mirror of
https://github.com/coop-deluxe/sm64coopdx.git
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b364493807
Reorganized autogenerated lua functions into their own file Grouped up COBJECT LVTs Partially implemented: struct MarioBodyState, Object, ObjectNode, GraphNodeObject Reimplemented lua function wrappers for: camera.h, mario.h, mario_actions_*.c, mario_step.h
44 lines
2.8 KiB
C
44 lines
2.8 KiB
C
s32 is_anim_at_end(struct MarioState *m);
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s32 is_anim_past_end(struct MarioState *m);
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s16 set_mario_animation(struct MarioState *m, s32 targetAnimID);
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s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);
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void set_anim_to_frame(struct MarioState *m, s16 animFrame);
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s32 is_anim_past_frame(struct MarioState *m, s16 animFrame);
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s16 find_mario_anim_flags_and_translation(struct Object *o, s32 yaw, Vec3s translation);
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void update_mario_pos_for_anim(struct MarioState *m);
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s16 return_mario_anim_y_translation(struct MarioState *m);
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void play_sound_if_no_flag(struct MarioState *m, u32 soundBits, u32 flags);
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void play_mario_jump_sound(struct MarioState *m);
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void adjust_sound_for_speed(struct MarioState *m);
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void play_sound_and_spawn_particles(struct MarioState *m, u32 soundBits, u32 waveParticleType);
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void play_mario_action_sound(struct MarioState *m, u32 soundBits, u32 waveParticleType);
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void play_mario_landing_sound(struct MarioState *m, u32 soundBits);
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void play_mario_landing_sound_once(struct MarioState *m, u32 soundBits);
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void play_mario_heavy_landing_sound(struct MarioState *m, u32 soundBits);
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void play_mario_heavy_landing_sound_once(struct MarioState *m, u32 soundBits);
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void play_mario_sound(struct MarioState *m, s32 primarySoundBits, s32 scondarySoundBits);
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void mario_set_bubbled(struct MarioState* m);
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void mario_set_forward_vel(struct MarioState *m, f32 speed);
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s32 mario_get_floor_class(struct MarioState *m);
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u32 mario_get_terrain_sound_addend(struct MarioState *m);
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struct Surface *resolve_and_return_wall_collisions(Vec3f pos, f32 offset, f32 radius);
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f32 vec3f_find_ceil(Vec3f pos, f32 height, struct Surface **ceil);
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s32 mario_facing_downhill(struct MarioState *m, s32 turnYaw);
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u32 mario_floor_is_slippery(struct MarioState *m);
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s32 mario_floor_is_slope(struct MarioState *m);
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s32 mario_floor_is_steep(struct MarioState *m);
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f32 find_floor_height_relative_polar(struct MarioState *m, s16 angleFromMario, f32 distFromMario);
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s16 find_floor_slope(struct MarioState *m, s16 yawOffset);
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void update_mario_sound_and_camera(struct MarioState *m);
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void set_steep_jump_action(struct MarioState *m);
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u32 set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
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s32 set_jump_from_landing(struct MarioState *m);
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s32 set_jumping_action(struct MarioState *m, u32 action, u32 actionArg);
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s32 drop_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
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s32 hurt_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg, s16 hurtCounter);
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s32 check_common_action_exits(struct MarioState *m);
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s32 check_common_hold_action_exits(struct MarioState *m);
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s32 transition_submerged_to_walking(struct MarioState *m);
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s32 set_water_plunge_action(struct MarioState *m);
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s32 execute_mario_action(UNUSED struct Object *o);
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s32 force_idle_state(struct MarioState* m);
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