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Make gMarioStates->controller immutable in Lua
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3 changed files with 3 additions and 3 deletions
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@ -78,7 +78,7 @@ override_field_invisible = {
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}
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override_field_immutable = {
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"MarioState": [ "playerIndex" ],
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"MarioState": [ "playerIndex", "controller" ],
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"Character": [ "*" ],
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"NetworkPlayer": [ "*" ],
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"TextureInfo": [ "*" ],
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@ -1042,7 +1042,7 @@
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| ceilHeight | `number` | |
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| character | [Character](structs.md#Character) | |
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| collidedObjInteractTypes | `integer` | |
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| controller | [Controller](structs.md#Controller) | |
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| controller | [Controller](structs.md#Controller) | read-only |
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| curAnimOffset | `number` | |
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| currentRoom | `integer` | |
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| doubleJumpTimer | `integer` | |
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@ -827,7 +827,7 @@ static struct LuaObjectField sMarioStateFields[LUA_MARIO_STATE_FIELD_COUNT] = {
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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), false, LOT_CONTROLLER },
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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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