mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 07:23:01 +00:00
c58702df93
approach_s32 now stays within 32 bits Fixed SOUND_ARG_LOAD Added OBJ_COL_FLAGS_* Added reset_rumble_timers Added get_hand_foot_pos_* Added get_water_surface_pseudo_floor Adjusted new hooks to be called at the appropriate times
270 lines
5.7 KiB
Lua
270 lines
5.7 KiB
Lua
_CObject = {
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__index = function (t,k)
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return _get_field(t['_lot'], t['_pointer'], k, t)
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end,
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__newindex = function (t,k,v)
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_set_field(t['_lot'], t['_pointer'], k, v, t)
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end,
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__eq = function (a, b)
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return a['_pointer'] == b['_pointer'] and a['_lot'] == b['_lot'] and a['_pointer'] ~= nil and a['_lot'] ~= nil
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end
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}
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_CPointer = {
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__index = function (t,k)
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return nil
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end,
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__newindex = function (t,k,v)
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end,
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__tostring = function(t)
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return 'CPointer: ' .. t['_lvt'] .. ', [' .. string.format('0x%08X', t['_pointer']) .. ']'
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end,
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__eq = function (a, b)
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return a['_pointer'] == b['_pointer'] and a['_pointer'] ~= nil and a['_lvt'] ~= nil
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end
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}
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_SyncTable = {
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__index = function (t,k)
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local _table = rawget(t, '_table')
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return _table[k]
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end,
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__newindex = function (t,k,v)
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local _table = rawget(t, '_table')
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if _table[k] == v then return end
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_set_sync_table_field(t, k, v)
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end
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}
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_ReadOnlyTable = {
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__index = function (t,k)
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local _table = rawget(t, '_table')
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return _table[k]
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end,
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__newindex = function (t,k,v)
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end
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}
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--- @param dest Vec3f
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--- @param src Vec3f
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--- @return Vec3f
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function vec3f_copy(dest, src)
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dest.x = src.x
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dest.y = src.y
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dest.z = src.z
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return dest
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end
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--- @param dest Vec3f
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--- @param x number
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--- @param y number
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--- @param z number
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--- @return Vec3f
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function vec3f_set(dest, x, y, z)
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dest.x = x
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dest.y = y
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dest.z = z
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return dest
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end
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--- @param dest Vec3f
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--- @param a Vec3f
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--- @return Vec3f
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function vec3f_add(dest, a)
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dest.x = dest.x + a.x
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dest.y = dest.y + a.y
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dest.z = dest.z + a.z
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return dest
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end
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--- @param dest Vec3f
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--- @param a Vec3f
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--- @param b Vec3f
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--- @return Vec3f
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function vec3f_sum(dest, a, b)
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dest.x = a.x + b.x
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dest.y = a.y + b.y
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dest.z = a.z + b.z
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return dest
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end
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--- @param dest Vec3f
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--- @param a number
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--- @return Vec3f
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function vec3f_mul(dest, a)
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dest.x = dest.x * a
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dest.y = dest.y * a
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dest.z = dest.z * a
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return dest
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end
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--- @param dest Vec3f
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--- @return Vec3f
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function vec3f_normalize(dest)
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local divisor = math.sqrt(dest.x * dest.x + dest.y * dest.y + dest.z * dest.z)
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if divisor == 0 then
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return dest
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end
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local invsqrt = 1.0 / divisor
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dest.x = dest.x * invsqrt
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dest.y = dest.y * invsqrt
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dest.z = dest.z * invsqrt
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return dest
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end
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--- @param a Vec3f
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--- @return number
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function vec3f_length(a)
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return math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z)
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end
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--- @param a Vec3f
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--- @param b Vec3f
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--- @return number
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function vec3f_dot(a, b)
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return a.x * b.x + a.y * b.y + a.z * b.z
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end
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--- @param vec Vec3f
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--- @param onto Vec3f
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--- @return Vec3f
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function vec3f_project(vec, onto)
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local numerator = vec3f_dot(vec, onto)
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local denominator = vec3f_dot(onto, onto)
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local out = {}
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vec3f_copy(out, onto)
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vec3f_mul(out, numerator / denominator)
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return out
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end
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--- @param v1 Vec3f
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--- @param v2 Vec3f
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--- @return number
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function vec3f_dist(v1, v2)
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dx = v1.x - v2.x
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dy = v1.y - v2.y
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dz = v1.z - v2.z
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return math.sqrt(dx * dx + dy * dy + dz * dz)
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end
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--- @param dest Vec3s
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--- @param src Vec3s
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--- @return Vec3s
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function vec3s_copy(dest, src)
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dest.x = src.x
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dest.y = src.y
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dest.z = src.z
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return dest
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end
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--- @param dest Vec3s
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--- @param x number
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--- @param y number
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--- @param z number
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--- @return Vec3s
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function vec3s_set(dest, x, y, z)
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dest.x = x
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dest.y = y
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dest.z = z
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return dest
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end
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--- @param dest Vec3s
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--- @param a Vec3s
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--- @return Vec3s
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function vec3s_add(dest, a)
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dest.x = dest.x + a.x
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dest.y = dest.y + a.y
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dest.z = dest.z + a.z
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return dest
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end
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--- @param dest Vec3s
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--- @param a Vec3s
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--- @param b Vec3s
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--- @return Vec3s
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function vec3s_sum(dest, a, b)
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dest.x = a.x + b.x
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dest.y = a.y + b.y
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dest.z = a.z + b.z
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return dest
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end
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--- @param dest Vec3s
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--- @param a number
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--- @return Vec3s
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function vec3s_mul(dest, a)
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dest.x = dest.x * a
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dest.y = dest.y * a
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dest.z = dest.z * a
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return dest
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end
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--- @param v1 Vec3s
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--- @param v2 Vec3s
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--- @return number
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function vec3s_dist(v1, v2)
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dx = v1.x - v2.x
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dy = v1.y - v2.y
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dz = v1.z - v2.z
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return math.sqrt(dx * dx + dy * dy + dz * dz)
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end
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--- @param current number
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--- @param target number
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--- @param inc number
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--- @param dec number
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--- @return number
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function approach_f32(current, target, inc, dec)
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if current < target then
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current = current + inc
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if current > target then
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current = target
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end
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else
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current = current - dec
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if current < target then
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current = target
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end
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end
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return current;
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end
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--- @param current number
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--- @param target number
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--- @param inc number
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--- @param dec number
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--- @return number
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function approach_s32(current, target, inc, dec)
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if current < target then
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current = current + inc
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if current > target then
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current = target
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end
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else
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current = current - dec
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if current < target then
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current = target
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end
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end
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-- keep within 32 bits
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if current > 2147483647 then
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current = -2147483648 + (current - 2147483647)
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elseif current < -2147483648 then
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current = 2147483647 + (current - (-2147483648))
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end
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return current;
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end
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--- @param bank number
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--- @param soundID number
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--- @param priority number
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--- @param flags number
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--- @return number
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function SOUND_ARG_LOAD(bank, soundID, priority, flags)
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if flags == nil then flags = 0 end
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return (bank << 28) | (soundID << 16) | (priority << 8) | flags | SOUND_STATUS_WAITING
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end
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