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112 lines
3.2 KiB
Markdown
112 lines
3.2 KiB
Markdown
## [:rewind: Lua Reference](lua.md)
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# Hooks
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Hooks are a way for SM64 to trigger Lua code, whereas the functions listed in [functions](functions.md) allow Lua to trigger SM64 code.
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<br />
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## [Hook Event Types](#Hook-Event-Types)
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| Type | Description | Parameters |
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| :--- | :---------- | :--------- |
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| HOOK_UPDATE | Called once per frame | None |
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| HOOK_MARIO_UPDATE | Called once per player per frame at the end of a mario update | [MarioState](structs.md#MarioState) |
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| HOOK_BEFORE_MARIO_UPDATE | Called once per player per frame at the beginning of a mario update | [MarioState](structs.md#MarioState) |
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| HOOK_ON_SET_MARIO_ACTION | Called every time a player's current action is changed | [MarioState](structs.md#MarioState) |
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| HOOK_BEFORE_PHYS_STEP | Called once per player per frame before physics code is run | [MarioState](structs.md#MarioState) |
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<br />
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## [hook_event](#hook_event)
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The lua functions sent to `hook_event()` will be automatically called by SM64 when certain events occur.
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| hook_event_type | [HookEventType](#Hook-Event-Types) |
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| func | Lua Function |
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### Lua Example
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The following example will print out a message 16 times per frame (once for every possible player).
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```lua
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function mario_update(m)
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print('Mario update was called for player index ', m.playerIndex)
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end
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hook_event(HOOK_MARIO_UPDATE, mario_update)
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```
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[:arrow_up_small:](#)
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<br />
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## [hook_mario_action](#hook_mario_action)
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`hook_mario_action()` allows Lua mods to create new actions or override existing ones.
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| action_id | integer |
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| func | Lua Function |
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### Lua Example
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```lua
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ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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function act_wall_slide(m)
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if (m.input & INPUT_A_PRESSED) ~= 0 then
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local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
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m.vel.y = 72.0
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if m.forwardVel < 20.0 then
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m.forwardVel = 20.0
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end
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m.wallKickTimer = 0
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return rc
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end
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-- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
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mario_set_forward_vel(m, -1.0)
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m.particleFlags = m.particleFlags | PARTICLE_DUST
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play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
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set_mario_animation(m, MARIO_ANIM_START_WALLKICK)
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if perform_air_step(m, 0) == AIR_STEP_LANDED then
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mario_set_forward_vel(m, 0.0)
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if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
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return set_mario_action(m, ACT_FREEFALL_LAND, 0)
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end
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end
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m.actionTimer = m.actionTimer + 1
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if m.wall == nil and m.actionTimer > 2 then
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mario_set_forward_vel(m, 0.0)
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return set_mario_action(m, ACT_FREEFALL, 0)
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end
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-- gravity
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m.vel.y = m.vel.y + 2
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return 0
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end
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function mario_on_set_action(m)
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-- wall slide
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if m.action == ACT_SOFT_BONK then
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m.faceAngle.y = m.faceAngle.y + 0x8000
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set_mario_action(m, ACT_WALL_SLIDE, 0)
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end
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end
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hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
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hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)
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```
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[:arrow_up_small:](#)
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