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https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 05:25:14 +00:00
Expose some behavior_script.h functions to Lua
This commit is contained in:
parent
227a4bbcf3
commit
ac805bf94d
7 changed files with 305 additions and 7 deletions
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@ -65,7 +65,8 @@ in_files = [
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"src/game/area.h",
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"src/engine/level_script.h",
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"src/game/ingame_menu.h",
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"src/game/first_person_cam.h"
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"src/game/first_person_cam.h",
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"src/engine/behavior_script.h"
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]
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override_allowed_functions = {
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@ -118,7 +119,8 @@ override_disallowed_functions = {
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"src/pc/lua/utils/smlua_anim_utils.h": [ "smlua_anim_util_reset", "smlua_anim_util_register_animation" ],
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"src/pc/network/lag_compensation.h": [ "lag_compensation_clear", "lag_compensation_store" ],
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"src/game/first_person_cam.h": [ "first_person_update" ],
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"src/pc/lua/utils/smlua_collision_utils.h": [ "collision_find_surface_on_ray" ]
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"src/pc/lua/utils/smlua_collision_utils.h": [ "collision_find_surface_on_ray" ],
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"src/engine/behavior_script.h": [ "stub_behavior_script_2", "cur_obj_update" ]
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}
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override_hide_functions = {
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@ -2343,6 +2343,41 @@ function vec3f_copy_2(dest, src)
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-- ...
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end
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--- @return number
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function draw_distance_scalar()
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-- ...
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end
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--- @param obj Object
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function obj_update_gfx_pos_and_angle(obj)
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-- ...
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end
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--- @return number
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function position_based_random_float_position()
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-- ...
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end
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--- @return integer
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function position_based_random_u16()
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-- ...
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end
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--- @return number
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function random_float()
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-- ...
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end
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--- @return integer
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function random_sign()
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-- ...
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end
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--- @return integer
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function random_u16()
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-- ...
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end
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--- @param id BehaviorId
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--- @return Pointer_BehaviorScript
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function get_behavior_from_id(id)
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@ -10331,6 +10331,140 @@
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<br />
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---
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# functions from behavior_script.h
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<br />
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## [draw_distance_scalar](#draw_distance_scalar)
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### Lua Example
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`local numberValue = draw_distance_scalar()`
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### Parameters
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- None
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### Returns
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- `number`
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### C Prototype
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`f32 draw_distance_scalar(void);`
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[:arrow_up_small:](#)
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<br />
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## [obj_update_gfx_pos_and_angle](#obj_update_gfx_pos_and_angle)
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### Lua Example
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`obj_update_gfx_pos_and_angle(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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- None
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### C Prototype
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`void obj_update_gfx_pos_and_angle(struct Object *obj);`
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[:arrow_up_small:](#)
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<br />
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## [position_based_random_float_position](#position_based_random_float_position)
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### Lua Example
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`local numberValue = position_based_random_float_position()`
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### Parameters
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- None
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### Returns
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- `number`
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### C Prototype
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`f32 position_based_random_float_position(void);`
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[:arrow_up_small:](#)
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<br />
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## [position_based_random_u16](#position_based_random_u16)
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### Lua Example
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`local integerValue = position_based_random_u16()`
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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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`u16 position_based_random_u16(void);`
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[:arrow_up_small:](#)
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<br />
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## [random_float](#random_float)
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### Lua Example
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`local numberValue = random_float()`
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### Parameters
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- None
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### Returns
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- `number`
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### C Prototype
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`float random_float(void);`
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[:arrow_up_small:](#)
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<br />
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## [random_sign](#random_sign)
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### Lua Example
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`local integerValue = random_sign()`
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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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`s32 random_sign(void);`
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[:arrow_up_small:](#)
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<br />
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## [random_u16](#random_u16)
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### Lua Example
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`local integerValue = random_u16()`
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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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`u16 random_u16(void);`
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[:arrow_up_small:](#)
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<br />
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---
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# functions from behavior_table.h
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@ -609,6 +609,17 @@
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<br />
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- behavior_script.h
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- [draw_distance_scalar](functions-2.md#draw_distance_scalar)
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- [obj_update_gfx_pos_and_angle](functions-2.md#obj_update_gfx_pos_and_angle)
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- [position_based_random_float_position](functions-2.md#position_based_random_float_position)
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- [position_based_random_u16](functions-2.md#position_based_random_u16)
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- [random_float](functions-2.md#random_float)
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- [random_sign](functions-2.md#random_sign)
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- [random_u16](functions-2.md#random_u16)
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<br />
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- behavior_table.h
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- [get_behavior_from_id](functions-2.md#get_behavior_from_id)
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- [get_behavior_name_from_id](functions-2.md#get_behavior_name_from_id)
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@ -1464,10 +1464,6 @@ f32 position_based_random_float_position(void) {
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return rnd / (double)0x10000;
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}
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u8 cur_obj_is_last_nat_update_per_frame(void) {
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return (gCurrentObject->areaTimer == (gNetworkAreaTimer - 1));
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}
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f32 draw_distance_scalar(void) {
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if (!gBehaviorValues.InfiniteRenderDistance) { return 1.0f; }
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@ -31,7 +31,6 @@ void obj_update_gfx_pos_and_angle(struct Object *obj);
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u16 position_based_random_u16(void);
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f32 position_based_random_float_position(void);
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u8 cur_obj_is_last_nat_update_per_frame(void);
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f32 draw_distance_scalar(void);
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#endif // BEHAVIOR_SCRIPT_H
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@ -45,6 +45,7 @@
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#include "src/engine/level_script.h"
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#include "src/game/ingame_menu.h"
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#include "src/game/first_person_cam.h"
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#include "src/engine/behavior_script.h"
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////////////
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@ -9620,6 +9621,117 @@ int smlua_func_vec3f_copy_2(lua_State* L) {
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return 1;
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}
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///////////////////////
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// behavior_script.h //
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///////////////////////
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int smlua_func_draw_distance_scalar(UNUSED lua_State* L) {
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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", "draw_distance_scalar", 0, top);
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return 0;
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}
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lua_pushnumber(L, draw_distance_scalar());
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return 1;
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}
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int smlua_func_obj_update_gfx_pos_and_angle(lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 1) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "obj_update_gfx_pos_and_angle", 1, top);
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return 0;
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}
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struct Object* obj = (struct Object*)smlua_to_cobject(L, 1, LOT_OBJECT);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "obj_update_gfx_pos_and_angle"); return 0; }
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obj_update_gfx_pos_and_angle(obj);
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return 1;
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}
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int smlua_func_position_based_random_float_position(UNUSED lua_State* L) {
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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", "position_based_random_float_position", 0, top);
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return 0;
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}
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lua_pushnumber(L, position_based_random_float_position());
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return 1;
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}
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int smlua_func_position_based_random_u16(UNUSED lua_State* L) {
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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", "position_based_random_u16", 0, top);
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return 0;
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}
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lua_pushinteger(L, position_based_random_u16());
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return 1;
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}
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int smlua_func_random_float(UNUSED lua_State* L) {
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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", "random_float", 0, top);
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return 0;
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}
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lua_pushnumber(L, random_float());
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return 1;
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}
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int smlua_func_random_sign(UNUSED lua_State* L) {
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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", "random_sign", 0, top);
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return 0;
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}
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lua_pushinteger(L, random_sign());
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return 1;
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}
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int smlua_func_random_u16(UNUSED lua_State* L) {
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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", "random_u16", 0, top);
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return 0;
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}
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lua_pushinteger(L, random_u16());
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return 1;
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}
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//////////////////////
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// behavior_table.h //
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//////////////////////
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@ -33269,6 +33381,15 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "uv_update_scroll", smlua_func_uv_update_scroll);
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smlua_bind_function(L, "vec3f_copy_2", smlua_func_vec3f_copy_2);
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// behavior_script.h
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smlua_bind_function(L, "draw_distance_scalar", smlua_func_draw_distance_scalar);
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smlua_bind_function(L, "obj_update_gfx_pos_and_angle", smlua_func_obj_update_gfx_pos_and_angle);
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smlua_bind_function(L, "position_based_random_float_position", smlua_func_position_based_random_float_position);
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smlua_bind_function(L, "position_based_random_u16", smlua_func_position_based_random_u16);
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smlua_bind_function(L, "random_float", smlua_func_random_float);
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smlua_bind_function(L, "random_sign", smlua_func_random_sign);
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smlua_bind_function(L, "random_u16", smlua_func_random_u16);
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// behavior_table.h
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smlua_bind_function(L, "get_behavior_from_id", smlua_func_get_behavior_from_id);
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smlua_bind_function(L, "get_behavior_name_from_id", smlua_func_get_behavior_name_from_id);
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