This is very much an edge case, but if a delayed warp is initiated to a custom level that has an ID greater than 127 it will just loop back around to 0.
* Removed a no-longer-existing command and added a new command to the tab-completion list
* Bugfix
* bugfix 2
* Fixed a few bad german translations
* Fixed Tabcompletion for the "nametags" command
* Revert "Merge branch 'coop-deluxe:main' into main"
This reverts commit 3803ead26d23256a5200f6fa2c4c9185ce6e05f0, reversing
changes made to bd7ffb38a7560e8791118edce2cdcaf06e683d66.
* Reapply "Merge branch 'coop-deluxe:main' into main"
This reverts commit 28c1d97dd5c8a8648d4271bb59d3ca9c16df5c30.
* Fixed the "mallocation" and "static" issues
* more fixes
* Improved, cleaned up and refactored the iZeSaveStates mod and renamed it to just SaveStates
* bug fix
* removed the savestates mod
* combined both for-loops into a single one
defining each animation is no longer necessary, as the get_character_anim function now passes through the characterAnim parameter on the principle that mario's animation enums correspond to the character animation enums
only if an animation beyond the range of mario animations is defined, then it is used
this wouldn't allow characters to reuse mario's animations for different slots, but that shouldn't be needed anyways
bye bye macro
* make Lua calls to interaction functions call interaction hooks
* Revert "make Lua calls to interaction functions call interaction hooks"
This reverts commit 14c597cd340cb19acd72f7e4327f6f078bf09f1d.
* thanks peachy for a far better solution
* don't let mods lie about what interaction it is
this removes the forced taking cap off while in the palette editor. press Z to remove cap now.
it also fixes various problems that could happen that would cause the cap to stay off when it shouldn't. also fixed the taking off cap custom action sometimes playing the animation all the way through when it shouldn't.
translations by DeepL, eros, Flower35 and Skeltan
The definition of character animations has been reduced to a macro, BASE_ANIMS(), which defines initial animations that can be subsequently overwritten if the character uses different animations.
while testing, the near/far clip plane functions prevented compilation as they appeared to be using keywords, so i've also changed the offending functions' parameters.
Adding this for collision minimap, but I'm sure it'd be useful for many other mods that deal with collision in this kind of way
exposes a function, obj_get_surface_from_index. pass in an object, and the index of the surface you want. numSurfaces is also added to know when to stop iterating through surfaces
Thanks to peachy for coming up with the better method of doing this
Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>