-- AUTOGENERATED FOR CODE EDITORS -- --- @param id BehaviorId --- @return Pointer_BehaviorScript function get_behavior_from_id(id) -- ... end --- @param id BehaviorId --- @return string function get_behavior_name_from_id(id) -- ... end --- @param behavior Pointer_BehaviorScript --- @return BehaviorId function get_id_from_behavior(behavior) -- ... end --- @param name string --- @return BehaviorId function get_id_from_behavior_name(name) -- ... end --- @param behavior Pointer_BehaviorScript --- @return BehaviorId function get_id_from_vanilla_behavior(behavior) -- ... end --- @param c Camera --- @param goal number --- @param inc number --- @return nil function approach_camera_height(c, goal, inc) -- ... end --- @param current number --- @param target number --- @param multiplier number --- @return number function approach_f32_asymptotic(current, target, multiplier) -- ... end --- @param current Pointer_number --- @param target number --- @param multiplier number --- @return integer function approach_f32_asymptotic_bool(current, target, multiplier) -- ... end --- @param current integer --- @param target integer --- @param divisor integer --- @return integer function approach_s16_asymptotic(current, target, divisor) -- ... end --- @param current Pointer_integer --- @param target integer --- @param divisor integer --- @return integer function approach_s16_asymptotic_bool(current, target, divisor) -- ... end --- @param current Vec3f --- @param target Vec3f --- @param xMul number --- @param yMul number --- @param zMul number --- @return nil function approach_vec3f_asymptotic(current, target, xMul, yMul, zMul) -- ... end --- @param a Vec3f --- @param b Vec3f --- @return number function calc_abs_dist(a, b) -- ... end --- @param a Vec3f --- @param b Vec3f --- @return number function calc_hor_dist(a, b) -- ... end --- @param from Vec3f --- @param to Vec3f --- @param pitch Pointer_integer --- @param yaw Pointer_integer --- @return nil function calculate_angles(from, to, pitch, yaw) -- ... end --- @param from Vec3f --- @param to Vec3f --- @return integer function calculate_pitch(from, to) -- ... end --- @param from Vec3f --- @param to Vec3f --- @return integer function calculate_yaw(from, to) -- ... end --- @param angle integer --- @return integer function cam_select_alt_mode(angle) -- ... end --- @param value number --- @param target number --- @param increment number --- @return number function camera_approach_f32_symmetric(value, target, increment) -- ... end --- @param current Pointer_number --- @param target number --- @param increment number --- @return integer function camera_approach_f32_symmetric_bool(current, target, increment) -- ... end --- @param current Pointer_integer --- @param target integer --- @param increment integer --- @return integer function camera_approach_s16_symmetric_bool(current, target, increment) -- ... end --- @param c Camera --- @return integer function camera_course_processing(c) -- ... end --- @param from Vec3f --- @param to Vec3f --- @param maxPitch integer --- @param minPitch integer --- @return integer function clamp_pitch(from, to, maxPitch, minPitch) -- ... end --- @param pos Vec3f --- @param origin Vec3f --- @param xMax number --- @param xMin number --- @param zMax number --- @param zMin number --- @return integer function clamp_positions_and_find_yaw(pos, origin, xMax, xMin, zMax, zMin) -- ... end --- @param pos Vec3f --- @param offsetY number --- @param radius number --- @return integer function collide_with_walls(pos, offsetY, radius) -- ... end --- @param cutscene integer --- @param o Object --- @return integer function cutscene_object(cutscene, o) -- ... end --- @param cutscene integer --- @param o Object --- @param dialogID integer --- @return integer function cutscene_object_with_dialog(cutscene, o, dialogID) -- ... end --- @param cutscene integer --- @param o Object --- @return integer function cutscene_object_without_dialog(cutscene, o) -- ... end --- @param preset integer --- @return nil function cutscene_set_fov_shake_preset(preset) -- ... end --- @param obj integer --- @param frame integer --- @return integer function cutscene_spawn_obj(obj, frame) -- ... end --- @param currentState integer --- @param buttonsPressed integer --- @param buttonsDown integer --- @return integer function find_c_buttons_pressed(currentState, buttonsPressed, buttonsDown) -- ... end --- @param pg PlayerGeometry --- @return nil function find_mario_floor_and_ceil(pg) -- ... end --- @param c Camera --- @return integer function get_cutscene_from_mario_status(c) -- ... end --- @param c Camera --- @return nil function handle_c_button_movement(c) -- ... end --- @param from Vec3f --- @param to Vec3f --- @param surf Surface --- @param range integer --- @param surfType integer --- @return integer function is_range_behind_surface(from, to, surf, range, surfType) -- ... end --- @param posX number --- @param posY number --- @param posZ number --- @return integer function is_within_100_units_of_mario(posX, posY, posZ) -- ... end --- @param c Camera --- @return nil function move_mario_head_c_up(c) -- ... end --- @param newPos Vec3f --- @param newFoc Vec3f --- @param curPos Vec3f --- @param curFoc Vec3f --- @param oldPos Vec3f --- @param oldFoc Vec3f --- @param yaw integer --- @return integer function next_lakitu_state(newPos, newFoc, curPos, curFoc, oldPos, oldFoc, yaw) -- ... end --- @param o Object --- @param point Vec3f --- @param pitchOff integer --- @param yawOff integer --- @param pitchDiv integer --- @param yawDiv integer --- @return nil function obj_rotate_towards_point(o, point, pitchOff, yawOff, pitchDiv, yawDiv) -- ... end --- @param dst Vec3f --- @param o Object --- @return nil function object_pos_to_vec3f(dst, o) -- ... end --- @param dst Vec3f --- @param from Vec3f --- @param to Vec3f --- @param rotation Vec3s --- @return nil function offset_rotated(dst, from, to, rotation) -- ... end --- @param c Camera --- @param areaYaw integer --- @return integer function offset_yaw_outward_radial(c, areaYaw) -- ... end --- @return nil function play_camera_buzz_if_c_sideways() -- ... end --- @return nil function play_camera_buzz_if_cbutton() -- ... end --- @return nil function play_camera_buzz_if_cdown() -- ... end --- @param c Camera --- @return nil function play_cutscene(c) -- ... end --- @return nil function play_sound_button_change_blocked() -- ... end --- @return nil function play_sound_cbutton_down() -- ... end --- @return nil function play_sound_cbutton_side() -- ... end --- @return nil function play_sound_cbutton_up() -- ... end --- @return nil function play_sound_if_cam_switched_to_lakitu_or_mario() -- ... end --- @return nil function play_sound_rbutton_changed() -- ... end --- @param c Camera --- @param unused number --- @return integer function radial_camera_input(c, unused) -- ... end --- @param dst Vec3s --- @param xRange integer --- @param yRange integer --- @param zRange integer --- @return nil function random_vec3s(dst, xRange, yRange, zRange) -- ... end --- @param c Camera --- @return nil function reset_camera(c) -- ... end --- @param pos Vec3f --- @param lastGood Vec3f --- @return nil function resolve_geometry_collisions(pos, lastGood) -- ... end --- @param c Camera --- @param cPos Vec3f --- @param avoidYaw Pointer_integer --- @param yawRange integer --- @return integer function rotate_camera_around_walls(c, cPos, avoidYaw, yawRange) -- ... end --- @param dst Vec3f --- @param src Vec3f --- @param yaw integer --- @return nil function rotate_in_xz(dst, src, yaw) -- ... end --- @param dst Vec3f --- @param src Vec3f --- @param pitch integer --- @return nil function rotate_in_yz(dst, src, pitch) -- ... end --- @param dest Vec3f --- @param from Vec3f --- @param to Vec3f --- @param scale number --- @return nil function scale_along_line(dest, from, to, scale) -- ... end --- @return nil function select_mario_cam_mode() -- ... end --- @param mode integer --- @return integer function set_cam_angle(mode) -- ... end --- @param c Camera --- @param mode integer --- @param frames integer --- @return nil function set_camera_mode(c, mode, frames) -- ... end --- @param c Camera --- @param x integer --- @param y integer --- @param z integer --- @return integer function set_camera_mode_fixed(c, x, y, z) -- ... end --- @param mag integer --- @param decay integer --- @param inc integer --- @return nil function set_camera_pitch_shake(mag, decay, inc) -- ... end --- @param mag integer --- @param decay integer --- @param inc integer --- @return nil function set_camera_roll_shake(mag, decay, inc) -- ... end --- @param shake integer --- @return nil function set_camera_shake_from_hit(shake) -- ... end --- @param shake integer --- @param posX number --- @param posY number --- @param posZ number --- @return nil function set_camera_shake_from_point(shake, posX, posY, posZ) -- ... end --- @param mag integer --- @param decay integer --- @param inc integer --- @return nil function set_camera_yaw_shake(mag, decay, inc) -- ... end --- @param shake integer --- @return nil function set_environmental_camera_shake(shake) -- ... end --- @param preset integer --- @return nil function set_fixed_cam_axis_sa_lobby(preset) -- ... end --- @param func integer --- @return nil function set_fov_function(func) -- ... end --- @param amplitude integer --- @param decay integer --- @param shakeSpeed integer --- @return nil function set_fov_shake(amplitude, decay, shakeSpeed) -- ... end --- @param preset integer --- @param posX number --- @param posY number --- @param posZ number --- @return nil function set_fov_shake_from_point_preset(preset, posX, posY, posZ) -- ... end --- @param mode integer --- @return nil function set_handheld_shake(mode) -- ... end --- @param dst Pointer_number --- @param goal number --- @param scale number --- @return integer function set_or_approach_f32_asymptotic(dst, goal, scale) -- ... end --- @param current Pointer_integer --- @param target integer --- @param increment integer --- @return integer function set_or_approach_s16_symmetric(current, target, increment) -- ... end --- @param dst Vec3f --- @param goal Vec3f --- @param xMul number --- @param yMul number --- @param zMul number --- @return nil function set_or_approach_vec3f_asymptotic(dst, goal, xMul, yMul, zMul) -- ... end --- @param mag integer --- @param decay integer --- @param inc integer --- @param maxDist number --- @param posX number --- @param posY number --- @param posZ number --- @return nil function set_pitch_shake_from_point(mag, decay, inc, maxDist, posX, posY, posZ) -- ... end --- @param pos Vec3f --- @param focus Vec3f --- @return nil function shake_camera_handheld(pos, focus) -- ... end --- @param pos Vec3f --- @param focus Vec3f --- @return nil function shake_camera_pitch(pos, focus) -- ... end --- @param roll Pointer_integer --- @return nil function shake_camera_roll(roll) -- ... end --- @param pos Vec3f --- @param focus Vec3f --- @return nil function shake_camera_yaw(pos, focus) -- ... end --- @param c Camera --- @return nil function soft_reset_camera(c) -- ... end --- @param c Camera --- @param cutscene integer --- @return nil function start_cutscene(c, cutscene) -- ... end --- @param cutscene integer --- @return integer function start_object_cutscene_without_focus(cutscene) -- ... end --- @param c Camera --- @param frames integer --- @return nil function transition_next_state(c, frames) -- ... end --- @param trigger integer --- @return integer function trigger_cutscene_dialog(trigger) -- ... end --- @param dst Vec3f --- @param src Vec3f --- @return nil function vec3f_sub(dst, src) -- ... end --- @param o Object --- @param src Vec3f --- @return nil function vec3f_to_object_pos(o, src) -- ... end --- @param displacementX number --- @param displacementY number --- @param displacementZ number --- @return nil function warp_camera(displacementX, displacementY, displacementZ) -- ... end --- @param m MarioState --- @return Character function get_character(m) -- ... end --- @param m MarioState --- @return number function get_character_anim_offset(m) -- ... end --- @param m MarioState --- @param characterSound CharacterSound --- @return nil function play_character_sound(m, characterSound) -- ... end --- @param m MarioState --- @param characterSound CharacterSound --- @param flags integer --- @return nil function play_character_sound_if_no_flag(m, characterSound, flags) -- ... end --- @param m MarioState --- @param characterSound CharacterSound --- @param offset integer --- @return nil function play_character_sound_offset(m, characterSound, offset) -- ... end --- @param m MarioState --- @return nil function update_character_anim_offset(m) -- ... end --- @param message string --- @return nil function djui_chat_message_create(message) -- ... end --- @return integer function djui_hud_get_screen_height() -- ... end --- @return integer function djui_hud_get_screen_width() -- ... end --- @param message string --- @return number function djui_hud_measure_text(message) -- ... end --- @param message string --- @param x number --- @param y number --- @param scale number --- @return nil function djui_hud_print_text(message, x, y, scale) -- ... end --- @param x number --- @param y number --- @param width number --- @param height number --- @return nil function djui_hud_render_rect(x, y, width, height) -- ... end --- @param texInfo TextureInfo --- @param x number --- @param y number --- @param scaleW number --- @param scaleH number --- @return nil function djui_hud_render_texture(texInfo, x, y, scaleW, scaleH) -- ... end --- @param r integer --- @param g integer --- @param b integer --- @param a integer --- @return nil function djui_hud_set_color(r, g, b, a) -- ... end --- @param fontType DjuiFontType --- @return nil function djui_hud_set_font(fontType) -- ... end --- @param resolutionType HudUtilsResolution --- @return nil function djui_hud_set_resolution(resolutionType) -- ... end --- @param message string --- @param lines integer --- @return nil function djui_popup_create(message, lines) -- ... end --- @param player integer --- @param targetScale integer --- @param fadeDuration integer --- @return nil function fade_volume_scale(player, targetScale, fadeDuration) -- ... end --- @param arg0 integer --- @param fadeOut integer --- @return nil function fadeout_background_music(arg0, fadeOut) -- ... end --- @return nil function play_course_clear() -- ... end --- @param dialogID integer --- @return nil function play_dialog_sound(dialogID) -- ... end --- @param player integer --- @param seqArgs integer --- @param fadeTimer integer --- @return nil function play_music(player, seqArgs, fadeTimer) -- ... end --- @return nil function play_peachs_jingle() -- ... end --- @param arg0 integer --- @return nil function play_power_star_jingle(arg0) -- ... end --- @return nil function play_puzzle_jingle() -- ... end --- @return nil function play_race_fanfare() -- ... end --- @param seqId integer --- @param bgMusicVolume integer --- @param volume integer --- @param fadeTimer integer --- @return nil function play_secondary_music(seqId, bgMusicVolume, volume, fadeTimer) -- ... end --- @param soundBits integer --- @param pos Vec3f --- @return nil function play_sound(soundBits, pos) -- ... end --- @param soundBits integer --- @param pos Vec3f --- @param freqScale number --- @return nil function play_sound_with_freq_scale(soundBits, pos, freqScale) -- ... end --- @return nil function play_star_fanfare() -- ... end --- @return nil function play_toads_jingle() -- ... end --- @param player integer --- @param fadeDuration integer --- @return nil function seq_player_fade_out(player, fadeDuration) -- ... end --- @param player integer --- @param fadeDuration integer --- @param percentage integer --- @return nil function seq_player_lower_volume(player, fadeDuration, percentage) -- ... end --- @param player integer --- @param fadeDuration integer --- @return nil function seq_player_unlower_volume(player, fadeDuration) -- ... end --- @param m MarioState --- @return integer function does_mario_have_normal_cap_on_head(m) -- ... end --- @param door Object --- @return integer function get_door_save_file_flag(door) -- ... end --- @param m MarioState --- @param capSpeed number --- @return nil function mario_blow_off_cap(m, capSpeed) -- ... end --- @param m MarioState --- @return integer function mario_check_object_grab(m) -- ... end --- @param m MarioState --- @return nil function mario_drop_held_object(m) -- ... end --- @param m MarioState --- @param interactType integer --- @return Object function mario_get_collided_object(m, interactType) -- ... end --- @param m MarioState --- @return nil function mario_grab_used_object(m) -- ... end --- @param m MarioState --- @param arg integer --- @return integer function mario_lose_cap_to_enemy(m, arg) -- ... end --- @param m MarioState --- @param o Object --- @return integer function mario_obj_angle_to_object(m, o) -- ... end --- @param m MarioState --- @return nil function mario_retrieve_cap(m) -- ... end --- @param m MarioState --- @return nil function mario_stop_riding_and_holding(m) -- ... end --- @param m MarioState --- @return nil function mario_stop_riding_object(m) -- ... end --- @param m MarioState --- @return nil function mario_throw_held_object(m) -- ... end --- @param courseNum integer --- @param levelNum integer --- @param areaIndex integer --- @return string function get_level_name(courseNum, levelNum, areaIndex) -- ... end --- @param m MarioState --- @return nil function adjust_sound_for_speed(m) -- ... end --- @param m MarioState --- @return integer function check_common_action_exits(m) -- ... end --- @param m MarioState --- @return integer function check_common_hold_action_exits(m) -- ... end --- @param m MarioState --- @param action integer --- @param actionArg integer --- @return integer function drop_and_set_mario_action(m, action, actionArg) -- ... end --- @param o Object --- @return integer function execute_mario_action(o) -- ... end --- @param m MarioState --- @param angleFromMario integer --- @param distFromMario number --- @return number function find_floor_height_relative_polar(m, angleFromMario, distFromMario) -- ... end --- @param m MarioState --- @param yawOffset integer --- @return integer function find_floor_slope(m, yawOffset) -- ... end --- @param o Object --- @param yaw integer --- @param translation Vec3s --- @return integer function find_mario_anim_flags_and_translation(o, yaw, translation) -- ... end --- @param m MarioState --- @return integer function force_idle_state(m) -- ... end --- @param m MarioState --- @param action integer --- @param actionArg integer --- @param hurtCounter integer --- @return integer function hurt_and_set_mario_action(m, action, actionArg, hurtCounter) -- ... end --- @param m MarioState --- @return integer function is_anim_at_end(m) -- ... end --- @param m MarioState --- @return integer function is_anim_past_end(m) -- ... end --- @param m MarioState --- @param animFrame integer --- @return integer function is_anim_past_frame(m, animFrame) -- ... end --- @param m MarioState --- @return boolean function mario_can_bubble(m) -- ... end --- @param m MarioState --- @param turnYaw integer --- @return integer function mario_facing_downhill(m, turnYaw) -- ... end --- @param m MarioState --- @return integer function mario_floor_is_slippery(m) -- ... end --- @param m MarioState --- @return integer function mario_floor_is_slope(m) -- ... end --- @param m MarioState --- @return integer function mario_floor_is_steep(m) -- ... end --- @param m MarioState --- @return integer function mario_get_floor_class(m) -- ... end --- @param m MarioState --- @return integer function mario_get_terrain_sound_addend(m) -- ... end --- @param m MarioState --- @return nil function mario_set_bubbled(m) -- ... end --- @param m MarioState --- @param speed number --- @return nil function mario_set_forward_vel(m, speed) -- ... end --- @param m MarioState --- @param soundBits integer --- @param waveParticleType integer --- @return nil function play_mario_action_sound(m, soundBits, waveParticleType) -- ... end --- @param m MarioState --- @param soundBits integer --- @return nil function play_mario_heavy_landing_sound(m, soundBits) -- ... end --- @param m MarioState --- @param soundBits integer --- @return nil function play_mario_heavy_landing_sound_once(m, soundBits) -- ... end --- @param m MarioState --- @return nil function play_mario_jump_sound(m) -- ... end --- @param m MarioState --- @param soundBits integer --- @return nil function play_mario_landing_sound(m, soundBits) -- ... end --- @param m MarioState --- @param soundBits integer --- @return nil function play_mario_landing_sound_once(m, soundBits) -- ... end --- @param m MarioState --- @param primarySoundBits integer --- @param scondarySoundBits integer --- @return nil function play_mario_sound(m, primarySoundBits, scondarySoundBits) -- ... end --- @param m MarioState --- @param soundBits integer --- @param waveParticleType integer --- @return nil function play_sound_and_spawn_particles(m, soundBits, waveParticleType) -- ... end --- @param m MarioState --- @param soundBits integer --- @param flags integer --- @return nil function play_sound_if_no_flag(m, soundBits, flags) -- ... end --- @param pos Vec3f --- @param offset number --- @param radius number --- @return Surface function resolve_and_return_wall_collisions(pos, offset, radius) -- ... end --- @param m MarioState --- @return integer function return_mario_anim_y_translation(m) -- ... end --- @param m MarioState --- @param animFrame integer --- @return nil function set_anim_to_frame(m, animFrame) -- ... end --- @param m MarioState --- @return integer function set_jump_from_landing(m) -- ... end --- @param m MarioState --- @param action integer --- @param actionArg integer --- @return integer function set_jumping_action(m, action, actionArg) -- ... end --- @param m MarioState --- @param action integer --- @param actionArg integer --- @return integer function set_mario_action(m, action, actionArg) -- ... end --- @param m MarioState --- @param targetAnimID integer --- @param accel integer --- @return integer function set_mario_anim_with_accel(m, targetAnimID, accel) -- ... end --- @param m MarioState --- @param targetAnimID integer --- @return integer function set_mario_animation(m, targetAnimID) -- ... end --- @param m MarioState --- @param initialVelY number --- @param multiplier number --- @return nil function set_mario_y_vel_based_on_fspeed(m, initialVelY, multiplier) -- ... end --- @param m MarioState --- @return nil function set_steep_jump_action(m) -- ... end --- @param m MarioState --- @return integer function set_water_plunge_action(m) -- ... end --- @param m MarioState --- @return integer function transition_submerged_to_walking(m) -- ... end --- @param m MarioState --- @return nil function update_mario_pos_for_anim(m) -- ... end --- @param m MarioState --- @return nil function update_mario_sound_and_camera(m) -- ... end --- @param m MarioState --- @return integer function check_common_airborne_cancels(m) -- ... end --- @param m MarioState --- @param hardFallAction integer --- @return integer function check_fall_damage(m, hardFallAction) -- ... end --- @param m MarioState --- @param hardFallAction integer --- @return integer function check_fall_damage_or_get_stuck(m, hardFallAction) -- ... end --- @param m MarioState --- @return integer function check_horizontal_wind(m) -- ... end --- @param m MarioState --- @return integer function check_kick_or_dive_in_air(m) -- ... end --- @param m MarioState --- @return integer function check_wall_kick(m) -- ... end --- @param m MarioState --- @param landAction integer --- @param animation integer --- @param stepArg integer --- @return integer function common_air_action_step(m, landAction, animation, stepArg) -- ... end --- @param m MarioState --- @param landAction integer --- @param hardFallAction integer --- @param animation integer --- @param speed number --- @return integer function common_air_knockback_step(m, landAction, hardFallAction, animation, speed) -- ... end --- @param m MarioState --- @return integer function lava_boost_on_wall(m) -- ... end --- @param m MarioState --- @return integer function mario_execute_airborne_action(m) -- ... end --- @param m MarioState --- @return nil function play_far_fall_sound(m) -- ... end --- @param m MarioState --- @param frame1 integer --- @param frame2 integer --- @param frame3 integer --- @return nil function play_flip_sounds(m, frame1, frame2, frame3) -- ... end --- @param m MarioState --- @return nil function play_knockback_sound(m) -- ... end --- @param m MarioState --- @return integer function should_get_stuck_in_ground(m) -- ... end --- @param m MarioState --- @return nil function update_air_with_turn(m) -- ... end --- @param m MarioState --- @return nil function update_air_without_turn(m) -- ... end --- @param m MarioState --- @return nil function update_flying(m) -- ... end --- @param m MarioState --- @return nil function update_flying_pitch(m) -- ... end --- @param m MarioState --- @return nil function update_flying_yaw(m) -- ... end --- @param m MarioState --- @return nil function update_lava_boost_or_twirling(m) -- ... end --- @param m MarioState --- @return nil function add_tree_leaf_particles(m) -- ... end --- @param m MarioState --- @return integer function check_common_automatic_cancels(m) -- ... end --- @param m MarioState --- @return nil function climb_up_ledge(m) -- ... end --- @param m MarioState --- @return integer function let_go_of_ledge(m) -- ... end --- @param m MarioState --- @return integer function mario_execute_automatic_action(m) -- ... end --- @param m MarioState --- @param nextPos Vec3f --- @return integer function perform_hanging_step(m, nextPos) -- ... end --- @param m MarioState --- @param b integer --- @return nil function play_climbing_sounds(m, b) -- ... end --- @param m MarioState --- @param offsetY number --- @return integer function set_pole_position(m, offsetY) -- ... end --- @param m MarioState --- @return integer function update_hang_moving(m) -- ... end --- @param m MarioState --- @return nil function update_hang_stationary(m) -- ... end --- @param m MarioState --- @param animation integer --- @param endAction integer --- @return nil function update_ledge_climb(m, animation, endAction) -- ... end --- @param m MarioState --- @return nil function update_ledge_climb_camera(m) -- ... end --- @return nil function bhv_end_peach_loop() -- ... end --- @return nil function bhv_end_toad_loop() -- ... end --- @param m MarioState --- @param animation integer --- @param frameToDeathWarp integer --- @return integer function common_death_handler(m, animation, frameToDeathWarp) -- ... end --- @param m MarioState --- @return nil function cutscene_put_cap_on(m) -- ... end --- @param m MarioState --- @return nil function cutscene_take_cap_off(m) -- ... end --- @param m MarioState --- @param isInWater integer --- @return nil function general_star_dance_handler(m, isInWater) -- ... end --- @param x integer --- @param y integer --- @param z integer --- @param radius number --- @return nil function generate_yellow_sparkles(x, y, z, radius) -- ... end --- @param m MarioState --- @return integer function get_star_collection_dialog(m) -- ... end --- @param m MarioState --- @return nil function handle_save_menu(m) -- ... end --- @param m MarioState --- @param endAction integer --- @param animation integer --- @param forwardVel number --- @return integer function launch_mario_until_land(m, endAction, animation, forwardVel) -- ... end --- @param m MarioState --- @return integer function mario_execute_cutscene_action(m) -- ... end --- @param m MarioState --- @return integer function mario_ready_to_speak(m) -- ... end --- @return nil function print_displaying_credits_entry() -- ... end --- @param m MarioState --- @param object Object --- @return integer function should_start_or_continue_dialog(m, object) -- ... end --- @param m MarioState --- @param animation integer --- @param unstuckFrame integer --- @param target2 integer --- @param target3 integer --- @param endAction integer --- @return nil function stuck_in_ground_handler(m, animation, unstuckFrame, target2, target3, endAction) -- ... end --- @param m MarioState --- @return nil function align_with_floor(m) -- ... end --- @param m MarioState --- @return integer function analog_stick_held_back(m) -- ... end --- @param m MarioState --- @return nil function anim_and_audio_for_heavy_walk(m) -- ... end --- @param m MarioState --- @return nil function anim_and_audio_for_hold_walk(m) -- ... end --- @param m MarioState --- @return nil function anim_and_audio_for_walk(m) -- ... end --- @param m MarioState --- @param frictionFactor number --- @return integer function apply_landing_accel(m, frictionFactor) -- ... end --- @param m MarioState --- @return nil function apply_slope_accel(m) -- ... end --- @param m MarioState --- @param decelCoef number --- @return integer function apply_slope_decel(m, decelCoef) -- ... end --- @param m MarioState --- @return integer function begin_braking_action(m) -- ... end --- @param m MarioState --- @param forwardVel number --- @param action integer --- @param actionArg integer --- @return integer function begin_walking_action(m, forwardVel, action, actionArg) -- ... end --- @param m MarioState --- @return integer function check_common_moving_cancels(m) -- ... end --- @param m MarioState --- @return integer function check_ground_dive_or_punch(m) -- ... end --- @param m MarioState --- @return nil function check_ledge_climb_down(m) -- ... end --- @param m MarioState --- @param animation integer --- @param arg2 integer --- @param arg3 integer --- @param arg4 integer --- @return integer function common_ground_knockback_action(m, animation, arg2, arg3, arg4) -- ... end --- @param m MarioState --- @param animation integer --- @param airAction integer --- @return integer function common_landing_action(m, animation, airAction) -- ... end --- @param m MarioState --- @param endAction integer --- @param airAction integer --- @param animation integer --- @return nil function common_slide_action(m, endAction, airAction, animation) -- ... end --- @param m MarioState --- @param stopAction integer --- @param jumpAction integer --- @param airAction integer --- @param animation integer --- @return integer function common_slide_action_with_jump(m, stopAction, jumpAction, airAction, animation) -- ... end --- @param m MarioState --- @return integer function mario_execute_moving_action(m) -- ... end --- @param m MarioState --- @param frame1 integer --- @param frame2 integer --- @return nil function play_step_sound(m, frame1, frame2) -- ... end --- @param m MarioState --- @param startPos Vec3f --- @return nil function push_or_sidle_wall(m, startPos) -- ... end --- @param m MarioState --- @param animation1 integer --- @param animation2 integer --- @param endAction integer --- @param airAction integer --- @return integer function quicksand_jump_land_action(m, animation1, animation2, endAction, airAction) -- ... end --- @param m MarioState --- @param action integer --- @param actionArg integer --- @return integer function set_triple_jump_action(m, action, actionArg) -- ... end --- @param m MarioState --- @return integer function should_begin_sliding(m) -- ... end --- @param m MarioState --- @param fastAction integer --- @param slowAction integer --- @return nil function slide_bonk(m, fastAction, slowAction) -- ... end --- @param m MarioState --- @param stopAction integer --- @param airAction integer --- @param animation integer --- @return integer function stomach_slide_action(m, stopAction, airAction, animation) -- ... end --- @param m MarioState --- @return nil function tilt_body_butt_slide(m) -- ... end --- @param m MarioState --- @param startYaw integer --- @return nil function tilt_body_ground_shell(m, startYaw) -- ... end --- @param m MarioState --- @return integer function tilt_body_running(m) -- ... end --- @param m MarioState --- @param startYaw integer --- @return nil function tilt_body_walking(m, startYaw) -- ... end --- @param m MarioState --- @return integer function update_decelerating_speed(m) -- ... end --- @param m MarioState --- @return nil function update_shell_speed(m) -- ... end --- @param m MarioState --- @param stopSpeed number --- @return integer function update_sliding(m, stopSpeed) -- ... end --- @param m MarioState --- @param accel number --- @param lossFactor number --- @return nil function update_sliding_angle(m, accel, lossFactor) -- ... end --- @param m MarioState --- @return nil function update_walking_speed(m) -- ... end --- @param m MarioState --- @param animation integer --- @param endAction integer --- @return nil function animated_stationary_ground_step(m, animation, endAction) -- ... end --- @param m MarioState --- @return integer function check_common_object_cancels(m) -- ... end --- @param m MarioState --- @return integer function mario_execute_object_action(m) -- ... end --- @param m MarioState --- @return integer function mario_update_punch_sequence(m) -- ... end --- @param m MarioState --- @return integer function check_common_hold_idle_cancels(m) -- ... end --- @param m MarioState --- @return integer function check_common_idle_cancels(m) -- ... end --- @param m MarioState --- @param action integer --- @return integer function check_common_landing_cancels(m, action) -- ... end --- @param m MarioState --- @return integer function check_common_stationary_cancels(m) -- ... end --- @param m MarioState --- @param arg1 integer --- @param action integer --- @return integer function landing_step(m, arg1, action) -- ... end --- @param m MarioState --- @return integer function mario_execute_stationary_action(m) -- ... end --- @param m MarioState --- @param actionState integer --- @param animFrame integer --- @param sound integer --- @return nil function play_anim_sound(m, actionState, animFrame, sound) -- ... end --- @param m MarioState --- @param animID integer --- @param action integer --- @return nil function stopping_step(m, animID, action) -- ... end --- @param m MarioState --- @param step Vec3f --- @return nil function apply_water_current(m, step) -- ... end --- @param m MarioState --- @return nil function float_surface_gfx(m) -- ... end --- @param m MarioState --- @return integer function mario_execute_submerged_action(m) -- ... end --- @param m MarioState --- @param nextPos Vec3f --- @return integer function perform_water_full_step(m, nextPos) -- ... end --- @param m MarioState --- @return integer function perform_water_step(m) -- ... end --- @param m MarioState --- @param particleFlag integer --- @return nil function set_swimming_at_surface_particles(m, particleFlag) -- ... end --- @return number function get_additive_y_vel_for_jumps() -- ... end --- @param data BullyCollisionData --- @param posX number --- @param posZ number --- @param forwardVel number --- @param yaw integer --- @param conversionRatio number --- @param radius number --- @return nil function init_bully_collision_data(data, posX, posZ, forwardVel, yaw, conversionRatio, radius) -- ... end --- @param arg0 MarioState --- @param arg1 integer --- @return nil function mario_bonk_reflection(arg0, arg1) -- ... end --- @param arg0 MarioState --- @param arg1 integer --- @param arg2 integer --- @return integer function mario_push_off_steep_floor(arg0, arg1, arg2) -- ... end --- @param arg0 MarioState --- @return integer function mario_update_moving_sand(arg0) -- ... end --- @param arg0 MarioState --- @param arg1 number --- @return integer function mario_update_quicksand(arg0, arg1) -- ... end --- @param arg0 MarioState --- @return integer function mario_update_windy_ground(arg0) -- ... end --- @param arg0 MarioState --- @param arg1 integer --- @return integer function perform_air_step(arg0, arg1) -- ... end --- @param arg0 MarioState --- @return integer function perform_ground_step(arg0) -- ... end --- @param m MarioState --- @return nil function set_vel_from_pitch_and_yaw(m) -- ... end --- @param arg0 MarioState --- @return integer function stationary_ground_step(arg0) -- ... end --- @param arg0 MarioState --- @return nil function stop_and_set_height_to_floor(arg0) -- ... end --- @param courseNum integer --- @param actNum integer --- @param levelNum integer --- @param areaIndex integer --- @return NetworkPlayer function get_network_player_from_area(courseNum, actNum, levelNum, areaIndex) -- ... end --- @param courseNum integer --- @param actNum integer --- @param levelNum integer --- @return NetworkPlayer function get_network_player_from_level(courseNum, actNum, levelNum) -- ... end --- @return NetworkPlayer function get_network_player_smallest_global() -- ... end --- @return integer function network_player_connected_count() -- ... end --- @param globalIndex integer --- @return NetworkPlayer function network_player_from_global_index(globalIndex) -- ... end --- @param np NetworkPlayer --- @param description string --- @param r integer --- @param g integer --- @param b integer --- @param a integer --- @return nil function network_player_set_description(np, description, r, g, b, a) -- ... end --- @param localIndex integer --- @return string function network_get_player_text_color_string(localIndex) -- ... end --- @param localIndex integer --- @return integer function network_global_index_from_local(localIndex) -- ... end --- @return boolean function network_is_server() -- ... end --- @param globalIndex integer --- @return integer function network_local_index_from_global(globalIndex) -- ... end --- @param f number --- @return number function absf_2(f) -- ... end --- @param objFloor Surface --- @param objFloorY number --- @param objVelX number --- @param objVelZ number --- @return nil function calc_new_obj_vel_and_pos_y(objFloor, objFloorY, objVelX, objVelZ) -- ... end --- @param objFloor Surface --- @param floorY number --- @param objVelX number --- @param objVelZ number --- @param waterY number --- @return nil function calc_new_obj_vel_and_pos_y_underwater(objFloor, floorY, objVelX, objVelZ, waterY) -- ... end --- @param objFriction Pointer_number --- @param floor_nY number --- @return nil function calc_obj_friction(objFriction, floor_nY) -- ... end --- @param room integer --- @return integer function current_mario_room_check(room) -- ... end --- @param m MarioState --- @param obj Object --- @return integer function is_nearest_mario_state_to_object(m, obj) -- ... end --- @param m Object --- @param obj Object --- @return integer function is_nearest_player_to_object(m, obj) -- ... end --- @return integer function is_other_player_active() -- ... end --- @param m MarioState --- @return integer function is_player_active(m) -- ... end --- @param m MarioState --- @return integer function is_player_in_local_area(m) -- ... end --- @param obj Object --- @param x number --- @param y number --- @param z number --- @param dist integer --- @return integer function is_point_close_to_object(obj, x, y, z, dist) -- ... end --- @param x number --- @param y number --- @param z number --- @param dist integer --- @return integer function is_point_within_radius_of_mario(x, y, z, dist) -- ... end --- @param obj Object --- @return MarioState function nearest_interacting_mario_state_to_object(obj) -- ... end --- @param obj Object --- @return Object function nearest_interacting_player_to_object(obj) -- ... end --- @param obj Object --- @return MarioState function nearest_mario_state_to_object(obj) -- ... end --- @param obj Object --- @return Object function nearest_player_to_object(obj) -- ... end --- @param collisionFlags integer --- @param floor Surface --- @return nil function obj_check_floor_death(collisionFlags, floor) -- ... end --- @param base integer --- @param goal integer --- @param range integer --- @return integer function obj_check_if_facing_toward_angle(base, goal, range) -- ... end --- @param objNewX number --- @param objY number --- @param objNewZ number --- @param objVelX number --- @param objVelZ number --- @return integer function obj_find_wall(objNewX, objY, objNewZ, objVelX, objVelZ) -- ... end --- @param dist Vec3f --- @param x number --- @param y number --- @param z number --- @param radius number --- @return integer function obj_find_wall_displacement(dist, x, y, z, radius) -- ... end --- @param obj Object --- @param lifeSpan integer --- @return integer function obj_flicker_and_disappear(obj, lifeSpan) -- ... end --- @return integer function obj_lava_death() -- ... end --- @param obj Object --- @return nil function obj_move_xyz_using_fvel_and_yaw(obj) -- ... end --- @param obj Object --- @param normalX number --- @param normalY number --- @param normalZ number --- @return nil function obj_orient_graph(obj, normalX, normalY, normalZ) -- ... end --- @param obj Object --- @param homeX number --- @param homeY number --- @param homeZ number --- @param baseDisp integer --- @return nil function obj_return_and_displace_home(obj, homeX, homeY, homeZ, baseDisp) -- ... end --- @param obj Object --- @param homeX number --- @param y number --- @param homeZ number --- @param dist integer --- @return integer function obj_return_home_if_safe(obj, homeX, y, homeZ, dist) -- ... end --- @param obj Object --- @param nCoins integer --- @return nil function obj_spawn_yellow_coins(obj, nCoins) -- ... end --- @param waterY integer --- @param objY integer --- @return nil function obj_splash(waterY, objY) -- ... end --- @return nil function obj_update_pos_vel_xz() -- ... end --- @return integer function object_step() -- ... end --- @return integer function object_step_without_floor_orient() -- ... end --- @param obj Object --- @param dist integer --- @return nil function set_object_visibility(obj, dist) -- ... end --- @return nil function set_yoshi_as_not_dead() -- ... end --- @param behParam integer --- @param relX integer --- @param relY integer --- @param relZ integer --- @return nil function spawn_orange_number(behParam, relX, relY, relZ) -- ... end --- @param objFloor Surface --- @param floorY number --- @param objVelX number --- @param objVelZ number --- @return integer function turn_obj_away_from_steep_floor(objFloor, floorY, objVelX, objVelZ) -- ... end --- @param velX number --- @param velZ number --- @param nX number --- @param nY number --- @param nZ number --- @param objYawX Pointer_number --- @param objYawZ Pointer_number --- @return nil function turn_obj_away_from_surface(velX, velZ, nX, nY, nZ, objYawX, objYawZ) -- ... end --- @param px Pointer_number --- @param target number --- @param delta number --- @return integer function approach_f32_ptr(px, target, delta) -- ... end --- @param arg0 integer --- @return integer function cur_obj_init_anim_and_check_if_end(arg0) -- ... end --- @param arg0 integer --- @param arg1 integer --- @return integer function cur_obj_init_anim_check_frame(arg0, arg1) -- ... end --- @param arg0 integer --- @return nil function cur_obj_init_anim_extend(arg0) -- ... end --- @param arg0 integer --- @param arg1 integer --- @param sound integer --- @return integer function cur_obj_play_sound_at_anim_range(arg0, arg1, sound) -- ... end --- @param arg0 integer --- @return integer function cur_obj_set_anim_if_at_end(arg0) -- ... end --- @param arg0 number --- @param arg1 number --- @return nil function cur_obj_spin_all_dimensions(arg0, arg1) -- ... end --- @param baseScale number --- @return nil function obj_act_knockback(baseScale) -- ... end --- @param baseScale number --- @return nil function obj_act_squished(baseScale) -- ... end --- @param targetYaw Pointer_integer --- @return integer function obj_bounce_off_walls_edges_objects(targetYaw) -- ... end --- @param hitbox ObjectHitbox --- @param attackedMarioAction integer --- @return integer function obj_check_attacks(hitbox, attackedMarioAction) -- ... end --- @param speed number --- @return nil function obj_compute_vel_from_move_pitch(speed) -- ... end --- @return integer function obj_die_if_above_lava_and_health_non_positive() -- ... end --- @return nil function obj_die_if_health_non_positive() -- ... end --- @param targetPitch integer --- @param deltaPitch integer --- @return integer function obj_face_pitch_approach(targetPitch, deltaPitch) -- ... end --- @param targetRoll integer --- @param deltaRoll integer --- @return integer function obj_face_roll_approach(targetRoll, deltaRoll) -- ... end --- @param targetYaw integer --- @param deltaYaw integer --- @return integer function obj_face_yaw_approach(targetYaw, deltaYaw) -- ... end --- @param target number --- @param delta number --- @return integer function obj_forward_vel_approach(target, delta) -- ... end --- @return integer function obj_get_pitch_from_vel() -- ... end --- @param latDistToHome number --- @return integer function obj_get_pitch_to_home(latDistToHome) -- ... end --- @param scaleVel Pointer_number --- @param shootFireScale number --- @param endScale number --- @return integer function obj_grow_then_shrink(scaleVel, shootFireScale, endScale) -- ... end --- @param hitbox ObjectHitbox --- @param attackedMarioAction integer --- @param attackHandlers Pointer_integer --- @return integer function obj_handle_attacks(hitbox, attackedMarioAction, attackHandlers) -- ... end --- @param m MarioState --- @param maxDist number --- @param maxAngleDiff integer --- @return integer function obj_is_near_to_and_facing_mario(m, maxDist, maxAngleDiff) -- ... end --- @return integer function obj_is_rendering_enabled() -- ... end --- @param endAction integer --- @return integer function obj_move_for_one_second(endAction) -- ... end --- @param target integer --- @param delta integer --- @return integer function obj_move_pitch_approach(target, delta) -- ... end --- @param delta integer --- @return integer function obj_random_fixed_turn(delta) -- ... end --- @param targetYaw integer --- @param turnSpeed integer --- @return integer function obj_resolve_collisions_and_turn(targetYaw, turnSpeed) -- ... end --- @param targetYaw Pointer_integer --- @return integer function obj_resolve_object_collisions(targetYaw) -- ... end --- @param targetYaw integer --- @param maxRoll integer --- @param rollSpeed integer --- @return nil function obj_roll_to_match_yaw_turn(targetYaw, maxRoll, rollSpeed) -- ... end --- @param targetYaw integer --- @param turnAmount integer --- @return nil function obj_rotate_yaw_and_bounce_off_walls(targetYaw, turnAmount) -- ... end --- @param distFromHome number --- @return nil function obj_set_dist_from_home(distFromHome) -- ... end --- @param attackType integer --- @return nil function obj_set_knockback_action(attackType) -- ... end --- @return nil function obj_set_squished_action() -- ... end --- @param angleVel Pointer_integer --- @param angle Pointer_integer --- @param targetAngle integer --- @param targetSpeedProportion number --- @param accel integer --- @param minSpeed integer --- @param maxSpeed integer --- @return integer function obj_smooth_turn(angleVel, angle, targetAngle, targetSpeedProportion, accel, minSpeed, maxSpeed) -- ... end --- @param relativePosX integer --- @param relativePosY integer --- @param relativePosZ integer --- @param scale number --- @param model integer --- @param startSpeed number --- @param endSpeed number --- @param movePitch integer --- @return Object function obj_spit_fire(relativePosX, relativePosY, relativePosZ, scale, model, startSpeed, endSpeed, movePitch) -- ... end --- @param m MarioState --- @param targetOffsetY number --- @param turnAmount integer --- @return integer function obj_turn_pitch_toward_mario(m, targetOffsetY, turnAmount) -- ... end --- @return nil function obj_unused_die() -- ... end --- @param blinkTimer Pointer_integer --- @param baseCycleLength integer --- @param cycleLengthRange integer --- @param blinkLength integer --- @return nil function obj_update_blinking(blinkTimer, baseCycleLength, cycleLengthRange, blinkLength) -- ... end --- @param scale number --- @return integer function obj_update_standard_actions(scale) -- ... end --- @param target number --- @param delta number --- @return integer function obj_y_vel_approach(target, delta) -- ... end --- @param value Pointer_integer --- @param vel Pointer_number --- @param target integer --- @param velCloseToZero number --- @param accel number --- @param slowdown number --- @return integer function oscillate_toward(value, vel, target, velCloseToZero, accel, slowdown) -- ... end --- @param ballIndex integer --- @param x number --- @param y number --- @param z number --- @return nil function platform_on_track_update_pos_or_spawn_ball(ballIndex, x, y, z) -- ... end --- @param base integer --- @param range integer --- @return integer function random_linear_offset(base, range) -- ... end --- @param base integer --- @param step integer --- @param mod integer --- @return integer function random_mod_offset(base, step, mod) -- ... end --- @param threshold number --- @param distanceToPlayer Pointer_integer --- @param angleToPlayer Pointer_integer --- @return nil function treat_far_home_as_mario(threshold, distanceToPlayer, angleToPlayer) -- ... end --- @param x0 integer --- @param x1 integer --- @return integer function abs_angle_diff(x0, x1) -- ... end --- @param value Pointer_number --- @param dragStrength number --- @return nil function apply_drag_to_value(value, dragStrength) -- ... end --- @param value Pointer_number --- @param target number --- @param increment number --- @return integer function approach_f32_signed(value, target, increment) -- ... end --- @param value number --- @param target number --- @param increment number --- @return number function approach_f32_symmetric(value, target, increment) -- ... end --- @param value integer --- @param target integer --- @param increment integer --- @return integer function approach_s16_symmetric(value, target, increment) -- ... end --- @return nil function bhv_dust_smoke_loop() -- ... end --- @return nil function bhv_init_room() -- ... end --- @param a0 integer --- @return integer function bit_shift_left(a0) -- ... end --- @param segment ChainSegment --- @return nil function chain_segment_init(segment) -- ... end --- @param bitSet Pointer_integer --- @param flag integer --- @return integer function clear_move_flag(bitSet, flag) -- ... end --- @param flags integer --- @return nil function clear_time_stop_flags(flags) -- ... end --- @param behavior Pointer_BehaviorScript --- @return integer function count_objects_with_behavior(behavior) -- ... end --- @return integer function count_unimportant_objects() -- ... end --- @return number function cur_obj_abs_y_dist_to_home() -- ... end --- @return integer function cur_obj_advance_looping_anim() -- ... end --- @return nil function cur_obj_align_gfx_with_floor() -- ... end --- @return integer function cur_obj_angle_to_home() -- ... end --- @param dragStrength number --- @return nil function cur_obj_apply_drag_xz(dragStrength) -- ... end --- @return nil function cur_obj_become_intangible() -- ... end --- @return nil function cur_obj_become_tangible() -- ... end --- @param m MarioState --- @param radius number --- @param height number --- @param unused integer --- @return integer function cur_obj_can_mario_activate_textbox(m, radius, height, unused) -- ... end --- @param m MarioState --- @param radius number --- @param height number --- @return integer function cur_obj_can_mario_activate_textbox_2(m, radius, height) -- ... end --- @param action integer --- @return nil function cur_obj_change_action(action) -- ... end --- @param frame integer --- @return integer function cur_obj_check_anim_frame(frame) -- ... end --- @param startFrame integer --- @param rangeLength integer --- @return integer function cur_obj_check_anim_frame_in_range(startFrame, rangeLength) -- ... end --- @param a0 Pointer_integer --- @return integer function cur_obj_check_frame_prior_current_frame(a0) -- ... end --- @return integer function cur_obj_check_grabbed_mario() -- ... end --- @return integer function cur_obj_check_if_at_animation_end() -- ... end --- @return integer function cur_obj_check_if_near_animation_end() -- ... end --- @return integer function cur_obj_check_interacted() -- ... end --- @param flag integer --- @return integer function cur_obj_clear_interact_status_flag(flag) -- ... end --- @return nil function cur_obj_compute_vel_xz() -- ... end --- @param behavior Pointer_BehaviorScript --- @param dist number --- @return integer function cur_obj_count_objects_with_behavior(behavior, dist) -- ... end --- @param steepAngleDegrees integer --- @return integer function cur_obj_detect_steep_floor(steepAngleDegrees) -- ... end --- @return nil function cur_obj_disable() -- ... end --- @return nil function cur_obj_disable_rendering() -- ... end --- @param obj Object --- @return nil function cur_obj_disable_rendering_and_become_intangible(obj) -- ... end --- @param behavior Pointer_BehaviorScript --- @return number function cur_obj_dist_to_nearest_object_with_behavior(behavior) -- ... end --- @return nil function cur_obj_enable_rendering() -- ... end --- @return nil function cur_obj_enable_rendering_2() -- ... end --- @param obj Object --- @return nil function cur_obj_enable_rendering_and_become_tangible(obj) -- ... end --- @return nil function cur_obj_enable_rendering_if_mario_in_room() -- ... end --- @param m MarioState --- @param dialogFlags integer --- @param dialogResult integer --- @return nil function cur_obj_end_dialog(m, dialogFlags, dialogResult) -- ... end --- @return nil function cur_obj_extend_animation_if_at_end() -- ... end --- @param behavior Pointer_BehaviorScript --- @param maxDist number --- @return Object function cur_obj_find_nearby_held_actor(behavior, maxDist) -- ... end --- @param behavior Pointer_BehaviorScript --- @param dist Pointer_number --- @return Object function cur_obj_find_nearest_object_with_behavior(behavior, dist) -- ... end --- @return Object function cur_obj_find_nearest_pole() -- ... end --- @param unusedArg integer --- @return integer function cur_obj_follow_path(unusedArg) -- ... end --- @param target number --- @param increment number --- @return nil function cur_obj_forward_vel_approach_upward(target, increment) -- ... end --- @return nil function cur_obj_get_dropped() -- ... end --- @param forwardVel number --- @param velY number --- @param thrownAction integer --- @return nil function cur_obj_get_thrown_or_placed(forwardVel, velY, thrownAction) -- ... end --- @param behavior Pointer_BehaviorScript --- @return integer function cur_obj_has_behavior(behavior) -- ... end --- @param modelID integer --- @return integer function cur_obj_has_model(modelID) -- ... end --- @return nil function cur_obj_hide() -- ... end --- @param distY number --- @return integer function cur_obj_hide_if_mario_far_away_y(distY) -- ... end --- @return nil function cur_obj_if_hit_wall_bounce_away() -- ... end --- @param animIndex integer --- @return nil function cur_obj_init_animation(animIndex) -- ... end --- @param animIndex integer --- @param animFrame integer --- @return nil function cur_obj_init_animation_and_anim_frame(animIndex, animFrame) -- ... end --- @param animIndex integer --- @return integer function cur_obj_init_animation_and_check_if_near_end(animIndex) -- ... end --- @param animIndex integer --- @return nil function cur_obj_init_animation_and_extend_if_at_end(animIndex) -- ... end --- @param animIndex integer --- @param accel number --- @return nil function cur_obj_init_animation_with_accel_and_sound(animIndex, accel) -- ... end --- @param animIndex integer --- @return nil function cur_obj_init_animation_with_sound(animIndex) -- ... end --- @return integer function cur_obj_is_any_player_on_platform() -- ... end --- @return integer function cur_obj_is_mario_ground_pounding_platform() -- ... end --- @return integer function cur_obj_is_mario_on_platform() -- ... end --- @return number function cur_obj_lateral_dist_from_mario_to_home() -- ... end --- @param obj Object --- @return number function cur_obj_lateral_dist_from_obj_to_home(obj) -- ... end --- @return number function cur_obj_lateral_dist_to_home() -- ... end --- @return integer function cur_obj_mario_far_away() -- ... end --- @param forwardVel number --- @param velY number --- @return nil function cur_obj_move_after_thrown_or_dropped(forwardVel, velY) -- ... end --- @param steepSlopeAngleDegrees integer --- @return nil function cur_obj_move_standard(steepSlopeAngleDegrees) -- ... end --- @param a0 integer --- @return integer function cur_obj_move_up_and_down(a0) -- ... end --- @param gravity number --- @param bounciness number --- @return nil function cur_obj_move_update_ground_air_flags(gravity, bounciness) -- ... end --- @return nil function cur_obj_move_update_underwater_flags() -- ... end --- @return nil function cur_obj_move_using_fvel_and_gravity() -- ... end --- @return nil function cur_obj_move_using_vel() -- ... end --- @return nil function cur_obj_move_using_vel_and_gravity() -- ... end --- @param steepSlopeNormalY number --- @param careAboutEdgesAndSteepSlopes integer --- @return integer function cur_obj_move_xz(steepSlopeNormalY, careAboutEdgesAndSteepSlopes) -- ... end --- @return nil function cur_obj_move_xz_using_fvel_and_yaw() -- ... end --- @param gravity number --- @param bounciness number --- @param buoyancy number --- @return nil function cur_obj_move_y(gravity, bounciness, buoyancy) -- ... end --- @param gravity number --- @param buoyancy number --- @return number function cur_obj_move_y_and_get_water_level(gravity, buoyancy) -- ... end --- @return nil function cur_obj_move_y_with_terminal_vel() -- ... end --- @param behavior Pointer_BehaviorScript --- @return Object function cur_obj_nearest_object_with_behavior(behavior) -- ... end --- @param minX number --- @param maxX number --- @param minZ number --- @param maxZ number --- @return integer function cur_obj_outside_home_rectangle(minX, maxX, minZ, maxZ) -- ... end --- @param halfLength number --- @return integer function cur_obj_outside_home_square(halfLength) -- ... end --- @return integer function cur_obj_progress_direction_table() -- ... end --- @param radius number --- @return nil function cur_obj_push_mario_away(radius) -- ... end --- @param radius number --- @param extentY number --- @return nil function cur_obj_push_mario_away_from_cylinder(radius, extentY) -- ... end --- @return integer function cur_obj_reflect_move_angle_off_wall() -- ... end --- @return nil function cur_obj_reset_timer_and_subaction() -- ... end --- @return integer function cur_obj_resolve_wall_collisions() -- ... end --- @return nil function cur_obj_reverse_animation() -- ... end --- @return nil function cur_obj_rotate_face_angle_using_vel() -- ... end --- @return nil function cur_obj_rotate_move_angle_using_vel() -- ... end --- @param target integer --- @param increment integer --- @return integer function cur_obj_rotate_yaw_toward(target, increment) -- ... end --- @param scale number --- @return nil function cur_obj_scale(scale) -- ... end --- @param a0 integer --- @param a1 integer --- @param sp10 number --- @param sp14 number --- @return nil function cur_obj_scale_over_time(a0, a1, sp10, sp14) -- ... end --- @param behavior Pointer_BehaviorScript --- @return nil function cur_obj_set_behavior(behavior) -- ... end --- @param a0 Pointer_integer --- @return integer function cur_obj_set_direction_table(a0) -- ... end --- @return nil function cur_obj_set_face_angle_to_move_angle() -- ... end --- @param hitbox ObjectHitbox --- @param deathSound integer --- @param noLootCoins integer --- @return integer function cur_obj_set_hitbox_and_die_if_attacked(hitbox, deathSound, noLootCoins) -- ... end --- @param radius number --- @param height number --- @return nil function cur_obj_set_hitbox_radius_and_height(radius, height) -- ... end --- @param radius number --- @param height number --- @return nil function cur_obj_set_hurtbox_radius_and_height(radius, height) -- ... end --- @param modelID integer --- @return nil function cur_obj_set_model(modelID) -- ... end --- @param other Object --- @param dleft number --- @param dy number --- @param dforward number --- @return nil function cur_obj_set_pos_relative(other, dleft, dy, dforward) -- ... end --- @param dleft number --- @param dy number --- @param dforward number --- @return nil function cur_obj_set_pos_relative_to_parent(dleft, dy, dforward) -- ... end --- @return nil function cur_obj_set_pos_to_home() -- ... end --- @return nil function cur_obj_set_pos_to_home_and_stop() -- ... end --- @return nil function cur_obj_set_pos_to_home_with_debug() -- ... end --- @return nil function cur_obj_set_pos_via_transform() -- ... end --- @param m MarioState --- @param f12 number --- @param f14 number --- @return nil function cur_obj_set_vel_from_mario_vel(m, f12, f14) -- ... end --- @param sp18 number --- @param sp1C integer --- @return nil function cur_obj_set_y_vel_and_animation(sp18, sp1C) -- ... end --- @param shake integer --- @return nil function cur_obj_shake_screen(shake) -- ... end --- @param amount number --- @return nil function cur_obj_shake_y(amount) -- ... end --- @param cycles integer --- @param amount integer --- @return integer function cur_obj_shake_y_until(cycles, amount) -- ... end --- @return nil function cur_obj_spawn_loot_blue_coin() -- ... end --- @param m MarioState --- @return nil function cur_obj_spawn_loot_coin_at_mario_pos(m) -- ... end --- @param info SpawnParticlesInfo --- @return nil function cur_obj_spawn_particles(info) -- ... end --- @param targetX number --- @param targetY number --- @param targetZ number --- @param offsetY number --- @return nil function cur_obj_spawn_star_at_y_offset(targetX, targetY, targetZ, offsetY) -- ... end --- @param obj Object --- @param cameraEvent integer --- @return nil function cur_obj_start_cam_event(obj, cameraEvent) -- ... end --- @return nil function cur_obj_unhide() -- ... end --- @param sp18 integer --- @param sp1C integer --- @return nil function cur_obj_unrender_and_reset_state(sp18, sp1C) -- ... end --- @return nil function cur_obj_unused_init_on_floor() -- ... end --- @param animFrame1 integer --- @param animFrame2 integer --- @param sound integer --- @return nil function cur_obj_unused_play_footstep_sound(animFrame1, animFrame2, sound) -- ... end --- @param offsetY number --- @param radius number --- @return nil function cur_obj_unused_resolve_wall_collisions(offsetY, radius) -- ... end --- @return nil function cur_obj_update_floor() -- ... end --- @param steepSlopeDegrees integer --- @return nil function cur_obj_update_floor_and_resolve_wall_collisions(steepSlopeDegrees) -- ... end --- @return nil function cur_obj_update_floor_and_walls() -- ... end --- @return nil function cur_obj_update_floor_height() -- ... end --- @return Surface function cur_obj_update_floor_height_and_get_floor() -- ... end --- @param timeUntilBlinking integer --- @param numBlinks integer --- @return integer function cur_obj_wait_then_blink(timeUntilBlinking, numBlinks) -- ... end --- @return integer function cur_obj_was_attacked_or_ground_pounded() -- ... end --- @return integer function cur_obj_within_12k_bounds() -- ... end --- @return nil function disable_time_stop() -- ... end --- @return nil function disable_time_stop_including_mario() -- ... end --- @param obj Object --- @param pointX number --- @param pointY number --- @param pointZ number --- @return number function dist_between_object_and_point(obj, pointX, pointY, pointZ) -- ... end --- @param obj1 Object --- @param obj2 Object --- @return number function dist_between_objects(obj1, obj2) -- ... end --- @return nil function enable_time_stop() -- ... end --- @return nil function enable_time_stop_if_alone() -- ... end --- @return nil function enable_time_stop_including_mario() -- ... end --- @param behavior Pointer_BehaviorScript --- @return Object function find_object_with_behavior(behavior) -- ... end --- @return Object function find_unimportant_object() -- ... end --- @param callContext integer --- @param a1 GraphNode --- @param sp8 integer --- @return integer function geo_offset_klepto_debug(callContext, a1, sp8) -- ... end --- @param behavior Pointer_BehaviorScript --- @return integer function get_object_list_from_behavior(behavior) -- ... end --- @param value number --- @param center number --- @param zeroThreshold number --- @param increment number --- @return number function increment_velocity_toward_range(value, center, zeroThreshold, increment) -- ... end --- @param item integer --- @param array Pointer_integer --- @return integer function is_item_in_array(item, array) -- ... end --- @param speedThreshold integer --- @return integer function is_mario_moving_fast_or_in_air(speedThreshold) -- ... end --- @param obj1 Object --- @param obj2 Object --- @return number function lateral_dist_between_objects(obj1, obj2) -- ... end --- @param m MarioState --- @return integer function mario_is_dive_sliding(m) -- ... end --- @param m MarioState --- @return integer function mario_is_in_air_action(m) -- ... end --- @param minX integer --- @param maxX integer --- @param minZ integer --- @param maxZ integer --- @return integer function mario_is_within_rectangle(minX, maxX, minZ, maxZ) -- ... end --- @param flag integer --- @return nil function mario_set_flag(flag) -- ... end --- @param obj1 Object --- @param obj2 Object --- @return integer function obj_angle_to_object(obj1, obj2) -- ... end --- @param obj Object --- @param pointX number --- @param pointZ number --- @return integer function obj_angle_to_point(obj, pointX, pointZ) -- ... end --- @param obj Object --- @return nil function obj_apply_scale_to_transform(obj) -- ... end --- @param obj Object --- @return integer function obj_attack_collided_from_other_object(obj) -- ... end --- @param obj Object --- @return nil function obj_become_tangible(obj) -- ... end --- @param obj Object --- @return nil function obj_build_relative_transform(obj) -- ... end --- @param obj Object --- @param posIndex integer --- @param angleIndex integer --- @return nil function obj_build_transform_from_pos_and_angle(obj, posIndex, angleIndex) -- ... end --- @param obj Object --- @return nil function obj_build_transform_relative_to_parent(obj) -- ... end --- @param a0 Object --- @return nil function obj_build_vel_from_transform(a0) -- ... end --- @param obj1 Object --- @param obj2 Object --- @return integer function obj_check_if_collided_with_object(obj1, obj2) -- ... end --- @param dst Object --- @param src Object --- @return nil function obj_copy_angle(dst, src) -- ... end --- @param dst Object --- @param src Object --- @return nil function obj_copy_behavior_params(dst, src) -- ... end --- @param dst Object --- @param src Object --- @return nil function obj_copy_graph_y_offset(dst, src) -- ... end --- @param dst Object --- @param src Object --- @return nil function obj_copy_pos(dst, src) -- ... end --- @param dst Object --- @param src Object --- @return nil function obj_copy_pos_and_angle(dst, src) -- ... end --- @param dst Object --- @param src Object --- @return nil function obj_copy_scale(dst, src) -- ... end --- @param obj Object --- @return nil function obj_create_transform_from_self(obj) -- ... end --- @param sp18 number --- @param sp1C integer --- @return nil function obj_explode_and_spawn_coins(sp18, sp1C) -- ... end --- @param obj Object --- @param behavior Pointer_BehaviorScript --- @return integer function obj_has_behavior(obj, behavior) -- ... end --- @param obj Object --- @param animIndex integer --- @return nil function obj_init_animation(obj, animIndex) -- ... end --- @param obj Object --- @return integer function obj_is_hidden(obj) -- ... end --- @param obj Object --- @return nil function obj_mark_for_deletion(obj) -- ... end --- @param obj Object --- @param target Object --- @return integer function obj_pitch_to_object(obj, target) -- ... end --- @param obj Object --- @param scale number --- @return nil function obj_scale(obj, scale) -- ... end --- @param obj Object --- @param rangeLength number --- @param minScale number --- @return nil function obj_scale_random(obj, rangeLength, minScale) -- ... end --- @param obj Object --- @param xScale number --- @param yScale number --- @param zScale number --- @return nil function obj_scale_xyz(obj, xScale, yScale, zScale) -- ... end --- @param obj Object --- @param pitch integer --- @param yaw integer --- @param roll integer --- @return nil function obj_set_angle(obj, pitch, yaw, roll) -- ... end --- @param obj Object --- @param behavior Pointer_BehaviorScript --- @return nil function obj_set_behavior(obj, behavior) -- ... end --- @param obj Object --- @return nil function obj_set_billboard(obj) -- ... end --- @param obj Object --- @return nil function obj_set_cylboard(obj) -- ... end --- @param obj Object --- @return nil function obj_set_face_angle_to_move_angle(obj) -- ... end --- @param obj1 Object --- @param obj2 Object --- @return nil function obj_set_gfx_pos_at_obj_pos(obj1, obj2) -- ... end --- @param obj Object --- @return nil function obj_set_gfx_pos_from_pos(obj) -- ... end --- @param obj Object --- @param heldBehavior Pointer_BehaviorScript --- @return nil function obj_set_held_state(obj, heldBehavior) -- ... end --- @param obj Object --- @param hitbox ObjectHitbox --- @return nil function obj_set_hitbox(obj, hitbox) -- ... end --- @param obj Object --- @param relX integer --- @param relY integer --- @param relZ integer --- @return nil function obj_set_parent_relative_pos(obj, relX, relY, relZ) -- ... end --- @param obj Object --- @param x integer --- @param y integer --- @param z integer --- @return nil function obj_set_pos(obj, x, y, z) -- ... end --- @param obj Object --- @param other Object --- @param dleft number --- @param dy number --- @param dforward number --- @return nil function obj_set_pos_relative(obj, other, dleft, dy, dforward) -- ... end --- @param obj Object --- @return nil function obj_set_throw_matrix_from_transform(obj) -- ... end --- @param obj Object --- @param numCoins integer --- @param sp28 number --- @param posJitter integer --- @return nil function obj_spawn_loot_blue_coins(obj, numCoins, sp28, posJitter) -- ... end --- @param obj Object --- @param numCoins integer --- @param sp30 number --- @param coinBehavior Pointer_BehaviorScript --- @param posJitter integer --- @param model integer --- @return nil function obj_spawn_loot_coins(obj, numCoins, sp30, coinBehavior, posJitter, model) -- ... end --- @param obj Object --- @param numCoins integer --- @param sp28 number --- @return nil function obj_spawn_loot_yellow_coins(obj, numCoins, sp28) -- ... end --- @param obj Object --- @param posIndex integer --- @param localTranslateIndex integer --- @return nil function obj_translate_local(obj, posIndex, localTranslateIndex) -- ... end --- @param obj Object --- @param rangeLength number --- @return nil function obj_translate_xyz_random(obj, rangeLength) -- ... end --- @param obj Object --- @param rangeLength number --- @return nil function obj_translate_xz_random(obj, rangeLength) -- ... end --- @param obj Object --- @param target Object --- @param angleIndex integer --- @param turnAmount integer --- @return integer function obj_turn_toward_object(obj, target, angleIndex, turnAmount) -- ... end --- @return integer function player_performed_grab_escape_action() -- ... end --- @param diameter number --- @return number function random_f32_around_zero(diameter) -- ... end --- @param sp0 integer --- @param sp4 integer --- @param sp8 number --- @return nil function set_mario_interact_hoot_if_in_range(sp0, sp4, sp8) -- ... end --- @param flags integer --- @return nil function set_time_stop_flags(flags) -- ... end --- @param flags integer --- @return nil function set_time_stop_flags_if_alone(flags) -- ... end --- @param x integer --- @return integer function signum_positive(x) -- ... end --- @return nil function spawn_base_star_with_no_lvl_exit() -- ... end --- @return nil function spawn_mist_particles() -- ... end --- @param sp18 integer --- @return nil function spawn_mist_particles_with_sound(sp18) -- ... end --- @param sp20 integer --- @param sp24 integer --- @return Object function spawn_star_with_no_lvl_exit(sp20, sp24) -- ... end --- @param parent Object --- @param params WaterDropletParams --- @return Object function spawn_water_droplet(parent, params) -- ... end --- @param sp0 integer --- @param sp4 integer --- @return nil function stub_obj_helpers_3(sp0, sp4) -- ... end --- @return nil function stub_obj_helpers_4() -- ... end --- @param a0 integer --- @param a1 integer --- @return nil function queue_rumble_data(a0, a1) -- ... end --- @param m MarioState --- @param a0 integer --- @param a1 integer --- @return nil function queue_rumble_data_mario(m, a0, a1) -- ... end --- @param object Object --- @param a0 integer --- @param a1 integer --- @return nil function queue_rumble_data_object(object, a0, a1) -- ... end --- @param m MarioState --- @return nil function reset_rumble_timers(m) -- ... end --- @param m MarioState --- @param a0 integer --- @return nil function reset_rumble_timers_2(m, a0) -- ... end --- @param flags integer --- @return nil function save_file_clear_flags(flags) -- ... end --- @param capPos Vec3s --- @return integer function save_file_get_cap_pos(capPos) -- ... end --- @param fileIndex integer --- @param courseIndex integer --- @return integer function save_file_get_course_coin_score(fileIndex, courseIndex) -- ... end --- @param fileIndex integer --- @param courseIndex integer --- @return integer function save_file_get_course_star_count(fileIndex, courseIndex) -- ... end --- @return integer function save_file_get_flags() -- ... end --- @param courseIndex integer --- @return integer function save_file_get_max_coin_score(courseIndex) -- ... end --- @return integer function save_file_get_sound_mode() -- ... end --- @param fileIndex integer --- @param courseIndex integer --- @return integer function save_file_get_star_flags(fileIndex, courseIndex) -- ... end --- @param fileIndex integer --- @param minCourse integer --- @param maxCourse integer --- @return integer function save_file_get_total_star_count(fileIndex, minCourse, maxCourse) -- ... end --- @param flags integer --- @return nil function save_file_set_flags(flags) -- ... end --- @param startX number --- @param startY number --- @param startZ number --- @param endX number --- @param endY number --- @param endZ number --- @return RayIntersectionInfo function collision_find_surface_on_ray(startX, startY, startZ, endX, endY, endZ) -- ... end --- @return Surface function get_water_surface_pseudo_floor() -- ... end --- @param name string --- @return Pointer_Collision function smlua_collision_util_get(name) -- ... end --- @param actFlags integer --- @return integer function allocate_mario_action(actFlags) -- ... end --- @param index integer --- @return number function get_environment_region(index) -- ... end --- @param m MarioState --- @param index integer --- @return number function get_hand_foot_pos_x(m, index) -- ... end --- @param m MarioState --- @param index integer --- @return number function get_hand_foot_pos_y(m, index) -- ... end --- @param m MarioState --- @param index integer --- @return number function get_hand_foot_pos_z(m, index) -- ... end --- @return integer function get_network_area_timer() -- ... end --- @return nil function hud_hide() -- ... end --- @return nil function hud_show() -- ... end --- @param index integer --- @param value integer --- @return nil function set_environment_region(index, value) -- ... end --- @param name string --- @return Pointer_LevelScript function smlua_level_util_get(name) -- ... end --- @param aDelay integer --- @return boolean function warp_exit_level(aDelay) -- ... end --- @return boolean function warp_restart_level() -- ... end --- @param aLevel integer --- @return boolean function warp_to_castle(aLevel) -- ... end --- @param aLevel integer --- @param aArea integer --- @param aAct integer --- @return boolean function warp_to_level(aLevel, aArea, aAct) -- ... end --- @param name string --- @return integer function smlua_model_util_get_id(name) -- ... end --- @return ObjectHitbox function get_temp_object_hitbox() -- ... end --- @param objList ObjectList --- @return Object function obj_get_first(objList) -- ... end --- @param behaviorId BehaviorId --- @return Object function obj_get_first_with_behavior_id(behaviorId) -- ... end --- @param behaviorId BehaviorId --- @param fieldIndex integer --- @param value number --- @return Object function obj_get_first_with_behavior_id_and_field_f32(behaviorId, fieldIndex, value) -- ... end --- @param behaviorId BehaviorId --- @param fieldIndex integer --- @param value integer --- @return Object function obj_get_first_with_behavior_id_and_field_s32(behaviorId, fieldIndex, value) -- ... end --- @param o Object --- @return Object function obj_get_next(o) -- ... end --- @param o Object --- @return Object function obj_get_next_with_same_behavior_id(o) -- ... end --- @param o Object --- @param fieldIndex integer --- @param value number --- @return Object function obj_get_next_with_same_behavior_id_and_field_f32(o, fieldIndex, value) -- ... end --- @param o Object --- @param fieldIndex integer --- @param value integer --- @return Object function obj_get_next_with_same_behavior_id_and_field_s32(o, fieldIndex, value) -- ... end --- @param modelId ModelExtendedId --- @return SpawnParticlesInfo function obj_get_temp_spawn_particles_info(modelId) -- ... end --- @param o Object --- @param behaviorId BehaviorId --- @return integer function obj_has_behavior_id(o, behaviorId) -- ... end --- @param o Object --- @param modelId ModelExtendedId --- @return integer function obj_has_model_extended(o, modelId) -- ... end --- @param o Object --- @param modelId ModelExtendedId --- @return nil function obj_set_model_extended(o, modelId) -- ... end --- @param behaviorId BehaviorId --- @param modelId ModelExtendedId --- @param x number --- @param y number --- @param z number --- @param objSetupFunction function --- @return Object function spawn_non_sync_object(behaviorId, modelId, x, y, z, objSetupFunction) -- ... end --- @param behaviorId BehaviorId --- @param modelId ModelExtendedId --- @param x number --- @param y number --- @param z number --- @param objSetupFunction function --- @return Object function spawn_sync_object(behaviorId, modelId, x, y, z, objSetupFunction) -- ... end --- @return nil function disable_background_sound() -- ... end --- @return nil function enable_background_sound() -- ... end --- @return nil function fadeout_cap_music() -- ... end --- @param fadeTimer integer --- @return nil function fadeout_level_music(fadeTimer) -- ... end --- @param fadeOutTime integer --- @return nil function fadeout_music(fadeOutTime) -- ... end --- @param a integer --- @return nil function lower_background_noise(a) -- ... end --- @param seqArgs integer --- @return nil function play_cap_music(seqArgs) -- ... end --- @param seqArgs integer --- @return nil function play_cutscene_music(seqArgs) -- ... end --- @return nil function play_infinite_stairs_music() -- ... end --- @param soundMenuFlags integer --- @return nil function play_menu_sounds(soundMenuFlags) -- ... end --- @return nil function play_painting_eject_sound() -- ... end --- @return nil function play_shell_music() -- ... end --- @param a integer --- @return nil function raise_background_noise(a) -- ... end --- @return nil function reset_volume() -- ... end --- @param a integer --- @param seqArgs integer --- @param fadeTimer integer --- @return nil function set_background_music(a, seqArgs, fadeTimer) -- ... end --- @return nil function stop_cap_music() -- ... end --- @return nil function stop_shell_music() -- ... end --- @param distance number --- @return integer function calc_dist_to_volume_range_1(distance) -- ... end --- @param distance number --- @return integer function calc_dist_to_volume_range_2(distance) -- ... end --- @param soundMagic integer --- @return nil function cur_obj_play_sound_1(soundMagic) -- ... end --- @param soundMagic integer --- @return nil function cur_obj_play_sound_2(soundMagic) -- ... end --- @param soundStates SoundState --- @return nil function exec_anim_sound_state(soundStates) -- ... end --- @param x number --- @param y number --- @param z number --- @return number function find_ceil_height(x, y, z) -- ... end --- @param x number --- @param y number --- @param z number --- @return number function find_floor_height(x, y, z) -- ... end --- @param x number --- @param z number --- @return number function find_poison_gas_level(x, z) -- ... end --- @param colData WallCollisionData --- @return integer function find_wall_collisions(colData) -- ... end --- @param x number --- @param z number --- @return number function find_water_level(x, z) -- ... end --- @return nil function alloc_surface_pools() -- ... end --- @return nil function clear_dynamic_surfaces() -- ... end --- @param data Pointer_integer --- @return integer function get_area_terrain_size(data) -- ... end --- @param index integer --- @param data Pointer_integer --- @param surfaceRooms Pointer_integer --- @param macroObjects Pointer_integer --- @return nil function load_area_terrain(index, data, surfaceRooms, macroObjects) -- ... end --- @return nil function load_object_collision_model() -- ... end --- @class Pointer_BehaviorScript --- @class Pointer_number --- @class Pointer_integer --- @class Pointer_Collision --- @class Pointer_LevelScript