE },
{ "prevNumStarsForDialog", LVT_S16, offsetof(struct MarioState, prevNumStarsForDialog), false, LOT_NONE },
{ "quicksandDepth", LVT_F32, offsetof(struct MarioState, quicksandDepth), false, LOT_NONE },
{ "riddenObj", LVT_COBJECT_P, offsetof(struct MarioState, riddenObj), false, LOT_OBJECT },
{ "slideVelX", LVT_F32, offsetof(struct MarioState, slideVelX), false, LOT_NONE },
{ "slideVelZ", LVT_F32, offsetof(struct MarioState, slideVelZ), false, LOT_NONE },
{ "slideYaw", LVT_S16, offsetof(struct MarioState, slideYaw), false, LOT_NONE },
{ "spawnInfo", LVT_COBJECT_P, offsetof(struct MarioState, spawnInfo), false, LOT_SPAWNINFO },
{ "specialTripleJump", LVT_U8, offsetof(struct MarioState, specialTripleJump), false, LOT_NONE },
{ "splineKeyframe", LVT_COBJECT_P, offsetof(struct MarioState, splineKeyframe), false, LOT_POINTER },
{ "splineKeyframeFraction", LVT_F32, offsetof(struct MarioState, splineKeyframeFraction), false, LOT_NONE },
{ "splineState", LVT_S32, offsetof(struct MarioState, splineState), false, LOT_NONE },
{ "squishTimer", LVT_U8, offsetof(struct MarioState, squishTimer), false, LOT_NONE },
{ "statusForCamera", LVT_COBJECT_P, offsetof(struct MarioState, statusForCamera), true, LOT_PLAYERCAMERASTATE },
{ "terrainSoundAddend", LVT_U32, offsetof(struct MarioState, terrainSoundAddend), false, LOT_NONE },
{ "twirlYaw", LVT_S16, offsetof(struct MarioState, twirlYaw), false, LOT_NONE },
{ "unkB0", LVT_S16, offsetof(struct MarioState, unkB0), false, LOT_NONE },
{ "unkC4", LVT_F32, offsetof(struct MarioState, unkC4), false, LOT_NONE },
{ "usedObj", LVT_COBJECT_P, offsetof(struct MarioState, usedObj), false, LOT_OBJECT },
{ "vel", LVT_COBJECT, offsetof(struct MarioState, vel), true, LOT_VEC3F },
{ "wall", LVT_COBJECT_P, offsetof(struct MarioState, wall), false, LOT_SURFACE },
{ "wallKickTimer", LVT_U8, offsetof(struct MarioState, wallKickTimer), false, LOT_NONE },
{ "wallNormal", LVT_COBJECT, offsetof(struct MarioState, wallNormal), true, LOT_VEC3F },
{ "wasNetworkVisible", LVT_U8, offsetof(struct MarioState, wasNetworkVisible), false, LOT_NONE },
{ "waterLevel", LVT_S16, offsetof(struct MarioState, waterLevel), false, LOT_NONE },
{ "action", LVT_U32, offsetof(struct MarioState, action), false, LOT_NONE },
{ "actionArg", LVT_U32, offsetof(struct MarioState, actionArg), false, LOT_NONE },
{ "actionState", LVT_U16, offsetof(struct MarioState, actionState), false, LOT_NONE },
{ "actionTimer", LVT_U16, offsetof(struct MarioState, actionTimer), false, LOT_NONE },
{ "angleVel", LVT_COBJECT, offsetof(struct MarioState, angleVel), true, LOT_VEC3S },
{ "animation", LVT_COBJECT_P, offsetof(struct MarioState, animation), false, LOT_MARIOANIMATION },
{ "area", LVT_COBJECT_P, offsetof(struct MarioState, area), true, LOT_AREA },
{ "bounceSquishTimer", LVT_U8, offsetof(struct MarioState, bounceSquishTimer), false, LOT_NONE },
{ "bubbleObj", LVT_COBJECT_P, offsetof(struct MarioState, bubbleObj), false, LOT_OBJECT },
{ "cap", LVT_U32, offsetof(struct MarioState, cap), false, LOT_NONE },
{ "capTimer", LVT_U16, offsetof(struct MarioState, capTimer), false, LOT_NONE },
{ "ceil", LVT_COBJECT_P, offsetof(struct MarioState, ceil), false, LOT_SURFACE },
{ "ceilHeight", LVT_F32, offsetof(struct MarioState, ceilHeight), false, LOT_NONE },
{ "character", LVT_COBJECT_P, offsetof(struct MarioState, character), false, LOT_CHARACTER },
{ "collidedObjInteractTypes", LVT_U32, offsetof(struct MarioState, collidedObjInteractTypes), false, LOT_NONE },
{ "controller", LVT_COBJECT_P, offsetof(struct MarioState, controller), true, LOT_CONTROLLER },
{ "curAnimOffset", LVT_F32, offsetof(struct MarioState, curAnimOffset), false, LOT_NONE },
{ "currentRoom", LVT_S16, offsetof(struct MarioState, currentRoom), false, LOT_NONE },
{ "doubleJumpTimer", LVT_U8, offsetof(struct MarioState, doubleJumpTimer), false, LOT_NONE },
{ "faceAngle", LVT_COBJECT, offsetof(struct MarioState, faceAngle), true, LOT_VEC3S },
{ "fadeWarpOpacity", LVT_U8, offsetof(struct MarioState, fadeWarpOpacity), false, LOT_NONE },
{ "flags", LVT_U32, offsetof(struct MarioState, flags), false, LOT_NONE },
{ "floor", LVT_COBJECT_P, offsetof(struct MarioState, floor), false, LOT_SURFACE },
{ "floorAngle", LVT_S16, offsetof(struct MarioState, floorAngle), false, LOT_NONE },
{ "floorHeight", LVT_F32, offsetof(struct MarioState, floorHeight), false, LOT_NONE },
{ "forwardVel", LVT_F32, offsetof(struct MarioState, forwardVel), false, LOT_NONE },
{ "framesSinceA", LVT_U8, offsetof(struct MarioState, framesSinceA), false, LOT_NONE },
{ "framesSinceB", LVT_U8, offsetof(struct MarioState, framesSinceB), false, LOT_NONE },
{ "freeze", LVT_U8, offsetof(struct MarioState, freeze), false, LOT_NONE },
{ "healCounter", LVT_U8, offsetof(struct MarioState, healCounter), false, LOT_NONE },
{ "health", LVT_S16, offsetof(struct MarioState, health), false, LOT_NONE },
{ "heldByObj", LVT_COBJECT_P, offsetof(struct MarioState, heldByObj), false, LOT_OBJECT },
{ "heldObj", LVT_COBJECT_P, offsetof(struct MarioState, heldObj), false, LOT_OBJECT },
{ "hurtCounter", LVT_U8, offsetof(struct MarioState, hurtCounter), false, LOT_NONE },
{ "input", LVT_U16, offsetof(struct MarioState, input), false, LOT_NONE },
{ "intendedMag", LVT_F32, offsetof(struct MarioState, intendedMag), false, LOT_NONE },
{ "intendedYaw", LVT_S16, offsetof(struct MarioState, intendedYaw), false, LOT_NONE },
{ "interactObj", LVT_COBJECT_P, offsetof(struct MarioState, interactObj), false, LOT_OBJECT },
{ "invincTimer", LVT_S16, offsetof(struct MarioState, invincTimer), false, LOT_NONE },
{ "isSnoring", LVT_U8, offsetof(struct MarioState, isSnoring), false, LOT_NONE },
{ "knockbackTimer", LVT_U8, offsetof(struct MarioState, knockbackTimer), false, LOT_NONE },
{ "marioBodyState", LVT_COBJECT_P, offsetof(struct MarioState, marioBodyState), true, LOT_MARIOBODYSTATE },
{ "marioObj", LVT_COBJECT_P, offsetof(struct MarioState, marioObj), true, LOT_OBJECT },
{ "minimumBoneY", LVT_F32, offsetof(struct MarioState, minimumBoneY), false, LOT_NONE },
{ "nonInstantWarpPos", LVT_COBJECT, offsetof(struct MarioState, nonInstantWarpPos), true, LOT_VEC3F },
{ "numCoins", LVT_S16, offsetof(struct MarioState, numCoins), false, LOT_NONE },
{ "numKeys", LVT_S8, offsetof(struct MarioState, numKeys), false, LOT_NONE },
{ "numLives", LVT_S8, offsetof(struct MarioState, numLives), false, LOT_NONE },
{ "numStars", LVT_S16, offsetof(struct MarioState, numStars), false, LOT_NONE },
{ "particleFlags", LVT_U32, offsetof(struct MarioState, particleFlags), false, LOT_NONE },
{ "peakHeight", LVT_F32, offsetof(struct MarioState, peakHeight), false, LOT_NONE },
{ "playerIndex", LVT_U16, offsetof(struct MarioState, playerIndex), true, LOT_NONE },
{ "pos", LVT_COBJECT, offsetof(struct MarioState, pos), true, LOT_VEC3F },
{ "prevAction", LVT_U32, offsetof(struct MarioState, prevAction), false, LOT_NONE },
{ "prevNumStarsForDialog", LVT_S16, offsetof(struct MarioState, prevNumStarsForDialog), false, LOT_NONE },
{ "quicksandDepth", LVT_F32, offsetof(struct MarioState, quicksandDepth), false, LOT_NONE },
{ "riddenObj", LVT_COBJECT_P, offsetof(struct MarioState, riddenObj), false, LOT_OBJECT },
{ "skipWarpInteractionsTimer", LVT_U8, offsetof(struct MarioState, skipWarpInteractionsTimer), false, LOT_NONE },
{ "slideVelX", LVT_F32, offsetof(struct MarioState, slideVelX), false, LOT_NONE },
{ "slideVelZ", LVT_F32, offsetof(struct MarioState, slideVelZ), false, LOT_NONE },
{ "slideYaw", LVT_S16, offsetof(struct MarioState, slideYaw), false, LOT_NONE },
{ "spawnInfo", LVT_COBJECT_P, offsetof(struct MarioState, spawnInfo), false, LOT_SPAWNINFO },
{ "specialTripleJump", LVT_U8, offsetof(struct MarioState, specialTripleJump), false, LOT_NONE },
{ "splineKeyframe", LVT_COBJECT_P, offsetof(struct MarioState, splineKeyframe), false, LOT_POINTER },
{ "splineKeyframeFraction", LVT_F32, offsetof(struct MarioState, splineKeyframeFraction), false, LOT_NONE },
{ "splineState", LVT_S32, offsetof(struct MarioState, splineState), false, LOT_NONE },
{ "squishTimer", LVT_U8, offsetof(struct MarioState, squishTimer), false, LOT_NONE },
{ "statusForCamera", LVT_COBJECT_P, offsetof(struct MarioState, statusForCamera), true, LOT_PLAYERCAMERASTATE },
{ "terrainSoundAddend", LVT_U32, offsetof(struct MarioState, terrainSoundAddend), false, LOT_NONE },
{ "twirlYaw", LVT_S16, offsetof(struct MarioState, twirlYaw), false, LOT_NONE },
{ "unkB0", LVT_S16, offsetof(struct MarioState, unkB0), false, LOT_NONE },
{ "unkC4", LVT_F32, offsetof(struct MarioState, unkC4), false, LOT_NONE },
{ "usedObj", LVT_COBJECT_P, offsetof(struct MarioState, usedObj), false, LOT_OBJECT },
{ "vel", LVT_COBJECT, offsetof(struct MarioState, vel), true, LOT_VEC3F },
{ "wall", LVT_COBJECT_P, offsetof(struct MarioState, wall), false, LOT_SURFACE },
{ "wallKickTimer", LVT_U8, offsetof(struct MarioState, wallKickTimer), false, LOT_NONE },
{ "wallNormal", LVT_COBJECT, offsetof(struct MarioState, wallNormal), true, LOT_VEC3F },
{ "wasNetworkVisible", LVT_U8, offsetof(struct MarioState, wasNetworkVisible), false, LOT_NONE },
{ "waterLevel", LVT_S16, offsetof(struct MarioState, waterLevel), false, LOT_NONE },
};
#define LUA_MOD_FIELD_COUNT 11

View file

@ -300,6 +300,22 @@ int smlua_func_bhv_1up_sliding_loop(UNUSED lua_State* L) {
return 1;
}
int smlua_func_bhv_1up_trigger_init(UNUSED lua_State* L) {
if (!gCurrentObject) { return 0; }
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "bhv_1up_trigger_init", 0, top);
return 0;
}
bhv_1up_trigger_init();
return 1;
}
int smlua_func_bhv_1up_walking_loop(UNUSED lua_State* L) {
if (!gCurrentObject) { return 0; }
if (L == NULL) { return 0; }
@ -30618,6 +30634,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "bhv_1up_loop", smlua_func_bhv_1up_loop);
smlua_bind_function(L, "bhv_1up_running_away_loop", smlua_func_bhv_1up_running_away_loop);
smlua_bind_function(L, "bhv_1up_sliding_loop", smlua_func_bhv_1up_sliding_loop);
smlua_bind_function(L, "bhv_1up_trigger_init", smlua_func_bhv_1up_trigger_init);
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);