More Lua improvements

Added Lua wrapper functions for mario_actions_moving.c, mario_step.h, mario_actions_airborne.c, camera.h, mario_actions_stationary.h

Extended Moveset Mod:
Started porting spin jump from extended moveset
Added act_ground_pound_jump, act_spin_pound, act_spin_pound_land,
This commit is contained in:
MysterD 2022-01-19 01:00:56 -08:00
parent f631f4d62f
commit 8aa9a95d5b
6 changed files with 2087 additions and 122 deletions

View File

@ -1155,3 +1155,12 @@ MARIO_ANIM_STAR_DANCE = 205
MARIO_ANIM_RETURN_FROM_STAR_DANCE = 206
MARIO_ANIM_FORWARD_SPINNING_FLIP = 207
MARIO_ANIM_TRIPLE_JUMP_FLY = 208
SHAKE_ATTACK = 1
SHAKE_GROUND_POUND = 2
SHAKE_SMALL_DAMAGE = 3
SHAKE_MED_DAMAGE = 4
SHAKE_LARGE_DAMAGE = 5
SHAKE_HIT_FROM_BELOW = 8
SHAKE_FALL_DAMAGE = 9
SHAKE_SHOCK = 10

View File

@ -6,53 +6,49 @@ number_types = ["f32", "float"]
cobject_types = ["struct MarioState*", "Vec3s", "Vec3f"]
cobject_lot_types = ["LOT_MARIO_STATE", "LOT_VEC3S", "LOT_VEC3F"]
do_extern = False
header_h = """
s32 is_anim_at_end(struct MarioState *m);
s32 is_anim_past_end(struct MarioState *m);
s16 set_mario_animation(struct MarioState *m, s32 targetAnimID);
s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);
void set_anim_to_frame(struct MarioState *m, s16 animFrame);
s32 is_anim_past_frame(struct MarioState *m, s16 animFrame);
s16 find_mario_anim_flags_and_translation(struct Object *o, s32 yaw, Vec3s translation);
void update_mario_pos_for_anim(struct MarioState *m);
s16 return_mario_anim_y_translation(struct MarioState *m);
void play_sound_if_no_flag(struct MarioState *m, u32 soundBits, u32 flags);
void play_mario_jump_sound(struct MarioState *m);
void adjust_sound_for_speed(struct MarioState *m);
void play_sound_and_spawn_particles(struct MarioState *m, u32 soundBits, u32 waveParticleType);
void play_mario_action_sound(struct MarioState *m, u32 soundBits, u32 waveParticleType);
void play_mario_landing_sound(struct MarioState *m, u32 soundBits);
void play_mario_landing_sound_once(struct MarioState *m, u32 soundBits);
void play_mario_heavy_landing_sound(struct MarioState *m, u32 soundBits);
void play_mario_heavy_landing_sound_once(struct MarioState *m, u32 soundBits);
void play_mario_sound(struct MarioState *m, s32 primarySoundBits, s32 scondarySoundBits);
void mario_set_bubbled(struct MarioState* m);
void mario_set_forward_vel(struct MarioState *m, f32 speed);
s32 mario_get_floor_class(struct MarioState *m);
u32 mario_get_terrain_sound_addend(struct MarioState *m);
struct Surface *resolve_and_return_wall_collisions(Vec3f pos, f32 offset, f32 radius);
f32 vec3f_find_ceil(Vec3f pos, f32 height, struct Surface **ceil);
s32 mario_facing_downhill(struct MarioState *m, s32 turnYaw);
u32 mario_floor_is_slippery(struct MarioState *m);
s32 mario_floor_is_slope(struct MarioState *m);
s32 mario_floor_is_steep(struct MarioState *m);
f32 find_floor_height_relative_polar(struct MarioState *m, s16 angleFromMario, f32 distFromMario);
s16 find_floor_slope(struct MarioState *m, s16 yawOffset);
void update_mario_sound_and_camera(struct MarioState *m);
void set_steep_jump_action(struct MarioState *m);
u32 set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
s32 set_jump_from_landing(struct MarioState *m);
s32 set_jumping_action(struct MarioState *m, u32 action, u32 actionArg);
s32 drop_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
s32 hurt_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg, s16 hurtCounter);
s32 check_common_action_exits(struct MarioState *m);
s32 check_common_hold_action_exits(struct MarioState *m);
s32 transition_submerged_to_walking(struct MarioState *m);
s32 set_water_plunge_action(struct MarioState *m);
s32 execute_mario_action(UNUSED struct Object *o);
s32 force_idle_state(struct MarioState* m);
void init_mario(void);
void init_mario_from_save_file(void);
s32 check_common_idle_cancels(struct MarioState *m);
s32 check_common_hold_idle_cancels(struct MarioState *m);
s32 act_idle(struct MarioState *m);
void play_anim_sound(struct MarioState *m, u32 actionState, s32 animFrame, u32 sound);
s32 act_start_sleeping(struct MarioState *m);
s32 act_sleeping(struct MarioState *m);
s32 act_waking_up(struct MarioState *m);
s32 act_shivering(struct MarioState *m);
s32 act_coughing(struct MarioState *m);
s32 act_standing_against_wall(struct MarioState *m);
s32 act_in_quicksand(struct MarioState *m);
s32 act_crouching(struct MarioState *m);
s32 act_panting(struct MarioState *m);
void stopping_step(struct MarioState *m, s32 animID, u32 action);
s32 act_braking_stop(struct MarioState *m);
s32 act_butt_slide_stop(struct MarioState *m);
s32 act_hold_butt_slide_stop(struct MarioState *m);
s32 act_slide_kick_slide_stop(struct MarioState *m);
s32 act_start_crouching(struct MarioState *m);
s32 act_stop_crouching(struct MarioState *m);
s32 act_start_crawling(struct MarioState *m);
s32 act_stop_crawling(struct MarioState *m);
s32 act_shockwave_bounce(struct MarioState *m);
s32 landing_step(struct MarioState *m, s32 arg1, u32 action);
s32 check_common_landing_cancels(struct MarioState *m, u32 action);
s32 act_jump_land_stop(struct MarioState *m);
s32 act_double_jump_land_stop(struct MarioState *m);
s32 act_side_flip_land_stop(struct MarioState *m);
s32 act_freefall_land_stop(struct MarioState *m);
s32 act_triple_jump_land_stop(struct MarioState *m);
s32 act_backflip_land_stop(struct MarioState *m);
s32 act_lava_boost_land(struct MarioState *m);
s32 act_long_jump_land_stop(struct MarioState *m);
s32 act_hold_jump_land_stop(struct MarioState *m);
s32 act_hold_freefall_land_stop(struct MarioState *m);
s32 act_air_throw_land(struct MarioState *m);
s32 act_twirl_land(struct MarioState *m);
s32 act_ground_pound_land(struct MarioState *m);
s32 act_first_person(struct MarioState *m);
s32 check_common_stationary_cancels(struct MarioState *m);
s32 mario_execute_stationary_action(struct MarioState *m);
"""
functions = []
@ -91,13 +87,19 @@ def process_line(line):
if len(params_str) == 0 or params_str == 'void':
pass
else:
param_index = 0
for param_str in params_str.split(','):
param = {}
param_str = param_str.strip()
match = re.search('[a-zA-Z0-9_]+$', param_str)
param['type'] = normalize_type(param_str[0:match.span()[0]])
param['identifier'] = match.group()
if param_str.endswith('*') or ' ' not in param_str:
param['type'] = normalize_type(param_str)
param['identifier'] = 'arg%d' % param_index
else:
match = re.search('[a-zA-Z0-9_]+$', param_str)
param['type'] = normalize_type(param_str[0:match.span()[0]])
param['identifier'] = match.group()
function['params'].append(param)
param_index += 1
functions.append(function)
@ -150,6 +152,9 @@ def build_function(function):
i += 1
s += '\n'
if do_extern:
s += ' extern %s\n' % function['line']
s += build_return(function)
s += ' return 1;\n}\n'

View File

@ -19,11 +19,23 @@ ACT_WATER_GROUND_POUND_JUMP = (0x0CC | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | A
-- initialize extra fields --
-----------------------------
ANGLE_QUEUE_SIZE = 9
SPIN_TIMER_SUCCESSFUL_INPUT = 4
gMarioStateExtras = {}
for i=0,(MAX_PLAYERS-1) do
gMarioStateExtras[i] = {}
gMarioStateExtras[i].rotAngle = 0
gMarioStateExtras[i].boostTimer = 0
local e = gMarioStateExtras[i]
e.angleDeltaQueue = {}
for j=0,(ANGLE_QUEUE_SIZE-1) do e.angleDeltaQueue[j] = 0 end
e.rotAngle = 0
e.boostTimer = 0
e.stickLastAngle = 0
e.spinDirection = 0
e.spinBufferTimer = 0
e.spinInput = 0
e.actionLastFrame = gMarioStates[i].action
e.lastIntendedMag = 0
end
---------------
@ -239,6 +251,42 @@ function act_roll_air(m)
return false
end
function act_ground_pound_jump(m)
local e = gMarioStateExtras[m.playerIndex]
if check_kick_or_dive_in_air(m) ~= 0 then
-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
return 1
end
if (m.input & INPUT_Z_PRESSED) ~= 0 then
-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
return set_mario_action(m, ACT_GROUND_POUND, 0)
end
if e.spinInput ~= 0 then
return set_mario_action(m, ACT_SPIN_JUMP, 1)
end
if m.actionTimer == 0 then
e.rotAngle = 0
elseif m.actionTimer == 1 then
local cx, cy, cz = get_camera_position()
play_sound(SOUND_ACTION_SPIN, cx, cy, cz)
end
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, SOUND_MARIO_YAHOO)
common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_SINGLE_JUMP,
AIR_STEP_CHECK_LEDGE_GRAB | AIR_STEP_CHECK_HANG)
e.rotAngle = e.rotAngle + (0x10000*1.0 - e.rotAngle) / 5.0
-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y - e.rotAngle
m.actionTimer = m.actionTimer + 1
return 0
end
function update_roll(m)
if m.action == ACT_DIVE_SLIDE then
if (m.input & INPUT_ABOVE_SLIDE) == 0 then
@ -298,12 +346,291 @@ function update_roll(m)
end
end
----------
-- spin --
----------
function mario_update_spin_input(m)
local e = gMarioStateExtras[m.playerIndex]
local rawAngle = atan2s(-m.controller.stickY, m.controller.stickX)
e.spinInput = 0
-- prevent issues due to the frame going out of the dead zone registering the last angle as 0
if e.lastIntendedMag > 0.5 and m.intendedMag > 0.5 then
local angleOverFrames = 0
local thisFrameDelta = 0
local i = 0
local newDirection = e.spinDirection
local signedOverflow = 0
if rawAngle < e.stickLastAngle then
if (e.stickLastAngle - rawAngle) > 0x8000 then
signedOverflow = 1
end
if signedOverflow ~= 0 then
newDirection = 1
else
newDirection = -1
end
elseif rawAngle > e.stickLastAngle then
if (rawAngle - e.stickLastAngle) > 0x8000 then
signedOverflow = 1
end
if signedOverflow ~= 0 then
newDirection = -1
else
newDirection = 1
end
end
if e.spinDirection ~= newDirection then
for i=0,(ANGLE_QUEUE_SIZE-1) do
e.angleDeltaQueue[i] = 0
end
e.spinDirection = newDirection
else
for i=(ANGLE_QUEUE_SIZE-1),1,-1 do
e.angleDeltaQueue[i] = e.angleDeltaQueue[i-1]
angleOverFrames = angleOverFrames + e.angleDeltaQueue[i]
end
end
if e.spinDirection < 0 then
if signedOverflow ~= 0 then
thisFrameDelta = math.floor((1.0*e.stickLastAngle + 0x10000) - rawAngle)
else
thisFrameDelta = e.stickLastAngle - rawAngle
end
elseif e.spinDirection > 0 then
if signedOverflow ~= 0 then
thisFrameDelta = math.floor(1.0*rawAngle + 0x10000 - e.stickLastAngle)
else
thisFrameDelta = rawAngle - e.stickLastAngle
end
end
e.angleDeltaQueue[0] = thisFrameDelta
angleOverFrames = angleOverFrames + thisFrameDelta
if angleOverFrames >= 0xA000 then
e.spinBufferTimer = SPIN_TIMER_SUCCESSFUL_INPUT
end
-- allow a buffer after a successful input so that you can switch directions
if e.spinBufferTimer > 0 then
e.spinInput = 1
e.spinBufferTimer = e.spinBufferTimer - 1
end
else
e.spinDirection = 0
e.spinBufferTimer = 0
end
e.stickLastAngle = rawAngle
e.lastIntendedMag = m.intendedMag
end
function act_spin_jump(m)
local e = gMarioStateExtras[m.playerIndex]
if m.actionTimer == 0 then
-- determine clockwise/counter-clockwise spin
if e.spinDirection < 0 then
m.actionState = 1
end
elseif m.actionTimer == 1 or m.actionTimer == 4 then
local cx, cy, cz = get_camera_position()
play_sound(SOUND_ACTION_TWIRL, cx, cy, cz)
end
local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
if m.actionState == 1 then
spinDirFactor = -1
end
if (m.input & INPUT_B_PRESSED) ~= 0 then
return set_mario_action(m, ACT_DIVE, 0)
end
if (m.input & INPUT_Z_PRESSED) ~= 0 then
local cx, cy, cz = get_camera_position()
play_sound(SOUND_ACTION_TWIRL, cx, cy, cz)
m.vel.y = -50.0
mario_set_forward_vel(m, 0.0)
-- choose which direction to be facing on land (practically random if no input)
if (m.input & INPUT_NONZERO_ANALOG) ~= 0 then
m.faceAngle.y = m.intendedYaw
else
m.faceAngle.y = e.rotAngle
end
return set_mario_action(m, ACT_SPIN_POUND, m.actionState)
end
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, SOUND_MARIO_YAHOO)
common_air_action_step(m, ACT_DOUBLE_JUMP_LAND, MARIO_ANIM_TWIRL,
AIR_STEP_CHECK_HANG)
e.rotAngle = e.rotAngle + 0x2867
if (e.rotAngle > 0x10000) then e.rotAngle = e.rotAngle - 0x10000 end
if (e.rotAngle < -0x10000) then e.rotAngle = e.rotAngle + 0x10000 end
-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + (s16) (e.rotAngle * spinDirFactor)
-- gravity
m.vel.y = m.vel.y + 2
if (m.flags & MARIO_WING_CAP) ~= 0 and m.vel.y < 0.0 and (m.input & INPUT_A_DOWN) ~= 0 then
-- TODO: m.marioBodyState.wingFlutter = 1
m.vel.y = m.vel.y - 0.7
if m.vel.y < -37.5 then
m.vel.y = m.vel.y + 1.4
if m.vel.y > -37.5 then
m.vel.y = -37.5
end
end
else
if m.vel.y > 0 then
m.vel.y = m.vel.y - 4
else
m.vel.y = m.vel.y + 1.4
end
if m.vel.y < -75.0 then
m.vel.y = -75.5
end
end
m.actionTimer = m.actionTimer + 1
return false
end
function act_spin_pound(m)
local e = gMarioStateExtras[m.playerIndex]
if m.actionTimer == 0 then
m.actionState = m.actionArg
end
local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
if m.actionState == 1 then spinDirFactor = -1 end
set_mario_animation(m, MARIO_ANIM_TWIRL)
if (m.input & INPUT_B_PRESSED) ~= 0 then
mario_set_forward_vel(m, 10.0)
m.vel.y = 35
set_mario_action(m, ACT_DIVE, 0)
end
local stepResult = perform_air_step(m, 0)
if stepResult == AIR_STEP_LANDED then
if should_get_stuck_in_ground(m) ~= 0 then
local cx, cy, cz = get_camera_position()
play_sound(SOUND_MARIO_OOOF2, cx, cy, cz)
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
else
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
if check_fall_damage(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
set_mario_action(m, ACT_SPIN_POUND_LAND, 0)
end
end
set_camera_shake_from_hit(SHAKE_GROUND_POUND)
elseif stepResult == AIR_STEP_HIT_WALL then
mario_set_forward_vel(m, -16.0)
if m.vel.y > 0.0 then
m.vel.y = 0.0
end
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
end
e.rotAngle = e.rotAngle + 0x3053
if e.rotAngle > 0x10000 then e.rotAngle = e.rotAngle - 0x10000 end
if e.rotAngle < -0x10000 then e.rotAngle = e.rotAngle + 0x10000 end
-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle * spinDirFactor
m.actionTimer = m.actionTimer + 1
return 0
end
function act_spin_pound_land(m)
m.actionState = 1
if m.actionTimer <= 8 then
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
return drop_and_set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
end
if (m.input & INPUT_OFF_FLOOR) ~= 0 then
return set_mario_action(m, ACT_FREEFALL, 0)
end
if (m.input & INPUT_ABOVE_SLIDE) ~= 0 then
return set_mario_action(m, ACT_BUTT_SLIDE, 0)
end
if (m.input & INPUT_A_PRESSED) ~= 0 then
m.vel.y = 65.0
return set_jumping_action(m, ACT_GROUND_POUND_JUMP, 0)
end
if (m.controller.buttonPressed & R_TRIG) ~= 0 then
mario_set_forward_vel(m, 60)
local cx, cy, cz = get_camera_position()
play_sound(SOUND_ACTION_SPIN, cx, cy, cz)
return set_mario_action(m, ACT_ROLL, 0)
end
stationary_ground_step(m)
set_mario_animation(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP)
else
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
end
if (m.input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE)) ~= 0 then
return check_common_action_exits(m)
end
stopping_step(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, ACT_IDLE)
end
m.actionTimer = m.actionTimer + 1
return 0
end
---------------------------------------------------------
function update()
function mario_action_on_change(m)
local e = gMarioStateExtras[m.playerIndex]
if e.spinInput ~= 0 then
if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SIDE_FLIP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR then
set_mario_action(m, ACT_SPIN_JUMP, 1)
m.vel.y = 65.0
m.faceAngle.y = m.intendedYaw
end
end
if m.action == ACT_GROUND_POUND_JUMP then
m.vel.y = 65.0
elseif m.action == ACT_WALL_SLIDE then
m.vel.y = 0.0
end
end
function mario_update(m)
local e = gMarioStateExtras[m.playerIndex]
mario_update_spin_input(m)
update_roll(m)
-- dive hop
@ -315,9 +642,45 @@ function mario_update(m)
end
end
-- dive out of ACT_GROUND_POUND
if m.action == ACT_GROUND_POUND and (m.input & INPUT_B_PRESSED) ~= 0 then
mario_set_forward_vel(m, 10.0)
m.vel.y = 35.0
set_mario_action(m, ACT_DIVE, 0)
end
-- spin
if e.actionLastFrame == m.action and (m.action == ACT_JUMP or m.action == ACT_WALL_KICK_AIR) and e.spinInput ~= 0 then
set_mario_action(m, ACT_SPIN_JUMP, 1)
e.spinInput = 0
end
-- twirl pound
if m.action == ACT_TWIRLING and (m.input & INPUT_Z_PRESSED) ~= 0 then
set_mario_action(m, ACT_SPIN_POUND, 0)
end
-- ground pound jump
if m.action == ACT_GROUND_POUND_LAND and (m.input & INPUT_A_PRESSED) ~= 0 then
set_mario_action(m, ACT_GROUND_POUND_JUMP, 0)
end
-- action change event
if e.actionLastFrame ~= m.action then
mario_action_on_change(m)
end
e.actionLastFrame = m.action
end
function update()
end
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_mario_action(ACT_ROLL, act_roll)
hook_mario_action(ACT_ROLL_AIR, act_roll_air)
hook_mario_action(ACT_SPIN_JUMP, act_spin_jump)
hook_mario_action(ACT_SPIN_POUND, act_spin_pound)
hook_mario_action(ACT_SPIN_POUND_LAND, act_spin_pound_land)
hook_mario_action(ACT_GROUND_POUND_JUMP, act_ground_pound_jump)

View File

@ -260,8 +260,6 @@ s32 update_sliding(struct MarioState *m, f32 stopSpeed) {
lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.92f;
break;
}
accel = 4.0f;
lossFactor = 0.994f;
oldSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);

File diff suppressed because it is too large Load Diff

View File

@ -7,11 +7,25 @@ void smlua_bind_function(lua_State* L, const char* name, void* func) {
lua_setglobal(L, name);
}
static void smlua_logline(void) {
lua_State* L = gLuaState;
lua_Debug info;
int level = 0;
while (lua_getstack(L, level, &info)) {
lua_getinfo(L, "nSl", &info);
LOG_INFO(" [%d] %s:%d -- %s [%s]\n",
level, info.short_src, info.currentline,
(info.name ? info.name : "<unknown>"), info.what);
++level;
}
}
//////////////////////////////////////////////
lua_Integer smlua_to_integer(lua_State* L, int index) {
if (lua_type(L, index) != LUA_TNUMBER) {
LOG_LUA("LUA: smlua_to_integer received improper type '%d'", lua_type(L, index));
smlua_logline();
gSmLuaConvertSuccess = false;
return 0;
}
@ -23,6 +37,7 @@ lua_Integer smlua_to_integer(lua_State* L, int index) {
lua_Number smlua_to_number(lua_State* L, int index) {
if (lua_type(L, index) != LUA_TNUMBER) {
LOG_LUA("LUA: smlua_to_number received improper type '%d'", lua_type(L, index));
smlua_logline();
gSmLuaConvertSuccess = false;
return 0;
}
@ -33,6 +48,7 @@ lua_Number smlua_to_number(lua_State* L, int index) {
void* smlua_to_cobject(lua_State* L, int index, enum LuaObjectType lot) {
if (lua_type(L, index) != LUA_TTABLE) {
LOG_LUA("LUA: smlua_to_cobject received improper type '%d'", lua_type(L, index));
smlua_logline();
gSmLuaConvertSuccess = false;
return 0;
}
@ -44,6 +60,7 @@ void* smlua_to_cobject(lua_State* L, int index, enum LuaObjectType lot) {
if (lot != objLot) {
LOG_LUA("LUA: smlua_to_cobject received improper LOT. Expected '%d', received '%d'", lot, objLot);
smlua_logline();
gSmLuaConvertSuccess = false;
return NULL;
}
@ -56,6 +73,7 @@ void* smlua_to_cobject(lua_State* L, int index, enum LuaObjectType lot) {
if (pointer == NULL) {
LOG_LUA("LUA: smlua_to_cobject received null pointer.");
smlua_logline();
gSmLuaConvertSuccess = false;
return NULL;
}